This still doesn't address one of the largest sources of powercreep:
SETS
Zos badly needs to do another large balance pass of Sets to rein in a lot of power the introduce patch to patch.
Also..... just a side note. Scorch 15% nerf? Why? What did it ever do to you?
Matthew_Galvanus wrote: »This still doesn't address one of the largest sources of powercreep:
SETS
Zos badly needs to do another large balance pass of Sets to rein in a lot of power the introduce patch to patch.
Also..... just a side note. Scorch 15% nerf? Why? What did it ever do to you?
even then, you're still only addressing the symptoms of power creep instead of fixing it. Horizontal progression systems have ALWAYS been plagued by powercreep and it's made infinitely worse by the fact they keep trying to balance PvE and PvP side-by-side instead of individually.
This still doesn't address one of the largest sources of powercreep:
SETS
Zos badly needs to do another large balance pass of Sets to rein in a lot of power the introduce patch to patch.
Also..... just a side note. Scorch 15% nerf? Why? What did it ever do to you?
MindOfTheSwarm wrote: »This still doesn't address one of the largest sources of powercreep:
SETS
Zos badly needs to do another large balance pass of Sets to rein in a lot of power the introduce patch to patch.
Also..... just a side note. Scorch 15% nerf? Why? What did it ever do to you?
I didn’t want overload the reasoning for every single change I think needed to happen. But since you asked.
Basically Scorch is overloaded as an ability. It is basically a “run this skill or go home” ability. Too much damage and utility in one skill especially Deep Fissure. But to not be too heavy handed, I shifted some of that lost damage into the Bear basic attacks and also the proposed Frozen Device rework as well as shifting Major Breach into it too. However, I gave a bit back to Fissure with 5% vs Chilled targets. In a nutshell, I think it’s too crutch. A similar argument could be made for Blastbones, but you can still play Necro without BB and still do well.
I read this post and I think no, just no. Especially the templar bit, like why would you change a holy character into some fire spewing god. Holy / Radiant damage is more appropriate. Aka just magic damage whatever. The "you have to choose" cp node thingy also brings it's issues.
Like I love you putting input and the effort you probably put into it but yikes no.
Ps. Power creep is definitely okay, like how else do you want the masses to ever see a HM. If ZoS keeps tuning for the 0,01% then huge power creep is required. In this MMO trials/raids remain relevant entire time but for example WoW they killed all their old raids by making huge power leaps with the lvl cap increase. I'm not saying they should make trials solo-able like in WoW but heck, you can make them easier and just adjust the achievements like they did. Ahead/On/Behind the curve whatever. Like giving you a different variant of an achievement when you clear stuff on the chapter it came out or something like that.
Oh well, enough forum for me.
ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
Think of the Frozen Device as like a mine that goes off periodically. Not a DoT. Thorns is not a bad idea as an alternative.
IZZEFlameLash wrote: »Just no. This line of thinking is what made this horrendous update possible. Aiming at the top end to fix lower end players problem composed of bow light attacks with willy nilly setup never ever works. It always hurt mid-tier the most.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
Think of the Frozen Device as like a mine that goes off periodically. Not a DoT. Thorns is not a bad idea as an alternative.
Periodic damage = Damage over Time = DoT
MidniteOwl1913 wrote: »Sure I guess nerf LA, but "sticky" DoT attacks, ranged attacks, lightning staff attacks, HA, healing, resource return, every class ability, and even for god's sake restoration staff attack? Overkill doesn't even cover it.
This still doesn't address one of the largest sources of powercreep:
SETS
Zos badly needs to do another large balance pass of Sets to rein in a lot of power the introduce patch to patch.
Also..... just a side note. Scorch 15% nerf? Why? What did it ever do to you?
IZZEFlameLash wrote: »Just no. This line of thinking is what made this horrendous update possible. Aiming at the top end to fix lower end players problem composed of bow light attacks with willy nilly setup never ever works. It always hurt mid-tier the most.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
Think of the Frozen Device as like a mine that goes off periodically. Not a DoT. Thorns is not a bad idea as an alternative.
ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
Think of the Frozen Device as like a mine that goes off periodically. Not a DoT. Thorns is not a bad idea as an alternative.
seems like it'd be insanely inconsistent unless the boss is sitting still for 39 years. sounds like it'd be rather bad. all traps once activated, expire instantly. are you able to come up with an effect that works with that line of logic? it just doesn't seem like a trap since it doesn't expire. it's basically just a very delayed AoE DoT.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »while i think some of the warden changes were well intentioned, i don't think that they'd really be good for balance. crys slab is way too powerful like that. i messed around with that type of idea but quickly realised it's impact would be insane for survivability. scorch seems pretty weird. is it still magic damage? removing more of it's damage is really painful in pvp. i'm confused on frozen device's rework, if it's a trap then why does it act like an aoe? does the dot apply to the target even if they're out of it?. poison damage is mostly dk's thing now that stamdens's damage types are moving towards bleed. if anything this should have something to do with thorns, and deal bleed damage. bear really doesn't need to deal more damage.
Think of the Frozen Device as like a mine that goes off periodically. Not a DoT. Thorns is not a bad idea as an alternative.
seems like it'd be insanely inconsistent unless the boss is sitting still for 39 years. sounds like it'd be rather bad. all traps once activated, expire instantly. are you able to come up with an effect that works with that line of logic? it just doesn't seem like a trap since it doesn't expire. it's basically just a very delayed AoE DoT.
How about if it detonated instantly. Like a Mine that rearms itself over and over its duration. Maybe for a total 15 seconds instead. Like once every 5 seconds. A bit like an Unstable Wall that goes off a few times, but without the DoT component. No orange numbers, bursty explosions. Say 8000 damage every 5 seconds on an optimal character. That would result in 4 explosions total.
What would you suggest as alternative?
MindOfTheSwarm wrote: »IZZEFlameLash wrote: »Just no. This line of thinking is what made this horrendous update possible. Aiming at the top end to fix lower end players problem composed of bow light attacks with willy nilly setup never ever works. It always hurt mid-tier the most.
I’m not sure what you mean by this? Can you give further details?
If you mean Light Attacks didn’t need nerfing, I’m afraid I don’t agree. It’s responsible for most of the power creep. Weaving is not a bad thing for those that like to do it, but having weaving as an absolute requirement to even have a hope of getting into veteran content is unhealthy for the game.
Nerfing LA was the right move. They defo hit them too hard mind and having them not scaling with stats was a bad move. But they defo needed nerfing, which is why I think a percentage hit was a far wiser course of action. Making them all flat damage was a poor decision.
As for CP bonuses, everything is being flattened out. This is bad, really bad. But it was necessary if all CP nodes are available. There is no cost benefit when choosing between them. Every other mmo or rpg style game has definitive choices that push you towards a certain style but at the cost of losing things elsewhere.
Being allowed to create a character that can do maximum burst damage AND maximum DoT damage, is bad for the game. It’s just purely one dimensional and boring. When players invest in something they should lose out elsewhere. This is why I firmly believe that CP passives that boost specific damage types need a significant boost, but allowing them all to be chosen simply creates a new meta where everyone picks the same nodes. It’s extremely dull.
It’s the same with buffs, people cried over not having the same buffs available on all classes. So now what do we end up with?
All classes have access to all buffs, all have one ground DoT, all have one single target DoT, all have one direct damage spammable, all have one AoE spammable. So where is class identity? Then people wonder why everything is being standardised. Truth is we asked for this and now we are paying the price in having all classes pretty much feel the same and a singular play style (put down a bunch of DoT and then spam). Seriously boring after a while. And it makes me sad because it never used to be like this.
IZZEFlameLash wrote: »MindOfTheSwarm wrote: »IZZEFlameLash wrote: »Just no. This line of thinking is what made this horrendous update possible. Aiming at the top end to fix lower end players problem composed of bow light attacks with willy nilly setup never ever works. It always hurt mid-tier the most.
I’m not sure what you mean by this? Can you give further details?
If you mean Light Attacks didn’t need nerfing, I’m afraid I don’t agree. It’s responsible for most of the power creep. Weaving is not a bad thing for those that like to do it, but having weaving as an absolute requirement to even have a hope of getting into veteran content is unhealthy for the game.
Nerfing LA was the right move. They defo hit them too hard mind and having them not scaling with stats was a bad move. But they defo needed nerfing, which is why I think a percentage hit was a far wiser course of action. Making them all flat damage was a poor decision.
As for CP bonuses, everything is being flattened out. This is bad, really bad. But it was necessary if all CP nodes are available. There is no cost benefit when choosing between them. Every other mmo or rpg style game has definitive choices that push you towards a certain style but at the cost of losing things elsewhere.
Being allowed to create a character that can do maximum burst damage AND maximum DoT damage, is bad for the game. It’s just purely one dimensional and boring. When players invest in something they should lose out elsewhere. This is why I firmly believe that CP passives that boost specific damage types need a significant boost, but allowing them all to be chosen simply creates a new meta where everyone picks the same nodes. It’s extremely dull.
It’s the same with buffs, people cried over not having the same buffs available on all classes. So now what do we end up with?
All classes have access to all buffs, all have one ground DoT, all have one single target DoT, all have one direct damage spammable, all have one AoE spammable. So where is class identity? Then people wonder why everything is being standardised. Truth is we asked for this and now we are paying the price in having all classes pretty much feel the same and a singular play style (put down a bunch of DoT and then spam). Seriously boring after a while. And it makes me sad because it never used to be like this.
Just the entire concept of 'target the top end'. It does not work. Period. It never have and never will. Something like Oakensoul was the right thing for raising the floor and close the gap.
Morrowind also was their attempt at 'closing the gap' but it also turned out to be doing the exact opposite. They should concentrate their effort more to help those at the floor by adding stuffs for them instead of wasting time trying to press down the ceiling.