LonePirate wrote: »Is there a game whose developers do not understand (to be kind) or despise (to be unkind) their PVP community as much as ZOS does with the ESO PVP community? I have not seen anything in these first four weeks of this PTS cycle that will address player complaints with the current state of skills and sets in PVP. Is it a communication issue? It is simply apathy?
Cynical_Alchemist wrote: »PTS 11.0.3 states that beams are now considered direct damage rather than DoTs. Are they still considered channels?
This affects the Deadly Strike set, and one of the more common builds for Arcanists.
Anyone else not seeing their existing characters on pts? All I can use is a newly created one.
chongguang wrote: »So , my simple question is that will there be more adjustments in next 3 weeks or the adjustments for combat is over in 11.0.3?
necro_the_crafter wrote: »
Make blocking with an ice staff play ward animation (like on pic), so it finally can make sense to spend mana on blocking. Just holding a cold stick in front of you dosnt feel like an act that consumes mana.
chongguang wrote: »So , my simple question is that will there be more adjustments in next 3 weeks or the adjustments for combat is over in 11.0.3?
I know you need more context for this, I just want to give one example of how the gap is going to become larger with next update. Here I join a vKa group, most dd are arca beamers, 2 heavy attack pet sorcs and few others. I play a no-pet sorc build that sits around 80K here.
I get Triple CPM compared to those holding beams and heavy attacks.
But still have lowest dps, with the heavy attack pet sorcs doing slightly better.
Sometimes you wonder why even bother trying so hard when you can just hold heavy or beam and get top dps including cleave damage. And these are the ones they are buffing even further. The "lazy" playstyles getting stronger is another topic perhaps.
With Subclassing however, the choice of pure class, no-pet sorc, and slightly off-meta will be so unrewarding, so much that those in similar position won't continue play a game that is unrewarding to this extend. Not to mention the loss of identity for our characters and build playstyles choices and forced transition for those who want to keep up. I really don't see the point anymore if the gap is going to be even larger.
chongguang wrote: »Yeah , we still saw arcanist dominate this area and seems it will continue in next patch if there are no more changes of combat. Btw may I know what is the pink red line ,is this a Nightblade? If so then ,why this line has a different colour for a short length on the right end ? I mean i saw another 2 sorcerer also have different blue color at the right end of the line . What does it mean? Sorry , I am not familiar with report logs.
wolfie1.0. wrote: »Subclassing makes balancing harder not easier. This is way more work for the devs. And more player frustration.
Rather than having a group of 15 active skills, 15 passives, and 3 ultimates to balance a class out between each other for a class as a whole, you now have to make do with less. You have to make 5 actives, 5 passives, and an ultimate balance with 20 others to make them balanced.
Honestly, a better choice at this point would have been to either increase morph options, or better yet to have introduced class specializations, where a character can choose one of the three skill lines to focus on and get new skill lines. Night blade would be assassin, shadow, soul and you get to have 3 new skill lines for each one. That would have had balancing challenges but gives you a ton of room to play in.
Twohothardware wrote: »Cominfordatoothbrush wrote: »Regarding the patch notes, my disappointment in seeing the communitys feedback seemingly not considered at all is immeasurable. Some of us LIKE the old classes, it's ridiculous for this patch to go forward with multiclasses being so much more powerful
If subclassing wasn’t noticeably stronger than just the basic classes as they stand now there would be no point in adding it to the game.
It would have been the same crap we got with Scribing and Class based sets. Nerfed and watered down until there was no advantage over just using the existing meta.
Ragnarok0130 wrote: »Twohothardware wrote: »Cominfordatoothbrush wrote: »Regarding the patch notes, my disappointment in seeing the communitys feedback seemingly not considered at all is immeasurable. Some of us LIKE the old classes, it's ridiculous for this patch to go forward with multiclasses being so much more powerful
If subclassing wasn’t noticeably stronger than just the basic classes as they stand now there would be no point in adding it to the game.
It would have been the same crap we got with Scribing and Class based sets. Nerfed and watered down until there was no advantage over just using the existing meta.
That is called balance and giving players a choice on whether to engage with the new system. Any competent company would have pursued that course of action rather than taking choice away from long time players and forcing them to play in an entirely new way. At this point ZoS should just pull a final fantasy 14 and take the game down and redesign it from the ground up since it's such a drastic departure from what ESO is with multiclassing.
randconfig wrote: »So it seems very clear to me, as a veteran player, that they've always been working towards enabling more creativity and fun in the game, unlike in the past, and that there is a want/demand from the playerbase overall for this, as my own experiences shows.
Crystal fragments vs. Shield beam. Crystal fragments is not AOE and has lower damage. Both are class skills. All such skills should be checked and brought in line, e.g. to buff single target skills.
tomofhyrule wrote: »randconfig wrote: »So it seems very clear to me, as a veteran player, that they've always been working towards enabling more creativity and fun in the game, unlike in the past, and that there is a want/demand from the playerbase overall for this, as my own experiences shows.
One of the big problems people are having though is that this addition of more freedom is coming at the expense of others.
Example: My main is a tank. His whole theme is dragons, fire, rock, etc. I built him around those ideas because that was what I liked. He's also lawful good in my mind, and I made sure to do the TG and DB quests on my alts because my lawful good paladin-of-fire-and-rock is not the right person to do evil things.
With Subclassing... well, that doesn't change him much. I want him fire-based. Why would I give up one of my fire lines to take on something else? Good, so I don't need to take it.
...except, there are other players who are now saying "hey, I can combine my Necro with the Earthen Heart line and basically print ultimate, and then the DK Battle Roar passive lets me just have infinite sustain!"
So what happens? Nerfs. And instead of nerfing "Players who take skill line X and skill line Y," we just get the individual lines nerfed. So because other people are building their characters in a certain way, I get my sustain nerfed by over 50%. That... kinda sucks. Sure, I could get that back, by... oh - I'd need to give up my fire-themed skills and likely make my lawful good character part Necromancer. So my choices are to have my character now be a shell of himself, or to throw out the entire story I've built for him over the years.
That's why some people are feeling that, while Subclassing is giving the freedom to build your character however you want, you're basically being coerced into building your character a certain way. If everything is getting nerfs because of the chance of interactions between Skill Lines X and Y, that means that characters who only have one or the other but not both are only getting nerfs where they didn't need them.
Subclassing itself is not bad, and I'd actually like to see more freedom with Subclassing - go ahead and make it so you can trade all three lines! Go ahead and make it so it doesn't level slower and require more skill points! Go ahead and take more than one line from a Class! But there needs to be a mechanic to not make Subclassed builds be so obscenely more powerful than the pure classes that we've had for 11 years, and that (to many peoples' surprise) some players actually enjoy having a consistent theme.
tomofhyrule wrote: »randconfig wrote: »So it seems very clear to me, as a veteran player, that they've always been working towards enabling more creativity and fun in the game, unlike in the past, and that there is a want/demand from the playerbase overall for this, as my own experiences shows.
One of the big problems people are having though is that this addition of more freedom is coming at the expense of others.
Example: My main is a tank. His whole theme is dragons, fire, rock, etc. I built him around those ideas because that was what I liked. He's also lawful good in my mind, and I made sure to do the TG and DB quests on my alts because my lawful good paladin-of-fire-and-rock is not the right person to do evil things.
With Subclassing... well, that doesn't change him much. I want him fire-based. Why would I give up one of my fire lines to take on something else? Good, so I don't need to take it.
...except, there are other players who are now saying "hey, I can combine my Necro with the Earthen Heart line and basically print ultimate, and then the DK Battle Roar passive lets me just have infinite sustain!"
So what happens? Nerfs. And instead of nerfing "Players who take skill line X and skill line Y," we just get the individual lines nerfed. So because other people are building their characters in a certain way, I get my sustain nerfed by over 50%. That... kinda sucks. Sure, I could get that back, by... oh - I'd need to give up my fire-themed skills and likely make my lawful good character part Necromancer. So my choices are to have my character now be a shell of himself, or to throw out the entire story I've built for him over the years.
That's why some people are feeling that, while Subclassing is giving the freedom to build your character however you want, you're basically being coerced into building your character a certain way. If everything is getting nerfs because of the chance of interactions between Skill Lines X and Y, that means that characters who only have one or the other but not both are only getting nerfs where they didn't need them.
Subclassing itself is not bad, and I'd actually like to see more freedom with Subclassing - go ahead and make it so you can trade all three lines! Go ahead and make it so it doesn't level slower and require more skill points! Go ahead and take more than one line from a Class! But there needs to be a mechanic to not make Subclassed builds be so obscenely more powerful than the pure classes that we've had for 11 years, and that (to many peoples' surprise) some players actually enjoy having a consistent theme.
EXACTLY! As a DK main as well, I love the fire theme and even made a build that satisfies both my vet DLC dungeon and roleplaying needs. Utilizing themed sets such as Runecarver.
Why should pure class players be punished for a system they didn’t even ask for?