MincMincMinc wrote: »Does this mean the following tests will have passives soon?
Erickson9610 wrote: »MincMincMinc wrote: »Does this mean the following tests will have passives soon?
I honestly hope Vengeance never gets passive abilities. Everything should require you to use your Active Abilities; there shouldn't be any bonuses for having anything slotted.
colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
MincMincMinc wrote: »colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
I may be misreading your statement so correct me if I'm just rehashing what you mean. The addition of resto tanking performance directly points towards game mechanic issues of Aoe caps, Crosshealing outside of group, and Over time effects stacking.
The main benefit to vengeance was that PvE and PvP can now be separate. So mechanics like all effects can't stack would drastically cut down on so many issues plaguing pvp since the PvE raid groups were crying about overlapping BiS effects causing inefficiencies.
colossalvoids wrote: »MincMincMinc wrote: »colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
I may be misreading your statement so correct me if I'm just rehashing what you mean. The addition of resto tanking performance directly points towards game mechanic issues of Aoe caps, Crosshealing outside of group, and Over time effects stacking.
The main benefit to vengeance was that PvE and PvP can now be separate. So mechanics like all effects can't stack would drastically cut down on so many issues plaguing pvp since the PvE raid groups were crying about overlapping BiS effects causing inefficiencies.
That's my problem not being an english speaker most probably, ahem.
Yes, that's the issue with addition of more lines currently - it doesn't take into account already identified problems we had for years upon years, but scaling them back in hopes that's enough. We had no cross healing test, it already almost solved stuck in combat issues and at least some client side lag but apparently showed devs no real server frame gains if I remember correctly their conclusion.
Agree on separation generally, that's probably one thing I should've included in my feedback piece in the corresponding thread as this simple thing can drastically change how they can solve issues without making the game worse for the opposite side of the server figuratively speaking. Personally this turned PvP upside down for me around five years ago when last people I've played with there effectively quit, caused by streak of unfortunate design decisions which never really stopped since.
MincMincMinc wrote: »colossalvoids wrote: »MincMincMinc wrote: »colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
I may be misreading your statement so correct me if I'm just rehashing what you mean. The addition of resto tanking performance directly points towards game mechanic issues of Aoe caps, Crosshealing outside of group, and Over time effects stacking.
The main benefit to vengeance was that PvE and PvP can now be separate. So mechanics like all effects can't stack would drastically cut down on so many issues plaguing pvp since the PvE raid groups were crying about overlapping BiS effects causing inefficiencies.
That's my problem not being an english speaker most probably, ahem.
Yes, that's the issue with addition of more lines currently - it doesn't take into account already identified problems we had for years upon years, but scaling them back in hopes that's enough. We had no cross healing test, it already almost solved stuck in combat issues and at least some client side lag but apparently showed devs no real server frame gains if I remember correctly their conclusion.
Agree on separation generally, that's probably one thing I should've included in my feedback piece in the corresponding thread as this simple thing can drastically change how they can solve issues without making the game worse for the opposite side of the server figuratively speaking. Personally this turned PvP upside down for me around five years ago when last people I've played with there effectively quit, caused by streak of unfortunate design decisions which never really stopped since.
No worries, I was guessing there was some translation loss.
With vengeance 3 at least someone is leading the team in a way that work is not grinding to a halt. It seems someone is actually coordinating to keep anything that can be worked on, worked on. Be curious how they address the vengeance 2 findings about the group aoe heals, crosshealing outside group, and over time effect stacking.
I can only dream that they make over time effects nolonger stack in pvp again. It would touch on so many issues.
- Winning purely by numbers being soft capped. More chances for newer players to break away and solo/smallman
- BiS morphs being chosen wouldn't stack so we would see things like mutagen and rapid regen used.
- meta proc sets like sloads wouldn't be an issue
colossalvoids wrote: »MincMincMinc wrote: »colossalvoids wrote: »MincMincMinc wrote: »colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
I may be misreading your statement so correct me if I'm just rehashing what you mean. The addition of resto tanking performance directly points towards game mechanic issues of Aoe caps, Crosshealing outside of group, and Over time effects stacking.
The main benefit to vengeance was that PvE and PvP can now be separate. So mechanics like all effects can't stack would drastically cut down on so many issues plaguing pvp since the PvE raid groups were crying about overlapping BiS effects causing inefficiencies.
That's my problem not being an english speaker most probably, ahem.
Yes, that's the issue with addition of more lines currently - it doesn't take into account already identified problems we had for years upon years, but scaling them back in hopes that's enough. We had no cross healing test, it already almost solved stuck in combat issues and at least some client side lag but apparently showed devs no real server frame gains if I remember correctly their conclusion.
Agree on separation generally, that's probably one thing I should've included in my feedback piece in the corresponding thread as this simple thing can drastically change how they can solve issues without making the game worse for the opposite side of the server figuratively speaking. Personally this turned PvP upside down for me around five years ago when last people I've played with there effectively quit, caused by streak of unfortunate design decisions which never really stopped since.
No worries, I was guessing there was some translation loss.
With vengeance 3 at least someone is leading the team in a way that work is not grinding to a halt. It seems someone is actually coordinating to keep anything that can be worked on, worked on. Be curious how they address the vengeance 2 findings about the group aoe heals, crosshealing outside group, and over time effect stacking.
I can only dream that they make over time effects nolonger stack in pvp again. It would touch on so many issues.
- Winning purely by numbers being soft capped. More chances for newer players to break away and solo/smallman
- BiS morphs being chosen wouldn't stack so we would see things like mutagen and rapid regen used.
- meta proc sets like sloads wouldn't be an issue
Wonder how many tests would it take before any of the balancing acts can take it's place. And what it takes translating it to live, which is most puzzling if a lot of people are against rebuilding from the ground up and are firm on scalpel changes like just trimming some sets and outliers with abilities.
That's even if they took our observations (correlation with lag and amount of cross healing / similar hots going) to heart as their spreadsheets might show them a different picture to what we observed in a sense, as we also take into account player behaviour which isn't much data driven.
MincMincMinc wrote: »colossalvoids wrote: »MincMincMinc wrote: »colossalvoids wrote: »Honestly expect it to be just tests yet. Sure there's enough asks for the mode to stay or be considered in any capacity but any balancing or mechanical additions seems unlikely if that's still a testing grounds and not a raw demo of what's their new vision is.
Even considering if veng II is a successful implementation of new skill lines when resto tanked performance closer to live state in densely packed environments.
I may be misreading your statement so correct me if I'm just rehashing what you mean. The addition of resto tanking performance directly points towards game mechanic issues of Aoe caps, Crosshealing outside of group, and Over time effects stacking.
The main benefit to vengeance was that PvE and PvP can now be separate. So mechanics like all effects can't stack would drastically cut down on so many issues plaguing pvp since the PvE raid groups were crying about overlapping BiS effects causing inefficiencies.
That's my problem not being an english speaker most probably, ahem.
Yes, that's the issue with addition of more lines currently - it doesn't take into account already identified problems we had for years upon years, but scaling them back in hopes that's enough. We had no cross healing test, it already almost solved stuck in combat issues and at least some client side lag but apparently showed devs no real server frame gains if I remember correctly their conclusion.
Agree on separation generally, that's probably one thing I should've included in my feedback piece in the corresponding thread as this simple thing can drastically change how they can solve issues without making the game worse for the opposite side of the server figuratively speaking. Personally this turned PvP upside down for me around five years ago when last people I've played with there effectively quit, caused by streak of unfortunate design decisions which never really stopped since.
No worries, I was guessing there was some translation loss.
With vengeance 3 at least someone is leading the team in a way that work is not grinding to a halt. It seems someone is actually coordinating to keep anything that can be worked on, worked on. Be curious how they address the vengeance 2 findings about the group aoe heals, crosshealing outside group, and over time effect stacking.
I can only dream that they make over time effects nolonger stack in pvp again. It would touch on so many issues.
- Winning purely by numbers being soft capped. More chances for newer players to break away and solo/smallman
- BiS morphs being chosen wouldn't stack so we would see things like mutagen and rapid regen used.
- meta proc sets like sloads wouldn't be an issue