ZOS_JessicaFolsom wrote: »Thieves Guild
[*]NPC Appearances – Lion Guard and More [Feedback]: This is a carry-over from last week’s PTS Summary. We’ve seen your feedback related to the appearance of NPCs you’ve encountered during the Thieves Guild content (and beyond.) For example, wishing the Lion Guard NPCs used the new Lion Guard Captain uniform. We are working on some outfit updates for key NPCs and a few factions based on your feedback. We have also seen the related request for broader NPC makeovers across the game. While our main focus right now remains on Season One content, we hear you and will keep this request and your suggestions in mind! (Related post.)
albertberku wrote: »RIP Font of Power, you will be remembered forever..
I'd wish to change the effect of Font of Power from increasing Weapon and Spell Damage by 1% for every 1750 maximum resources to providing 1% Weapon and Spell Damage and 1% Critical Damage for every 2000 maximum resources.
This is because Sorc is the only class among all classes whose passive abilities don't include Critical Damage or Penetration. Changing it to 1% Weapon and Spell Damage and 1% Critical Damage for every 2000 maximum resources would not only lower the cap but also raise the floor. Therefore, Critical Damage has a cap, while Weapon and Spell Damage does not.
ZOS_JessicaFolsom wrote: »Separating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.
- Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
- Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
This is a really interesting idea. Does anyone have a feel for how many instances a zone will have?AlienatedGoat wrote: »
I entirely understand why sorting players into separate zone instances would be a huge strain. But something that I feel the team hasn't fully considered is adding instance priority, which would be a much smaller overhead than making fully separate instances. Players of a higher difficulty could be given priority to be placed into instances with players of the same difficulty.
A bit disappointing that the response to the whitestrake's feedback is "this is why we're doing this", instead of just giving the community what they're asking for. Seems 90%+ are in agreement that the removal of trade bars was unneeded. These are part of what draw in new people who wouldn't otherwise participate in the event, which is the entire point of mayhem - huge fights with fresh faces in a variety of environments. This really seems like one of those moments where the team should just give in to the community.
Also disappointing that there aren't further buffs for the veterancy system planned. The system is extremely underwhelming, especially the capstone rewards. I do not understand why the studio is so hesitant to throw a bone to PVP players - we've genuinely put up with bare minimum for a decade now. Putting some more desirable rewards within this system would go a long way towards buying back good faith with the community.
It does seem like very little of the PVP feedback is being considered based on this post. Some main points that should really be addressed;
- Conservation of Energy Power Level - The healing this skill can provide, especially when approaching 40k HP, is disgusting. It will outheal everything on CMX every single fight. Defensive power creep like this is not healthy for the game and has the potential to lead to a very stale, tank oriented meta. I'd urge caution when introducing things that heal or mitigate excessively, just as much as things that deal too much "free" damage.
- Recursive flame/pyreband - Not even just in the context of dueling, despite that being all we can do to test PVP on the PTS. But this combination is just doing an absurd amount of "free" damage. Please reconsider the recursive flame passive to instead be some kind of %modifier to dots, instead of the current "proc" damage that it is. Again, it is not healthy to encourage so much "free" damage with minimal input.
- Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
AlienatedGoat wrote: »ZOS_JessicaFolsom wrote: »Separating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.
- Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
- Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
I entirely understand why sorting players into separate zone instances would be a huge strain. But something that I feel the team hasn't fully considered is adding instance priority, which would be a much smaller overhead than making fully separate instances. Players of a higher difficulty could be given priority to be placed into instances with players of the same difficulty. A benefit of this is that the rate of priority could be tailored, reducing any undo strain on resources and allowing for the best possible experience under the limitations.
spartaxoxo wrote: »I didn't see anything about how pet sorcs are still the only group not being shown anything unique for them in the class mastery system. They're actually punished for using their skills.
Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
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Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
[/list]Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
~agenda~
YandereGirlfriend wrote: »Just wanted to follow up here. We do have some changes for all three items listed above coming in Week Three Patch Notes. We are taking a pass at addressing some of the power level feedback from the Werewolf, in addition to some other visual elements. Full notes on Monday, but wanted to give a quick note that we are addressing some of this and will continue to evaluate feedback after the changes made next week as well.Werewolf Power Level - You spent a lot of time in this post addressing all the visuals discussion around WW, but what about the extensive feedback about the power level? Especially in regards to WW benefiting from class mastery passives and being a bit too oppressive with certain ones active. Would be really good to hear if the team is going to consider further adjustments here. The main feedback thread devolved into a mess of back and forth, but there is quite a bit of solid testing that was shared there in regards to this.
[/list]Why no WW nerfs so far? Its heavily (which puts it lightly) overperforming in pvp atm. Youll create worse balance than subclassing ever did if you release it like that and that is coming from someone who despises subclassing more than anything.
~agenda~
My agenda is common sense: one-bar builds with a simple two-button pseudo-rotation should never approach the output of sweaty two-bar builds, in any game mode or under any conditions, because the level of effort required to play them is not remotely comparable.
In other words, if you can achieve identical results with less effort expended then there is no incentive to apply yourself and work harder/get better.
The question at-hand is what percentage of the top-end results should those simpler styles provide? 65%? 75%? 85?% Etc. If we are ever in a world where simple styles are within a few small percent or somehow even ahead of complex builds then we have gone completely off the rails. IMO, 75% seems quite fair. Which is right around where WW seems to sit in PvE parses on the PTS. No issues there.
But a situation where WW is leading the pack (heh) in dueling and has like 200% production of, say, pureclassed Necros, is a HUGE red flag.
WW-enjoyers in this thread should heed the ancient wisdom of players from the past. Releasing a class as giga-broken now means that it will inevitably get laid-low by the nerf-hammer in the future. So the enlightened path is to accept gentle balance now so that your class avoids catastrophe later. Necromancer mains worldwide nod their heads in sage agreement with this inescapable truth.