GloatingSwine wrote: »Here's a suit of 15th century gothic plate armour with faulds. Notice how they're in exactly the opposite place to where they would be on ESO armour. The flappy bits on our armour are in all the places the real armour isn't and the one place they decided needed extra protection is exactly where the flappies miss!
We are in bizarro-world armour.
Ever considered that 15th century armour was badly designed?
acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Zodiarkslayer wrote: »You are completely neglecting penetration?
randconfig wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
Think of something like the NB flanking passive.
Every single tick of damage dealt means checking the angle of the player to the target(s), which is so very computationally wasteful. Like cool concept, sure, but just way too expensive, particularly when every player in both PvE and PvP is running that line.
Remember when the unique % buffs to like Dunmer Flame Damage were stripped away and replaced by static Weapon Damage values because it was deemed too computationally extravagant to make the % calculation for every such Flame tick? And yet that was peanuts compared to the flanking passive and similar bloated procs that are not even tied to abilities or sets or CP.
This is why we needs programmers in the metaphorical room with the designers at all times.
I think the angle between you and your target is calculated every time you attack them, since it's used to correctly place and orient projectiles, proc set animations, character models, animations, etc. So this change to the passive doesn't require additional calculations.