Yep, preaching to the choir here.wolfie1.0. wrote: »I just want my combat to feel rewarding and be able to show progress. Here is how I feel like ZOS treats combat.
I feel like I am climbing a hill to reach an objective and anytime I progress up the hill the path I take gets blocked by some arbitrary change that ZOS does, and every so often they lure me back up the hill with some enticing change, only to block the path again. It feels like im trying to invade a castle where the engineers I hired to open paths for me are instead impeding my progress while offering occasional good results.
Like yall should be helping us reach the top and excel, but dont want to put through the effort to do so.
Case in point. The suggested skill choice guides are out of date for new players and don't offer any real build value. Yall dont even update those to help players out. There are stats that still dont make sense and are not explained in game (crit rating vs % as one).
I can only get kicked down the dps progress hill so many times before I just won't climb it anymore, and many have either done that or just left.
tomofhyrule wrote: »Of course there will always be a meta.
But the thing you don't see in other games is the second best build being less than 75% of the best build. And that's a lot of what we're seeing here.
If all builds were within like 10% of each other, then there would be a lot more "play the way you want" allowed. Sure you'd have the thinks-they're-better-than-they-are idiots demanding that there was only one strategy, but the issue right now is that they're right. There is only one strategy right now, especially as you get into things above Godslayer.
Better balance would still allow people to do what they want, but then more different strategies would be acceptable in the highest levels.
JHartEllis wrote: »1) In hunting new lore books, the glow is often hard to tell apart from other light sources. A player-friendly fix for this is some sort of bonus (Mythic gear item?) to magnify the glow. A Mora-themed wisdom-seeker bright green fire aura would work well for this. Other tools could potentially indicate if there are nearby unread books.
Izanagi.Xiiib16_ESO wrote: »
If there was pvp enabled housing to make your own bg's or at the least a 'pvp' based dummy for a house which simulated players with various levels of health and resists or a damage simulation dummy for healing and tanking I'm sure a lot of pvpers would engage with this content.
- Yes.
- Latency in crowded environments is better. Ballgroups (and bash builds) can't cause lag in Vengeance like they normally would.
- The simplified abilities are not fun to engage with. They are too bare bones, don't interact with sets or passives (because there are none) and give me the exact opposite experience of what I enjoy about ESO's combat.
- /
- I see Vengeance as a necessary evil, provided we use it to fix current Cyrodiil and not chase some sort of replacement that's fundamentally different. It stops being fun after the first 20minutes of play, especially since there is unlimited siege weapons, which makes defending a keep a sisyphean task because the siegers can never run out.
- General Feedback:
- There are still concerns that we are having Vengeance for the sake of itself rather than to improve current Cyrodiil. These concerns have remained underaddressed, and any time a developer has commented on this, the statement was followed up with caveats reintroducing ambiguity (like on the last livestream). Particularly the addition of quality of life improvements to Vengeance has reinforced the impression for some players that the focus with Vengeance is not on improving performance - where it should be -, but on making Vengeance itself better. We don't want "better Vengeance", we want better Gray Host/Blackreach/etc. The upcoming loudouts for example don't relate to normal Cyrodiil at all. It would be great to get a strong statement on what the goal of Vengeance is, highlighting that Vengeance really is just a series of tests, with no "ifs" and "we'll see", and that it won't be the future of Cyrodiil.
Where is the evidence that ball groups cause lag? If you can provide that to ZOS, maybe the testing can end early.
I don't have the evidence other than fights with ballgroups present are lagging while zerg fights aren't lagging (as badly). Without being able to look under the hood of the game and the servers, I cannot provide that evidence ever. It's all annecdotal. I'm just one data point, but ZOS is the one who needs to connect the dots until they form a line. Not to mention, ZOS should already be aware, as the previous performance tests already identified crosshealing as a major cause of lag - it's just that turning off crosshealing entirely kills the role of a healer in PvP. Ballgroups heavily utilize crosshealing to become an unkillable ball of death (hence the name), so it should be obvious. What they should do to address this, without invalidating the role of healer or alienating the players who wish to engage in coordinated group PvP, I don't know. But finding that solution would be my #1 priority for improving performance in PvP.
Bash builds for some reason also cause lag which you can experience in Battlegrounds and even duels, where there really shouldn't be any lag like that. Not sure what's causing that, but I can only assume it's either the caluclation of bonuses to bash damage, since regular bashing doesn't seem to cause the same lag, or the sets used by those bash builds.