I look at it like this . Out of all the concerns between balance this issue effects the outcome of a battle how many times ? Not 1vs1 ... A battle .
No but 10 guys all chilling on the edge of a keep spamming snipe like its going out of fashion is a balance issue imo. Getting two shot by by someone 4 Vranks below you when wearing full gold impen riding back to your group/sieged keep is also a balance issue.
Don't stick up for snipe It is the hardest hitting, shortest cast time, longest range healing debuff out there and it's very cheap to use which makes it spammable and is anything but balanced at the moment.
Clearly you've never been trapped by a group of DK's at the front of a pulse group stun locked . Or ever watched a sniper one shot himself from sniping at said DK group with reflect up . Also the change to DK reflect is not going to be that big of a change to stop making them the bane of bow users .
Any sniper that kills himself off scales is stupid for one.
I like to dodge roll and roll immoveable but yes it does happen to all of us at times I think. Not sure what that has to do with my comment about snipe being ridic over the top?
PS @roechacca you use a bow I'm guessing?
OMG if bows were so OP you'd see everyone spamming bows into keeps an taking flags . Well you don't . You see the same DK / Temp / Sorc Gowns on Crown winning every keep assault .
rendolpheb16_ESO wrote: »About your siege weapon statement, I find them already strong enough. Player combat should be the turning point and not the Siege Weapon.
Meatbag cata doesn't hurt, but will wipe your group.
BTW I find that stupid that the debuff healing on meatbag cata cannot be cleansed.
The fire dot from Fire Ballista can be cleansed ...
I think it can be? just your heal from purge is effected by the debuff. not 100% on that I am almost my heals improve after purging/purifying after a meat bag hits a group.
The meatbag can be purged/cleansed/purified
It cannot be removed via Dark Cloak.
I look at it like this . Out of all the concerns between balance this issue effects the outcome of a battle how many times ? Not 1vs1 ... A battle .
No but 10 guys all chilling on the edge of a keep spamming snipe like its going out of fashion is a balance issue imo. Getting two shot by by someone 4 Vranks below you when wearing full gold impen riding back to your group/sieged keep is also a balance issue.
Don't stick up for snipe It is the hardest hitting, shortest cast time, longest range healing debuff out there and it's very cheap to use which makes it spammable and is anything but balanced at the moment.
Clearly you've never been trapped by a group of DK's at the front of a pulse group stun locked . Or ever watched a sniper one shot himself from sniping at said DK group with reflect up . Also the change to DK reflect is not going to be that big of a change to stop making them the bane of bow users .
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
I look at it like this . Out of all the concerns between balance this issue effects the outcome of a battle how many times ? Not 1vs1 ... A battle .
No but 10 guys all chilling on the edge of a keep spamming snipe like its going out of fashion is a balance issue imo. Getting two shot by by someone 4 Vranks below you when wearing full gold impen riding back to your group/sieged keep is also a balance issue.
Don't stick up for snipe It is the hardest hitting, shortest cast time, longest range healing debuff out there and it's very cheap to use which makes it spammable and is anything but balanced at the moment.
Clearly you've never been trapped by a group of DK's at the front of a pulse group stun locked . Or ever watched a sniper one shot himself from sniping at said DK group with reflect up . Also the change to DK reflect is not going to be that big of a change to stop making them the bane of bow users .
Nine times out of Ten, if you can close the gap between yourself and a bow user, you can roll them like the morning paper. A Snipe hit from a player in Stealth (Which only adds to the damage) can reach nearly 2k if you do it right, plus it stuns them. Reflect or not, that's nearly a 75% health decrease for most players and by the time the second Snipe comes whizzing in... well... kiss your muffins goodbye!
I do agree that bows could use some tlc, or maybe just Snipe in particular. Not major changes, but maybe a half second to cast time or damage reduction after the first shot.
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
Are we playing the same game? not saying lag isn't part of the issue... but seriously?
Agrippa_Invisus wrote: »Well, my time in these forums grows very short. I may not even get a chance to reply much to this thread, so I'll post my thoughts about what I'll be looking for in 1.6 and what I feel currently needs to change.
I feel ESO had an amazing foundation to build off of. The core mechanics of how combat worked were amazing and felt so very fluid for an MMO.
Then the players got their hands on it, balance issues started to come to the forefront, and the devs started tinkering with the game engine itself. That's when it all went to Hell.
The number one concern that needs to be addressed for 1.6 is lag and client performance. This game runs poorly -- very poorly. It runs worse than it did in patches 1.1 and 1.2 with 1.3 being a major culprit in the downfall of the game's performance. We have been putting up with these issues for months and they have only ever gotten worse with the exception of a 1am emergency patch to 'mitigate' some of the FPS issues caused by the lighting patch.
If these latency issues are not fixed, there is nothing on this Earth that will allow this game to maintain any semblance of a healthy player base.
The second most important thing from a PVP perspective is balance issues. This game has some very, very, very bad class and skill balance issues. There are builds that simply obliterate their opposition, not just in skilled hands, but in any hands. There are certain armor and weapon types where everything else is simply subpar. This is simply unacceptable in a game where it was advertised 'play as you like'... so long as it wears Light Armor and has some form of staff as a weapon.
This has improved, mildly, to allow bow users to creep into the meta as a force in their own right. Ultimately, though, it's changed too slow and been the way it is for far too long.
The things I feel that need to be looked at most, in regards to game balance, are as follows:
1. Armor types and their effectiveness -- LA needs a durability nerf the size of Tamriel, HA needs love in a severe way.
2. Blockcasting -- This, combined with the LA sustainability/durability balance issues, is what leads to the 'Ubertank DK' that is so universally loathed. ZOS, you're smart, figure out a way around this mechanic.
3. Stamina vs Magicka AEs -- There is no good reason that Steel Tornado is blockable while Impulse/Blockade aren't. This alone prevents Stamina from standing in the same place damage-wise in group situations. The same with Brawler and other 2H area abilities. Either both stamina and magicka AEs should be blockable or neither should be. I lean towards both should be.
4. AE Damage Scaling -- AE abilities should never substitute for single target abilities for damage. There's zero reason that Impulse should even approach skills like Crushing Shock or Lava Whip for single target damage. AEs make their DPS back by hitting multiple targets (and then some) for their cost. I don't care one whit if this requires PvE re-balancing, it's an imbalance in the current system.
5. Block Cost in LA -- Take the block cost reduction from the 1h/Shield line and stack it into the HA line so that HA + Shield = 1.5 block cost, while LA + Shield = terrible blocking. This has impact on both points 1 and 2.
6. Stacking Ground Effects -- They're invisible half the time due to spell effect culling, they contribute hugely to the lag, and frankly are being used in silly ways (blockade of fire through the grate of an inner ring keep over front door anyone?). Make it so, universally, any ground effect erases the previous cast and replaces it -- much akin to how Cinder Storm or Caltrops work. It's time for things like this to start behaving in the same manner.
7. Siege Damage -- Siege Weapons need to hit players way, way harder than they do. It needs to be very dangerous to be within range of a siege line's artillery. As it currently is, it's easier than ever to mitigate and heal through siege damage, even when storming a breach. As long as you don't linger, you'll make it through fine, and it is players who are far more dangerous.
8. Keep Wall / Door HP and Siege Times -- It is way, way too fast to slam down an empty keep. Even at rank 5, with 245K walls and 195K doors, I've dropped an empty keep in 2:30 (two minutes, 30 seconds) from first siege dropped to flags flipped to Ebonheart. There's very little time to react to this, especially if it's an outlying keep like Drakelowe, Brindle, or Dragonclaw. I think it's time to up the HPs of keeps or reduce the damage siege does to them -- whichever is easier to code. More fights, more sieges, less ninja flipping.
9. The Nikel Corridor -- Make this a more interesting place to fight. Add some cottages, huts, a village or two (easily destroyed and forgotten by Oblivion's time period), anything to make it so that area is as lively as other areas of the map.
10. Buff Servers -- Kill buffs outside of the PVP zone. It's time for Buff servers to die the death they deserve.
And that's it. I'm sure there's stuff I've overlooked, but ultimately this is the primary list of issues that I've personally had issues with my time in game. Some of it's petty, some of it's universal. I don't know if I'll get to reply much to this thread going forward, but I will be reading it.
You'll see me around after 1.6 is live.
IMO they should increase the resource managment with heavy armor. If you don't run out of resources, heavy armor is FAR tankier than light armor with the Bracing passive. Maybe this passive returning resources when you are hit should get its cooldown removed. 30 magicka/stamina everytime you get hit. Something like this.Agrippa_Invisus wrote: »1. Armor types and their effectiveness -- LA needs a durability nerf the size of Tamriel, HA needs love in a severe way.
I hope they wont change this as it would finally make the Dragon Knight class completly unplayble for me. If you don't block you usually instadie after charging in the enemy frontline (someone has to make the first push).2. Blockcasting -- This, combined with the LA sustainability/durability balance issues, is what leads to the 'Ubertank DK' that is so universally loathed. ZOS, you're smart, figure out a way around this mechanic.
I guess its like: you can block that greatsword someone is hitting around him but not that fireexplosion.3. Stamina vs Magicka AEs -- There is no good reason that Steel Tornado is blockable while Impulse/Blockade aren't. This alone prevents Stamina from standing in the same place damage-wise in group situations. The same with Brawler and other 2H area abilities. Either both stamina and magicka AEs should be blockable or neither should be. I lean towards both should be.
Its only better against blocking targets.4. AE Damage Scaling -- AE abilities should never substitute for single target abilities for damage. There's zero reason that Impulse should even approach skills like Crushing Shock or Lava Whip for single target damage. AEs make their DPS back by hitting multiple targets (and then some) for their cost. I don't care one whit if this requires PvE re-balancing, it's an imbalance in the current system.
"Play as you want". Heavy armor resourcemanagment should be increased but battlemages with LA + S&B should still be viable imo. Blocking is much cheaper in heavy armor already.5. Block Cost in LA -- Take the block cost reduction from the 1h/Shield line and stack it into the HA line so that HA + Shield = 1.5 block cost, while LA + Shield = terrible blocking. This has impact on both points 1 and 2.
Since you can't stack walls and they are uncapped anyway this isn't really too much of a problem but maybe be changed to fit other skills better. No top priority tho.6. Stacking Ground Effects -- They're invisible half the time due to spell effect culling, they contribute hugely to the lag, and frankly are being used in silly ways (blockade of fire through the grate of an inner ring keep over front door anyone?). Make it so, universally, any ground effect erases the previous cast and replaces it -- much akin to how Cinder Storm or Caltrops work. It's time for things like this to start behaving in the same manner.
I think sieges are fine imo. It should be player vs player not sieges vs player.7. Siege Damage -- Siege Weapons need to hit players way, way harder than they do. It needs to be very dangerous to be within range of a siege line's artillery. As it currently is, it's easier than ever to mitigate and heal through siege damage, even when storming a breach. As long as you don't linger, you'll make it through fine, and it is players who are far more dangerous.
Fully agree. Some days ago we got emperor during prime time on thornblade by sieging brk, chal, aleswell and arrius simultaniously with 20 sieges each while reds were pushing for blue scrolls. Arrius failed, the others were taken. This was an action of maybe 3-4 minutes from 1st keep flagged until crowning emperor.8. Keep Wall / Door HP and Siege Times -- It is way, way too fast to slam down an empty keep. Even at rank 5, with 245K walls and 195K doors, I've dropped an empty keep in 2:30 (two minutes, 30 seconds) from first siege dropped to flags flipped to Ebonheart. There's very little time to react to this, especially if it's an outlying keep like Drakelowe, Brindle, or Dragonclaw. I think it's time to up the HPs of keeps or reduce the damage siege does to them -- whichever is easier to code. More fights, more sieges, less ninja flipping.
Or bring camps back so there is fighting outside outpost areas.9. The Nikel Corridor -- Make this a more interesting place to fight. Add some cottages, huts, a village or two (easily destroyed and forgotten by Oblivion's time period), anything to make it so that area is as lively as other areas of the map.
[/quote]10. Buff Servers -- Kill buffs outside of the PVP zone. It's time for Buff servers to die the death they deserve.
Agrippa_Invisus wrote: »
3. Stamina vs Magicka AEs -- There is no good reason that Steel Tornado is blockable while Impulse/Blockade aren't. This alone prevents Stamina from standing in the same place damage-wise in group situations. The same with Brawler and other 2H area abilities. Either both stamina and magicka AEs should be blockable or neither should be. I lean towards both should be.
That's the only thing I disagree with. AOE dmg shouldn't be blockable, first, it's weid to block AOE spell, how can you block ring of fire? Second, and more important is that game should go in direction of removing block as primary form of dmg mitigation. We need to rely on other things like: more hp and dmg reduction via armor and spell resistance, and shields.
Please, no more emphasis on damage shields... I think active blocking is a very cool way of doing it - the problem in my view rises form all the perma-block-casting.
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
Are we playing the same game? not saying lag isn't part of the issue... but seriously?
hey, l2p man, to each their own. DW sucks, and 2H sucks. Bow, resto, dest. staffs...S/B all have their place and do well.
I see temps, NBs, DKs, and sorcs that are terrible and those that are good. All have their place and their role. Sorcs get ganked easy, but when you run with 2200 HP and light armor, wtf do you expect? Sorcs have access to THE #1 ability in game though in negate.
DKs can take on groups and not die...but that's it, they aren't killing anyone.
Just not seeing it...every class can be really good and a huge influence...good or bad...to a well run group.
rendolpheb16_ESO wrote: »About your siege weapon statement, I find them already strong enough. Player combat should be the turning point and not the Siege Weapon.
Meatbag cata doesn't hurt, but will wipe your group.
BTW I find that stupid that the debuff healing on meatbag cata cannot be cleansed.
The fire dot from Fire Ballista can be cleansed ...
I think it can be? just your heal from purge is effected by the debuff. not 100% on that I am almost my heals improve after purging/purifying after a meat bag hits a group.
The meatbag can be purged/cleansed/purified
It cannot be removed via Dark Cloak.
Is Purge fixed? I thought it was still bugged all to Oblivion?
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
Are we playing the same game? not saying lag isn't part of the issue... but seriously?
hey, l2p man, to each their own. DW sucks, and 2H sucks. Bow, resto, dest. staffs...S/B all have their place and do well.
I see temps, NBs, DKs, and sorcs that are terrible and those that are good. All have their place and their role. Sorcs get ganked easy, but when you run with 2200 HP and light armor, wtf do you expect? Sorcs have access to THE #1 ability in game though in negate.
DKs can take on groups and not die...but that's it, they aren't killing anyone.
Just not seeing it...every class can be really good and a huge influence...good or bad...to a well run group.
Bow is the best in damage by far, its not even a contest. the only reason you have Impulse groups is because of the skills instant cast and cost to damage ratio being so good that groups stacked together can mow people down.
Not all Sorcs run around with such low HP, only newbs do that..your looking at 3300+ here with over 2500 magic and capped spell damage...
If something isn't adjusted, the Scales nerf will turn this game into The Elder Bows Online. the only reason you seen so many DK was because Scales was the only counter...if they don't make adjustments, i just hope everyone is ready for Lethal Arrow Spam 2.0 because it will be twice as worse as it is now.
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
Are we playing the same game? not saying lag isn't part of the issue... but seriously?
hey, l2p man, to each their own. DW sucks, and 2H sucks. Bow, resto, dest. staffs...S/B all have their place and do well.
I see temps, NBs, DKs, and sorcs that are terrible and those that are good. All have their place and their role. Sorcs get ganked easy, but when you run with 2200 HP and light armor, wtf do you expect? Sorcs have access to THE #1 ability in game though in negate.
DKs can take on groups and not die...but that's it, they aren't killing anyone.
Just not seeing it...every class can be really good and a huge influence...good or bad...to a well run group.
Its the reason i started a Templar Alt, but to be completely honest, im not sure i can level him up. I really don't want to go through the grind of that again doing quests i have done before. it feels like a chore.
booksmcread wrote: »Its the reason i started a Templar Alt, but to be completely honest, im not sure i can level him up. I really don't want to go through the grind of that again doing quests i have done before. it feels like a chore.
If you think Sorcs have the worst damage, have too many useless skills in PVP, think you have a class line that needs a complete overhaul, want instant direct damage class skills, etc., I don't think leveling a Templar alt is going to provide you with any relief to all that you asked for. Though it might make you appreciate your Sorc a tiny bit more...unless you like healing.
rendolpheb16_ESO wrote: »About your siege weapon statement, I find them already strong enough. Player combat should be the turning point and not the Siege Weapon.
Meatbag cata doesn't hurt, but will wipe your group.
BTW I find that stupid that the debuff healing on meatbag cata cannot be cleansed.
The fire dot from Fire Ballista can be cleansed ...
I think it can be? just your heal from purge is effected by the debuff. not 100% on that I am almost my heals improve after purging/purifying after a meat bag hits a group.
The meatbag can be purged/cleansed/purified
It cannot be removed via Dark Cloak.
AltusVenifus wrote: »
I have no issue with bows... I wear armor... max hit about 400... u are clearly wearing full light... u are goo g to have a problem with bows...sorry
Agree with lag problems, disagree with balance issues. Some builds are great ganking builds, some great grouping builds...some average at both.
As a NB, I struggle 1 on 1 with all classes...most 1 on 1 fights end in a stalemate unless one player got the jump on the other.
I run medium armor and do VERY well.
I would say blocking with sword/board is too OP in group situations, could probably use a nerf, or not.
But my kill recap has a TON of things in it, light attacks, heavy attacks, lots of different abilities. I think balance wise the game is pretty good, it's the lag that is the issue.
People argue bow, S/B, resto, and dest staffs are op. That's not bad, not too many left lol. Just boost up the other two.
Are we playing the same game? not saying lag isn't part of the issue... but seriously?
hey, l2p man, to each their own. DW sucks, and 2H sucks. Bow, resto, dest. staffs...S/B all have their place and do well.
I see temps, NBs, DKs, and sorcs that are terrible and those that are good. All have their place and their role. Sorcs get ganked easy, but when you run with 2200 HP and light armor, wtf do you expect? Sorcs have access to THE #1 ability in game though in negate.
DKs can take on groups and not die...but that's it, they aren't killing anyone.
Just not seeing it...every class can be really good and a huge influence...good or bad...to a well run group.
Bow is the best in damage by far, its not even a contest. the only reason you have Impulse groups is because of the skills instant cast and cost to damage ratio being so good that groups stacked together can mow people down.
Not all Sorcs run around with such low HP, only newbs do that..your looking at 3300+ here with over 2500 magic and capped spell damage...
If something isn't adjusted, the Scales nerf will turn this game into The Elder Bows Online. the only reason you seen so many DK was because Scales was the only counter...if they don't make adjustments, i just hope everyone is ready for Lethal Arrow Spam 2.0 because it will be twice as worse as it is now.
booksmcread wrote: »Its the reason i started a Templar Alt, but to be completely honest, im not sure i can level him up. I really don't want to go through the grind of that again doing quests i have done before. it feels like a chore.
If you think Sorcs have the worst damage, have too many useless skills in PVP, think you have a class line that needs a complete overhaul, want instant direct damage class skills, etc., I don't think leveling a Templar alt is going to provide you with any relief to all that you asked for. Though it might make you appreciate your Sorc a tiny bit more...unless you like healing.
You can level a temp with biting jabs alone they are cray cray easy, there also has to be a penalty for having uber heals not weapon locked.