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
It is not fixed. Keep in mind that it's not just unstable wall of elements that people can take more damage from if they have the purge buff active on them. Caltrops can also do more damage to you.Is Purge fixed? I thought it was still bugged all to Oblivion?
I've seen the debuff immediately removed by the spells I stated earlier. Not sure why you seem to think it isn't removable - you could have had meatbag immediately reapplied or the synergy didn't go off correctly (lag/expiration/etc)rendolpheb16_ESO wrote: »No it cannot be purged. How many time I've got that garbage Meatbag on me and casting purify doesn't remove it.
It is not fixed. Keep in mind that it's not just unstable wall of elements that people can take more damage from if they have the purge buff active on them. Caltrops can also do more damage to you.Is Purge fixed? I thought it was still bugged all to Oblivion?I've seen the debuff immediately removed by the spells I stated earlier. Not sure why you seem to think it isn't removable - you could have had meatbag immediately reapplied or the synergy didn't go off correctly (lag/expiration/etc)rendolpheb16_ESO wrote: »No it cannot be purged. How many time I've got that garbage Meatbag on me and casting purify doesn't remove it.
Snipe ignores armor for one.. kelly stop while you are ahead in a previous post you said spells can't be blocked and heavy armor is better than med not to mention you have no lag in PvP which i call BS on.
rendolpheb16_ESO wrote: »It is not fixed. Keep in mind that it's not just unstable wall of elements that people can take more damage from if they have the purge buff active on them. Caltrops can also do more damage to you.Is Purge fixed? I thought it was still bugged all to Oblivion?I've seen the debuff immediately removed by the spells I stated earlier. Not sure why you seem to think it isn't removable - you could have had meatbag immediately reapplied or the synergy didn't go off correctly (lag/expiration/etc)rendolpheb16_ESO wrote: »No it cannot be purged. How many time I've got that garbage Meatbag on me and casting purify doesn't remove it.
Well I'll have to do a video to show you and at the same time I'll ask ZoS to make it meatbag ''purge-able''.
booksmcread wrote: »rendolpheb16_ESO wrote: »It is not fixed. Keep in mind that it's not just unstable wall of elements that people can take more damage from if they have the purge buff active on them. Caltrops can also do more damage to you.Is Purge fixed? I thought it was still bugged all to Oblivion?I've seen the debuff immediately removed by the spells I stated earlier. Not sure why you seem to think it isn't removable - you could have had meatbag immediately reapplied or the synergy didn't go off correctly (lag/expiration/etc)rendolpheb16_ESO wrote: »No it cannot be purged. How many time I've got that garbage Meatbag on me and casting purify doesn't remove it.
Well I'll have to do a video to show you and at the same time I'll ask ZoS to make it meatbag ''purge-able''.
The problem I run into often is that I have to cast Purifying Ritual a couple of times to remove it. So, either I have 5+ debuffs/negative effects stacked on me, or the skill isn't always working.
There is also an issue with server-client desync at the moment. We are not allowed to see debuff/negative effect icons on ourselves, but are supposed to rely on sounds and visual effects, but the sounds bug out a lot and the visuals with ground effects don't always show up. I can't tell you how many times I've been hit with siege while seeing no red circle on the ground.
Snipe ignores armor for one.. kelly stop while you are ahead in a previous post you said spells can't be blocked and heavy armor is better than med not to mention you have no lag in PvP which i call BS on.
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
Yeah, nobody uses bows...Snipe ignores armor for one.. kelly stop while you are ahead in a previous post you said spells can't be blocked and heavy armor is better than med not to mention you have no lag in PvP which i call BS on.
@KBKB sometimes the best thing to do is ignore the troll, for the content of her/his post i'm sure it's just trolling.
——————————————————————
Now on topic i agree with what the OP said and there are really valid points on this post.
[cry]
Also I would like to add that as someone to perform a stamina build, I can't actually believe some people complain about the bows or other weapons, if it is so overpowered why nobody use it? You only see the exact same builds in pvp and most focus in magicka resource. When I try to use any of my class skills (defensive) after two casts i go oom and the resource i use is most spent in breaking free from talon spam.
[/cry]
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
Max 400? You are clearly delusional.... and I wear 5pc heavy.
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.
ANyone who says Bows are OP are insane. For one, in real life and just common sense...Bows are powerful and have range. Thats why they used bow in warfare. Also, every class has a "Range minimizer". I get 1-2 bow shots off before teh guys bolts/charges/etc to me and then its not really about range anymore.
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.
If you die from snipe, and have 3300 hitpoints...it's because you're not rolling right when you take a big hit, you don't use tri-pots, you don't use any defensive abilities, you're not paying attention...or you're just skirmishing solo.
I run 3600 HP...if I see my HP drop hard n fast, it's an immediate roll and dark cloak pop.
I have 50 bow, all yellow equipment, and when stealthed max weapon damage. I can easily take out targets that aren't paying attention...but that's it.
And guess what? When running with a group, if I run my snipe, i'm a liability. I need to stay with the group...and anything with a 1 second cast time doesn't cut it.
You're just going to have to adjust YOUR tactics, not complain about other classes playstyle/build.
Don't worry; Update 6 is on its way! When it arrives, items will provide spell resistance and armor, making heavy armor more useful. In addition, soft caps are going away, so heavy armor won't have its effectiveness reduced.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.
We agree that block casting is an issue, but our main focus has been on balancing and polishing other features for 1.6. We did spend some time on this problem, but in the end we decided to take a little more time to get the right solution for this instead of rushing out a “fix” that could potentially introduce more problems.Agrippa_Invisus wrote: »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.
In Update 6, we're making magicka-based area-of-effect abilities blockable.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.
If you are using the version of Impulse that deals damage over time, it can be effective to weave into a single target rotation every 10 seconds. Just spamming Impulse is going to do less single-target damage than spamming Lava Whip or Crushing Shock.Agrippa_Invisus wrote: »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.
This will no longer be an issue in Update 6—heavy armor will be much stronger.Agrippa_Invisus wrote: »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.
In Update 6, you'll only be able to have one Wall of Fire active at a time. We also reduced the number of particle effects associated with some abilities, focusing on those that had the largest impact on performance.Agrippa_Invisus wrote: »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.
We're actually adjusting damage in Update 6 so that siege damage can't be mitigated by armor. This adjustment comes in conjunction with damage scaling due to player character and monster rebalancing throughout the game in Update 6.Agrippa_Invisus wrote: »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.
We're increasing the heal value of the wall upgrade in Update 6, but we’ll also look into adding more HP to the doors. We'll see how player survivability vs. other siege weapons feels with the removal of armor mitigation in conjunction with door/wall destruction timing. Regardless, we can work on changing the timing to give your allies a better opportunity to respond.Agrippa_Invisus wrote: »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.
Sure, we can look into that!Agrippa_Invisus wrote: »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.
This is something we've discussed at length and continue to have conversations about. We initially made the buffs as an incentive for PVP, but in the long run, using campaigns as a “buff server” has been more of a crutch than the intended bonus. We've seen your feedback and concerns about this—we'll continue to discuss it internally and see what we can do.Agrippa_Invisus wrote: »10. Buff Servers -- Kill buffs outside of the PVP zone. It's time for Buff servers to die the death they deserve.
david.haypreub18_ESO wrote: »It's great to see such a detailed response from Jessica! Great job.
However...
If you don't fix block casting, and at the same time, if you nerf Magicka AoE's at the same time by making them blockable... then you are actually just buffing blocking and making it more of a problem.
Block casting has to be fixed, not buffed. Now is the time to do it, when you are revamping all skills, or else you are just going to have everyone blocking constantly...
I didn't think block casting could get worse than it is, but it definitely will if you don't fix it now.
Lava_Croft wrote: »Props to @ZOS_JessicaFolsom for one of the most detailed and informative replies I have ever seen on these forums by a developer or community manager.
Thank you.