Khivas_Carrick wrote: »My arguement is that if ZOS indeed want to base certain stats such as DPS etc on Melee Vs Range (which they are not doing, since they said in the Live stream that they want to make all damage per second equal across the classes) then they can't do that fairly or accurately with the game in it's current state.Khivas_Carrick wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EricWrobel
Feedback on the loss of stats due to someone deciding that I am "ranged"(PVE).
There has been much talk of ranged players and melee players and how ZOS is possibly thinking it should affect your DPS/other stats (with ranged providing less of X than melee). I'm not sure if this is the approach you are going to take, however this is some feedback
The assumptions that I'm coming across is that people who use staves only play at range(and the inevitable assumption that they are probably magicka players). This isn't correct. There a skill on the Destruction staff which only works if you are in melee range-Ie Impulse.
If any magicka people use the impulse skill at all, then they will play both in melee range and at a longer range. So I don't think that a staff is strictly an "range" weapon, and surely if that's the things are going, then do bows have the same stats(ie DPS/spell power/weapon power?) as staves? ( I don't know if bows have a close range ability like impulse)
And that's assuming that magicka players use staves only..however magicka players could equip any weapon, which may require range(bow), melee(2 hand) or staff(both melee range and long range)
On a side note if I am a destruction staff user in light armor, I am doing well providing DPS and surviving at melee range. Therefore, I do not think that I should be penalised in DPS/protection etc because someone assumed that the weapon I equipped or the class that I am is ranged, and that because of that, I need to do less damage and die easier as I will never be in melee range,experiencing the same risk as someone who is "melee". Personally as a sorcerer using destro staff(both class and weapon assumed to be ranged) I spend a large (if not the majority)amount of time in melee range ie crit surge/impulse/thundering presence combination, since there are more AOE PVE than single target situations in the game (eg typical dungeon). In addition, there could be people using a ranged skill like a melee eg crit surge/lightning flood/thundering presence combination. So if you are going to base stats on dividing your players into ranged or melee, make sure that the division is accurate.(Although I don't see how that would be possible anyway)
SUMMARY
So as long as there is a skill on the weapon/class tree that requires you to be in melee range(example Impulse on Destruction staff, Thundering presence on sorc tree and any similar skills on Bow etc), I don't think it is fair that the weapon/class should be lesser in some way(IE less DPS etc) simply because it is assumed that it is a ranged only weapon/class.
With the way the weapons/classes are now, I think stats should be comparable. However if you are going down the route of"ranged players" have reductions in DPS/protection/stats etc due to the fact that they are assumed to be ranged(and have no risk), then any time they are within melee distance to an enemy they should be getting a bonus,since they are taking the same risks as someone else, and getting less stats as a reward.
And quoting from another thread -I'm still mega confused as to why a staff will provide less spell power than a sword..
No, not quite. Thundering Presence is a tanky move meant for tanks or melee fighters. Second, impulse is an AoE attack, and a god damn powerful one at that. It's trade off for being so strong is that it's built for a melee approach, usually after a team has grabbed everything up and there's a healer there to save your ass. Or as a tank, a player could easily use impulse to do the aforementioned aggro grabbing.
Basically what I'm saying is your argument is full of holes and is you're using melee stuff as a caster, it's going to be hard.
Again, until a person's class and weapon and any skill trees they have access to have no close range skills, you can't call them ranged. Conversely, until a person's class,weapon and any skill trees accessed contains no long range spells, you can't call them melee. You don't know what skills people are using so you can't tell them to take a reduction in stats, simply because you assume(basing your assumption on either their class or their weapon) that they play a certain way(whether it is the optimal way or not), and neither can ZOS unless they are really, really strict and limit a player to only have access to ranged or close range abilities but never both, so that they can fairly differentiate who fits in the close range pile and who fits in the long range pile.
That's actually rather fair, I'll give you that. However it doesn't change the fact that stamina melee is still at a massive disadvantage to Magicka ranged if the numbers are exactly the same, and that's why they're different.
dylanjaygrobbelaarb16_ESO wrote: »Khivas_Carrick wrote: »My arguement is that if ZOS indeed want to base certain stats such as DPS etc on Melee Vs Range (which they are not doing, since they said in the Live stream that they want to make all damage per second equal across the classes) then they can't do that fairly or accurately with the game in it's current state.Khivas_Carrick wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EricWrobel
Feedback on the loss of stats due to someone deciding that I am "ranged"(PVE).
There has been much talk of ranged players and melee players and how ZOS is possibly thinking it should affect your DPS/other stats (with ranged providing less of X than melee). I'm not sure if this is the approach you are going to take, however this is some feedback
The assumptions that I'm coming across is that people who use staves only play at range(and the inevitable assumption that they are probably magicka players). This isn't correct. There a skill on the Destruction staff which only works if you are in melee range-Ie Impulse.
If any magicka people use the impulse skill at all, then they will play both in melee range and at a longer range. So I don't think that a staff is strictly an "range" weapon, and surely if that's the things are going, then do bows have the same stats(ie DPS/spell power/weapon power?) as staves? ( I don't know if bows have a close range ability like impulse)
And that's assuming that magicka players use staves only..however magicka players could equip any weapon, which may require range(bow), melee(2 hand) or staff(both melee range and long range)
On a side note if I am a destruction staff user in light armor, I am doing well providing DPS and surviving at melee range. Therefore, I do not think that I should be penalised in DPS/protection etc because someone assumed that the weapon I equipped or the class that I am is ranged, and that because of that, I need to do less damage and die easier as I will never be in melee range,experiencing the same risk as someone who is "melee". Personally as a sorcerer using destro staff(both class and weapon assumed to be ranged) I spend a large (if not the majority)amount of time in melee range ie crit surge/impulse/thundering presence combination, since there are more AOE PVE than single target situations in the game (eg typical dungeon). In addition, there could be people using a ranged skill like a melee eg crit surge/lightning flood/thundering presence combination. So if you are going to base stats on dividing your players into ranged or melee, make sure that the division is accurate.(Although I don't see how that would be possible anyway)
SUMMARY
So as long as there is a skill on the weapon/class tree that requires you to be in melee range(example Impulse on Destruction staff, Thundering presence on sorc tree and any similar skills on Bow etc), I don't think it is fair that the weapon/class should be lesser in some way(IE less DPS etc) simply because it is assumed that it is a ranged only weapon/class.
With the way the weapons/classes are now, I think stats should be comparable. However if you are going down the route of"ranged players" have reductions in DPS/protection/stats etc due to the fact that they are assumed to be ranged(and have no risk), then any time they are within melee distance to an enemy they should be getting a bonus,since they are taking the same risks as someone else, and getting less stats as a reward.
And quoting from another thread -I'm still mega confused as to why a staff will provide less spell power than a sword..
No, not quite. Thundering Presence is a tanky move meant for tanks or melee fighters. Second, impulse is an AoE attack, and a god damn powerful one at that. It's trade off for being so strong is that it's built for a melee approach, usually after a team has grabbed everything up and there's a healer there to save your ass. Or as a tank, a player could easily use impulse to do the aforementioned aggro grabbing.
Basically what I'm saying is your argument is full of holes and is you're using melee stuff as a caster, it's going to be hard.
Again, until a person's class and weapon and any skill trees they have access to have no close range skills, you can't call them ranged. Conversely, until a person's class,weapon and any skill trees accessed contains no long range spells, you can't call them melee. You don't know what skills people are using so you can't tell them to take a reduction in stats, simply because you assume(basing your assumption on either their class or their weapon) that they play a certain way(whether it is the optimal way or not), and neither can ZOS unless they are really, really strict and limit a player to only have access to ranged or close range abilities but never both, so that they can fairly differentiate who fits in the close range pile and who fits in the long range pile.
That's actually rather fair, I'll give you that. However it doesn't change the fact that stamina melee is still at a massive disadvantage to Magicka ranged if the numbers are exactly the same, and that's why they're different.
? what. except that all the stam melee can equip a bow on the other bar and have the longest range in the game..... what specifically is the disadvantage? I dont see it, medium stamina is good and has 2/3 more resistances! you cant just ignore that any medium stam build can slap a bow on off bar and be very effective at range. medium is looking to greatly overshadow light and heavy, if nothing changes ,prepare for serious fotm medium builds.
They have said they will put a banker in the Outlaws Refuge in the next patch who will still talk to you despite your bounty.ForKristSake wrote: »Okay, devs, so here's a scenario I encountered that seems quite problematic.
If you get a bounty for whatever reason and get caught, the guards will not take from your bank. So the first thing I do is go thieving with no gold on me. What are they going to do, right? I steal some stuff, get caught, and I cannot pay the bounty (that choice is in red font). So I am forced to flee, they kick my ass, yada-yada-yada, I'm back at the wayshire, and I still have 250g bounty. So I figure I'll go to the bank, get money, and pay off at the fence or to a guard. I walk in the bank, where guards abound, one sees me and asks for bounty, I can't pay, I get my ass kicked again, and back at the wayshire. Meanwhile, I can't even sell anything to a regular merchant cause I've got a bounty.
Now I am forced to either 1) steal my way out of infamy (steal and sell to the fence until I can pay the bounty) or 2) beg friends for gold, or 3) go read lore in a corner for an hour until the bounty dies down. If one of you made it this way on purpose, to you I say BRILLIANT! Cause trust me...when 1.6 launches, I want so bad to hear some idiot complaining in zone chat that the first thing he did after downloading the update was go on a murder spree and rack up 7k gold in bounty only to realize he's got 480g on him. I love a good indentured servitude story just as much as the next guy, but...it still seems like you might need to change it.
So can you please give an option to pay the bounty using gold from the bank?
If not...well hey, at least I know now not to do it.
byrom101b16_ESO wrote: »I play a Light Armour wearing magicka-based Sorcerer and have no alts. I don't like running pets, and from what I hear they are riddled with problems in Trials etc due to Boss, add and heal targetting issues.
So you can imagine how I feel about the inexplicable nerfs to both the armour I want to use (relative to other armours) and the class I want to play, as well as the guild abilities I am currently forced to use as the main dps, sustain and survivability skills of my class are so poorly designed.
Significant reductions in LA armour rating, Sorc shields (now can be critted into irrelevance), abilities that were already expensive made more so, nerf to staff dps which embarrassingly was better than any Sorc dps skill, making Negate hands-down the worst ultimate in the game... the list goes on. And all this against a class that was already at the bottom of Trial dps scores and had worst survivability in terms of self-heal.
And please don't tell me the 1 second Crystal casting time is somehow a fix to it's uselessness in PvP, it just means I get it back in the face faster when I face one of the endless swarms of Scales-spamming DK's.
If there is an easily used, endlessly useable mightily effective defensive ability in the game you want to nerf to death - that's the only one on the A-list, in case you missed it!
None of this would make me angry if there was the time to fix the many basic errors made, but you've painted yourselves into a corner with massive fundamental changes to the game far too close to the console release deadline.
I had intended to continue my sub, but as I have a hectic RL and no time or desire to grind out a new class, I will vote with my feet unless you make the Sorc competetive again by fixing the various issues that have been pointed out to you repeatedly, and which thusfar you have taken two patches so far to make progressively worse...
... and I don't want to wait for future patches post live 1.6, there is no reason I should be punished for not being a 24/7 player with no alts to jump to.
I have noticed that some skill/spells get different stealth bonus damage.
Tested with a few abilities:
Incapacitating Strike Base dmg = 8855, Stealth dmg = 11238
Ambush Base dmg = 4424 , Stealth dmg = 16175
Focused Aim Base dmg = 8286, Stealth dmg = 15558
On Live server right now Ambush(magicka build ofc) never do more stealth dmg than Snipe (stamina build).
So do each ability have it's own stealth dmg bonus now?
Whilhelmina wrote: »The things you have to make for the crafting writs are based on the skillpoints you have invested. If you invest a skillpoint that enables you to make linen items in your Clothier skill-line, that is what you're going to have to make for your writ.
For example, I have my blacksmithing maxed out and was able to craft voidsteel items, yet when I respecced and did not put the points back in, my blacksmithing crafting writ asked for iron items.
In short, it is best not to invest the point in being able to craft, for example, linen items until you are actually willing and able to craft them.
It's not the only problem.
My main character is now VR2 and can craft up to calcinium/kresh/birch (aka my level). I'm doing the writs asking for those (because I don't want to have to run several zones away to get the components for an armour/weapon writ) and I have to bring the quests back to Coldharbour where only ebony/yew can be found.
Meanwhile, enchanting wise, I craft level 7 potency runes and my writs are sending me to craglorn. But if it asks me to bring a blue rune, it's always a level 5 potency rune (aka Pode) which I can't find any more as it's too low level.
And hubby as a crafting alt which is a level 9 sorcerer but maxed out in enchanting and she cannot get the max-level writs because she's too low level adventuring-wise (char does have the ports to Coldharbour and Craglorn). Imo, players should get an option to choose which zone they want to bring back the items in (and the best would be to be able to choose from several level-ranges too).