i somewhat agree with what you say,
however i think you need to blame all the tryhards who designed builds to farm lowbies... em i mean 1vX
then post videos all over the forums to stroke their ego's
if i was running a business and a small minority were deliberately altering their behaviour to do soemthing that could potentially lose me a load of customers . I would take similar action
would you not?
Hey Maulkin,
While I think your logic is certainly valid, I think there will still be some builds that could do 1vX. Take mgk NB and Sorcs. Cloak is buffed, some buffs to abilities like focus, lotus fan and maybe siphoning attacks make them sound even stronger. Even vamp is getting a little buff. From what i hear from other sorc friends, nerf to blink blink is not that bad. On top nirn is getting a huge nerf, so mobile mgk builds will still be able to perform decent solo (and they will be the only ones being able to lose aggro/streak away from NPCs at will in the IC, which is soooo stupid). At least NBs will have same or even better sustain and deal more dmg. The only thing that is troublesome would probably be TTK. It may make outnumbered fighting even more difficult cause it would mean that people will get less punished for their mistakes. We'll still have to see how that turns out, but I feel it might be a problem. Tryhards will still find ways to one-shot ppl from stealth, it only makes everyone else's game harder. Imo they should have done other changes to nerf being able to one-shot people, but hey, it's ZOS.
what this does is stop players from hit and runs...basically being able to attack an entire group, take one guy down, then be invincible in getting away back to safety.
Not that I've ever done that before *cough
Excellent post, Maulkin. You have articulated all of the fears I had when these changes were first discussed on ESO live. Now we have the full patch notes, it has become apparent that these fears have become reality.
It seems to me that Zenimax are swinging wildly and drastically in one direction to another in an attempt to find balance. Their changes are drastic and a 'knee jerk' in response to problems that actually require much more subtle changes. Perfect balance is never possible, but to get even close it is necessary to make slow, regular changes to the issues at hand rather than drastically altering fundamental mechanics and abilities. The whole soft cap / excessive blocking, dodge rolling, streaking argument is a prime example of this.
Mhm, that's what i feared before patch notes and what i wrote above. But still, the nerf to nirn will make it slightly better than it is now. However, removal of cast time will only make it easier for the zerg/blob to cast and no way to counter with deep breath They just keep on rewarding the clueless. So, for now, in my eyes, no real zerg buster. Ofc, we'll probably use it, but in general, it won't give us an advantage for playing outnumbered. The only advantage we still have will be that heals don't get eaten up by randoms as they are in big groups, but I am sure ZOS will find a way to take that away too :-DAlso, the change to detonation : they capped the extra damage at 25% = 5*5 so extra damage for up to 5 targets. Which means that a small 5 man group will suffer as much as a 24 man group, yet the 24 man group can cope with that dmg way easier, it makes no sense. The extra dmg should have been capped at 12 extra target at least so 60% extra dmg
mike.gaziotisb16_ESO wrote: »i somewhat agree with what you say,
however i think you need to blame all the tryhards who designed builds to farm lowbies... em i mean 1vX
then post videos all over the forums to stroke their ego's
if i was running a business and a small minority were deliberately altering their behaviour to do soemthing that could potentially lose me a load of customers . I would take similar action
would you not?
Well It kinda depends. Look, one thing is 100% certain: People will always complain about getting killed in online games.
Like you said as a business you have to make changes to retain the highest amount of players. Agree 100%. But players don't always know or want what is good for them, let alone your business. Look at this forum. 9/10 threads on balancing on these forums are either based on bias or lack of good knowledge of game mechanics.Terrible examples to balance your system around.
For example, you might not want as a business all these 1vX videos out. But if you make changes that bring insane zerging and lag, or mechanics that make the population balance problem more prevalent, you stand to lose even more customers than from those 1vX videos.
Because some of the people that watch those 1vX videos will get discouraged by game balance while others will think: "I wanna be that guy!" and will work towards that. No one watches zerg vs zerg lagfests on 999+ ping and thinks: "YEAH! More of that, please!"
Also remember this in an open PvP game, there is and will be population imbalance in the campaigns. You will get to do 1vX or Small vs Big whether you like it or not, whether you are successful at it or not. However, If the game mechanics are such that numbers always win regardless of skill, then we might as well pack it in and play something else. Or at least have an Arena-style option where same numbers are a prerequisite for combat.
[...]
Fundamentally these changes discourage solo play by removing what are unquestionably three of the four key defensive abilities or mechanics in game (cloak is the only one not included in these nerfs). With that being the case, 2.1 will only exacerbate the already prevalent issue of zerging as more and more people give up trying to play in smaller groups when they realise their survivability has been disproportionately nerfed into the ground.
As with 1.6, it will take some time for this to become apparent, but after people grow bored of the IC, it will come.
i somewhat agree with what you say,
however i think you need to blame all the tryhards who designed builds to farm lowbies... em i mean 1vX
then post videos all over the forums to stroke their ego's
if i was running a business and a small minority were deliberately altering their behaviour to do soemthing that could potentially lose me a load of customers . I would take similar action
would you not?
i somewhat agree with what you say,
however i think you need to blame all the tryhards who designed builds to farm lowbies... em i mean 1vX
then post videos all over the forums to stroke their ego's
if i was running a business and a small minority were deliberately altering their behaviour to do soemthing that could potentially lose me a load of customers . I would take similar action
would you not?
I just want to touch on this real quick (stroke my ego if you will).
People making PvP videos also deliver (depending on channel size) plenty of free publicity for the game in form of views, meaning they can, in fact, be beneficial for the game from financial standpoint.
That's it, ego stroked, I'm off
I agree with you that those changes, aswell as the damage nerf are dumb and will incent to zerg even more, the real issue was endless ressources achievable without effort (which permite to spam skills so much and invest everyting into damages). I'm sure making ressources an issue again would most likely solve those two problems (high burst meta and skill spam) without reducing the skill-requirement nor destroying 1vX but I don't think softcaps is the best solution.
A softcap system incent to reach every softcap which reduce the meta diversity while a balanced ressource system can do without, by changing cost/regen values. Imo increasing every cost by x% (I would say ~50%), nerf armour regen/reduce cost passives by 33% (maybe extend to class/guild passives) and champion cost/regen passives by 20% (100pts=20% regen instead of 25%) could bring ressource managment to what it was in 1.5, without softcaps and at the same time, reduce the spam and reduce overall damages without the dumb changes of 1.7.
Lava_Croft wrote: »Best advice: Wait for Live, since that's the only place where you can make a real judgement about 'the death of X or Y'.
Other than that, articulate post!
It seems that it's a continuation of the 'casualizing' of ESO that has started with 2.0. Given that ESO's business model has changed completely this is not unexpected at all, but it is sad when looking back at how promising 1.5 was.mike.gaziotisb16_ESO wrote: »Lava_Croft wrote: »Best advice: Wait for Live, since that's the only place where you can make a real judgement about 'the death of X or Y'.
Other than that, articulate post!
Thanks.
I agree, we'll certainly have to wait for live before we can make strong proclamations like that, but there's no denying their intentions.
They don't seem to really like people getting away or tanking for too long. All their changes are in that direction. And this is what perplexes me because in an open pvp game when you are outnumbered, doing hit & runs or kiting is all you got left really.
I agree with you that those changes, aswell as the damage nerf are dumb and will incent to zerg even more, the real issue was endless ressources achievable without effort (which permite to spam skills so much and invest everyting into damages). I'm sure making ressources an issue again would most likely solve those two problems (high burst meta and skill spam) without reducing the skill-requirement nor destroying 1vX but I don't think softcaps is the best solution.
A softcap system incent to reach every softcap which reduce the meta diversity while a balanced ressource system can do without, by changing cost/regen values. Imo increasing every cost by x% (I would say ~50%), nerf armour regen/reduce cost passives by 33% (maybe extend to class/guild passives) and champion cost/regen passives by 20% (100pts=20% regen instead of 25%) could bring ressource managment to what it was in 1.5, without softcaps and at the same time, reduce the spam and reduce overall damages without the dumb changes of 1.7.
mike.gaziotisb16_ESO wrote: »Lava_Croft wrote: »Best advice: Wait for Live, since that's the only place where you can make a real judgement about 'the death of X or Y'.
Other than that, articulate post!
Thanks.
I agree, we'll certainly have to wait for live before we can make strong proclamations like that, but there's no denying their intentions.
They don't seem to really like people getting away or tanking for too long. All their changes are in that direction. And this is what perplexes me because in an open pvp game when you are outnumbered, doing hit & runs or kiting is all you got left really.
mike.gaziotisb16_ESO wrote: »Lava_Croft wrote: »Best advice: Wait for Live, since that's the only place where you can make a real judgement about 'the death of X or Y'.
Other than that, articulate post!
Thanks.
I agree, we'll certainly have to wait for live before we can make strong proclamations like that, but there's no denying their intentions.
They don't seem to really like people getting away or tanking for too long. All their changes are in that direction. And this is what perplexes me because in an open pvp game when you are outnumbered, doing hit & runs or kiting is all you got left really.
I haven't been on the PTS yet to check it out, but how is this working in IC? Does zerging win in there too?
mike.gaziotisb16_ESO wrote: »I'm going to try to articulate my thoughts on the 1.7 balance changes as best as I can. It might prove a challenge and a bit of a long post, so please bear with me.
In versions 1-1.5 we had a system of soft-caps. You couldn't dodge or blink or block or cloak forever. Likewise you couldn't attack forever. You had to balance the use of resources between offence and defense as you saw fit. But very importantly defensive and offensive strategy would cost similar amount of resources, so it was a valid strategy to play defensive trying to drive someone out of resources if you thought your sustain was superior.
With 1.6 (2.0) and the removal of soft caps, resource management in general went out the window. I think we can all agree that was not ideal. Something needed to be done.
In response, in 1.7 (2.1) most core defensive mechanics have got a huge cost. This might seem to some like it's bringing things back to a balanced level like in 1.5 and prior. You could probably only dodge 5-6 times in 1.5 and same now. You could probably only blink 6-7 times in 1.5 and the same is most likely the case now. So why do I feel that is not the case?
The reason is the lopsided approach to increasing resource costs. It's only going on the defense that costs you a bomb on resources. Going on the offense is cheaper than ever. For example, they actually decreased class-based stamina skill costs by 20% to bring them more in line with weapon skills.
So in 1.7 you can for example dodge roll 6-7 times only, which might sound fine. But it's not when someone can spam Ambush 20+ times without any regard for his resources. In 1.5 you could probably only gap-close 7-8 times before running out of resources, while now that never happens. Similarly, blocking will have a huge stamina cost (well cost, but no regen) but somebody spamming light attack + crushing shock can keep it up forever and never drop below 80% magicka.
This change hugely favours going on the offense and hugely discourages people from going on the defense. However being defensive is only natural when you're outnumbered. It's natural to hold block if you're a tank surrounded by enemies. It's natural to start dodge-rolling or blinking when chased by 5 times your numbers.
This is an open PvP game where local combat population is never balanced. You will often outnumber enemies and often be outnumbered but rarely (if ever) will there be exact population balance in any field of combat.
When the cost of attacking is negligible but the cost of defending is massive, it's harder to survive as an outnumbered party than it ever was. In 1.7, you can't drive 2-3 players out of resources while they are attacking and you are defending. However silly they are being and however smartly you manage your own resources. That's why they call it the death of 1vX.
In my opinion this will only encourage people to get in bigger and bigger groups where you can always go on the offense and not be outnumbered. This will further hinder server performance in time, as more and more people choose the safety of numbers.
For the above reasons I believe soft-caps was a far better solution. You had to manage your offensive and defensive potential better. It gave small groups a more even change to outmaneuver and out-sustain bigger groups. It was imho more balanced and rewarded intelligent gameplay more.
TL;DR; Escaping or defending now costs more, but going on the offensive is cheaper than ever. The lopsided approach to resource costs favours bigger groups and punishes smaller groups who maintain a more defensive stance. This will potentially lead to more zerging as people will seek the safety of numbers. It's also less balanced than 1.5.
Thank you for your time