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Time To Kill - What really was the problem?

  • Mystikkal
    Mystikkal
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    Ace_SiN wrote: »
    Mystikkal wrote: »
    Yes TTK is a little high on live, but it's really not overly high. The real problem was not the amount of damage people did - it was the amount of damage people did from stealth. Remove the ability to crit from stealth, make it so you can breakfree when knocked off your mount and only reduce overall damage slightly. The ability to burst someone is critical to PvP.

    Stealth was a factor, but it wasn't the factor. Damage was too high in general and our health pools were too little. ZOS could have just increased our base health so we were no longer in 1 shot range, but instead they chose to flat out nerf everything across the board, which only lead to more issues.

    Agree Ace. Although most of the time I get bursted and feel it is cheap was when it's out of stealth (e.g. focused aim, surprise attack). Would like to see the critical removed from stealth attacks and given back the ability to brea
  • Draehl
    Draehl
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    Mystikkal wrote: »
    Draehl wrote: »
    Because not every likes burst damage. The live environment encourages very few actual build options:

    1) Pure Glass cannon
    2) Pure Tank (to survive said burst)
    3) Healer, in large groups only.
    4) Sorcs, which due to shield mechanics are able to have a strong offense AND defense.

    Players such as myself that like to play balanced builds, utility based builds, or attrition/regen based sustained damage builds are essentially left out in the cold. To be fair, half of the problem is base regen rates being too high for burst builds. This really isn't fixed in 2.1, but at least half the problem of burst is gone. Now we can wait for Zeni to nerf based regen rates so players actually have to choose between throughput or sustain...

    Good points and I agree to an extent - burst should not be the only way to go if you want to kill. But when I'm thinking of burst, it's also group burst. Good teams will focus a target and burst it as a team. That to me should always be a good strategy. (Although players should have tools to also deter groups from over-focusing them (i.e. it's not worth it to keep attacking someone).

    Fully agree that regen rates are a huge problems. But it's not about just nerfing regen rates - honestly softcaps should never have gone away. There are ways to fix regen beyond softcaps, but softcaps isn't a bad solution. I like the concept of increasing cost for spamming an ability - but honestly. the defensive skills/abilities just need to be balanced. right now.. cloak, rolldodge, block and mist form are far and away better than any class/weapon based defensive skill (minus shields). If putting up say razor armor, evasion actually did something ;), that would be nice.. but the defense provided is small compared to dodge, block, etc.

    Group burst is no problem and I completely agree. If say 3 players focus me hard for 5 seconds without solid intervention from my allies I should drop dead.

    For soft caps I'm not so sure. They do the exact opposite and push people too hard towards being hybrids. If someone wants to dump everything into regen and never go OOM/OOS but not be able to damage/heal effectively that's fine. If someone wants to drop everything into burst and be very strong offensively that should also be a choice, but they should be incredibly weak after 15 seconds of combat when they run out of resources and only gain them back slowly. If this were the case I'd be fine with burst levels closer to live servers. The problem is they burst you then still have plenty of resources to continue doing damage/dodge/block/heal/escape/etc. There needs to be a meaningful choice there which there currently is not.
    Edited by Draehl on August 6, 2015 9:44PM
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • eliisra
    eliisra
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    Xael wrote: »
    is another false and misleading statement. Most gankers that are known throughout Cyrodiil as Apex Predators ALL use RML. Not only is it viable, it is mandatory for maximum damage potential. For not only do they use this for MotG, they also use it to hunt.

    Yes, gankers slot RML on ONE bar to flick it for Might of the Guild passive for 20% more dmg on Snipe. Completely broken on a hard hitting max ranged skill that's already getting sneak bonus. Easily buffed even more with 20% weapon power, 8% more if Minor Berserk and 10% more weapon power from sneak as NB. Than add 25% more physical dmg from CP.

    Voilà, you can now pretty much 1 shot anyone that's not blocking or having broken sorc shield stacked.

    Back to the point. How many of those "Apex Predators" as you prefer to call sneaking 15-year old Call of Duty fanboys, do you think will run RML next patch when ZoS removes Might of the Guild passives from flicking it lol?

    My guess is 0. That's how willing they are to sacrifice 2 skill slot to prevent instagibb from sneak.

    Most people rather get hit for 27k snipes and explode in 0.01 second, than run a crappy toggle on both bars to counter one single platstyle. That's the truth. Especially since the other morph is mandatory for most magicka builds in PvE.

    If the only counter to stealth attacks was more reasonable, like a single skill you pressed and had going for 20 seconds, you bet people would use it. Than we wouldn't have to deal with this 50% dmg reduction blanket crap.
  • Mystikkal
    Mystikkal
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    @eliisra - all the best players do and will run RML on both bars. Get with the program.
    Edited by Mystikkal on August 6, 2015 10:04PM
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