...
The only way I've found to have the stamina to ensure I have the stamina to continue fighting is to just spam my damage abilities over and over and nothing else. Not only is this actually effective in 2.1....is pretty darn *boring*. And that is what combat has become to me in the 6 or 7 hours I've spent wandering around IC. Boring and uninteresting. The things that made combat to me interesting (even on my Sorc); Bashing and blocking have an unacceptable cost attached to them which makes no sense
I don't want this to become all doom and gloom. I've waited for IC for so long and had such high hopes for it but I find myself looking forward to patch day with trepidation, not excitement. Something needs to be done here to not penalize skillful play, while restricting the abuse of permadodging/permablocking. If this goes live as it is, I can't see myself lasting very long as the combat was the only thing other than my friends that keep my playing this game.
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
Rook_Master wrote: »The real problem is that we are getting huge paradigm shifts in fundamental gameplay 1+ years after launch.
Throughout the patch history, major problems have been ignored that are only now being addressed, and in the wrong ways.
Let me give you a brief history of class balance in this game.
April 2014 - March 2015
Vampire Dunmer DK or GTFO
Changing ultimate generation was ultimately what made DK not super OP anymore. As much as people want to pine about "dynamic" ultimate generation. It was crap. I know you liked getting a tri-pot on your DK because Bats restored the base cost before vampire passive ult cost reduction, but that crap had to go.
Removing softcaps and issues with CP stacking in unforseen ways is what has led to the current 1.6 meta of unkillable sorcs. Instead of nerfing Hardened Ward or making it so you can't stack more than one shield, we just swing a huge nerf bat at all shields.
There have been balance issues which should have been hotfixed immediately, such as the sharpened and nirnhoned bugs, but were left to languish for MONTHS. This is unacceptable, and really speaks volumes about Zenimax's approach to balance in this game.
1.7 is going to make or break this game, and lots of well-respected people like @Ezareth have been putting up red flags now that don't bode well for the future.
omfgitsbatman wrote: »For as much time as you put into this post, I feel bad for saying that most of these are absolutely terrible suggestions. Most of them are reverting changes that were made for very significant reasons. Others are just silly:
5. Remove barrier, meteor, healing springs from pvp [1, 2, 3]- Really? Barrier is the ultimate from the support tree in Aliance war and is only better than things like nova while on the go. It's not overpowered. It's an ultimate that gets used and does exactly as it was designed to do. Healing springs? How are you going to take away the best heal for non templars?
12. Revert z axis nerfs to gap closers like DK leap and Ambush (Not for pulls like chains and silver leash) [2] - You know why this was changed right? It was breaking Cyrodiil because people get into undamaged keeps using these skills.
That being said, I support #'s 2, 16, and 18
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
I agree with about everything you said.
ah, right. You said you wanted to remove it from pvp only, which does not make sense for a skill gained from a pvp skill line...
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
What about (2), (16), (18)? Those are pretty generic.
I like this. As the other 905423 threads with pretty much same suggestions. I dont like the current state of game and where it is heading. These are pretty much what must be done to save this game from my eyes. And I'm still waiting for that day, a dev with big balls come in a position with autoritah to make this happen.
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
What about (2), (16), (18)? Those are pretty generic.
They allready made a road ahead for 2015/2016
Orsarium - Dark Bortherhood - Thiefguild - Mukledings - the last DLC is unknown atm.
I dont want that they replace "uselles" Skills, i want that they buff them apart others.
Didnt undertsdand 18
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
What about (2), (16), (18)? Those are pretty generic.
They allready made a road ahead for 2015/2016
Orsarium - Dark Bortherhood - Thiefguild - Mukledings - the last DLC is unknown atm.
I dont want that they replace "uselles" Skills, i want that they buff them apart others.
Didnt undertsdand 18
Where is this road ahead? I must have missed something.
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
The only Points i will Support,
i disagree with the other sugests you made
What about (2), (16), (18)? Those are pretty generic.
They allready made a road ahead for 2015/2016
Orsarium - Dark Bortherhood - Thiefguild - Mukledings - the last DLC is unknown atm.
I dont want that they replace "uselles" Skills, i want that they buff them apart others.
Didnt undertsdand 18
Where is this road ahead? I must have missed something.
They said this in a live A/Q not in a generic Road aHead article.
3-4 bigger DLC each year, 3 are knowed allready for the comming year, if they plan/has time for the 4 they will do it, but noone can say wath this dlc would be
I agree with most of this. For whatever reason they are happy with their changes though, it seems.
Sure it is. That's what they are doing since a year.Rune_Relic wrote: »I agree with most of this. For whatever reason they are happy with their changes though, it seems.
Question is ...are they balancing PTS and then moving onto wrothgar when it goes live.
Will it go live and then be balanced properly for a few weeks ..using PTS for bug fixing.
Does LIVE = Abandoned for months while they focus on other things.
Let's start with the positives:
1. The Imperial City zones are excellent -- moody, well-designed, nice detail. I love the claustrophobic environment and PvP encounters. I love this addition to the Cyrodiil Alliance War.
2. The new dungeons are excellent -- challenging, cool environments
Unfortunately, the balance changes for PvP are really terrible for the game. They are an absolute mess. I will reference @Ezareth 's recent discussion: http://forums.elderscrollsonline.com/en/discussion/210641/pts-feedback-combat-has-become-uninteresting-and-far-less-enjoyable/p1...
The only way I've found to have the stamina to ensure I have the stamina to continue fighting is to just spam my damage abilities over and over and nothing else. Not only is this actually effective in 2.1....is pretty darn *boring*. And that is what combat has become to me in the 6 or 7 hours I've spent wandering around IC. Boring and uninteresting. The things that made combat to me interesting (even on my Sorc); Bashing and blocking have an unacceptable cost attached to them which makes no sense
I don't want this to become all doom and gloom. I've waited for IC for so long and had such high hopes for it but I find myself looking forward to patch day with trepidation, not excitement. Something needs to be done here to not penalize skillful play, while restricting the abuse of permadodging/permablocking. If this goes live as it is, I can't see myself lasting very long as the combat was the only thing other than my friends that keep my playing this game.
I also want to re-emphasize @Ezareth final paragraph -- I've waited too long and with such high hopes for IC that I want it to be a success.
The root of the problem for all of the 1.7 changes is that they don't fix underlying issues.
The exception is nirnhoned and penetration -- thank you for fixing this.
These problems are:
1. Lag
2. Almighty-Zerg meta and fewer viable methods to run as a small group or single player
3. Ability and armor bugs, inconsistencies, and imbalances
4. Champion System imbalance and scaling.
Symptoms of these problems are low TTK, power gap between new and old players, class imbalance, infinite resources, "one-shot-one-kill", &c.
Rather than a litany of complaints, I have written a set of suggestions. All are simple methods for fixing the problems [with references] rather than addressing symptoms:
1. Throw away all 1.7 balance changes (50% dmg debuff, no stam while blocking, etc.) with the exception of the nirnhoned and penetration fixes. [0, 3] The zones and dungeons are excellent.
2. Write the next "road ahead" article. Explain the vision for the game. Where are we going What are the next steps Why should I give you money?!?! [0-4] agree
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2] agree
4. Dynamic ultimate generation, toned down from 1.5 rates [2, 4]
5. Remove barrier, meteor, healing springs from pvp [1, 2, 3] fix-them
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2] agree
7. Uncap AoE completely [1, 2]
8. Reinstate forward camps, modified for spawn within radius that is approx the size of a keep plus its resources, with a resurrection timer. [1, 2]
9. HP ratio back to 1.5:1:1 [2, 4]
10. Leave siege dmg as is, reinstate un-purgeable oil catpults. [2] fix-purge
11. Buff keep guards 50% [4]
12. Revert z axis nerfs to gap closers like DK leap and Ambush (Not for pulls like chains and silver leash) [2]
13. Block nerf should scale block cost as a function of time holding block, not remove regen agree
14. No shield debuff in cyrodil, only allow one active shield at a time, allow shields to be critable [4] agree
15. Magicka detonation should scale inversely with the number of friends around you and proportionally with the number of enemies hit [2, 4]
16. Create a list of skills for each class that are not used and replace them with usefull abilities [3]. balanced skill would be viable
17. Heavy armor substantial buff [3]. agree
18. Across-the-board ability balancing holistically; i.e. Wrecking Blow, Snipe, Crystal Frags, Whip, etc. should all be balanced around class, playstyle, stam vs. magicka, etc., so that balance issues are seen at macro-level rather than individually. See point (2). [3] agree
Let's start with the positives:
1. The Imperial City zones are excellent -- moody, well-designed, nice detail. I love the claustrophobic environment and PvP encounters. I love this addition to the Cyrodiil Alliance War.
2. The new dungeons are excellent -- challenging, cool environments
Unfortunately, the balance changes for PvP are really terrible for the game. They are an absolute mess. I will reference @Ezareth 's recent discussion: http://forums.elderscrollsonline.com/en/discussion/210641/pts-feedback-combat-has-become-uninteresting-and-far-less-enjoyable/p1...
The only way I've found to have the stamina to ensure I have the stamina to continue fighting is to just spam my damage abilities over and over and nothing else. Not only is this actually effective in 2.1....is pretty darn *boring*. And that is what combat has become to me in the 6 or 7 hours I've spent wandering around IC. Boring and uninteresting. The things that made combat to me interesting (even on my Sorc); Bashing and blocking have an unacceptable cost attached to them which makes no sense
I don't want this to become all doom and gloom. I've waited for IC for so long and had such high hopes for it but I find myself looking forward to patch day with trepidation, not excitement. Something needs to be done here to not penalize skillful play, while restricting the abuse of permadodging/permablocking. If this goes live as it is, I can't see myself lasting very long as the combat was the only thing other than my friends that keep my playing this game.
I also want to re-emphasize @Ezareth final paragraph -- I've waited too long and with such high hopes for IC that I want it to be a success.
The root of the problem for all of the 1.7 changes is that they don't fix underlying issues.
The exception is nirnhoned and penetration -- thank you for fixing this.
These problems are:
1. Lag
2. Almighty-Zerg meta and fewer viable methods to run as a small group or single player
3. Ability and armor bugs, inconsistencies, and imbalances
4. Champion System imbalance and scaling.
Symptoms of these problems are low TTK, power gap between new and old players, class imbalance, infinite resources, "one-shot-one-kill", &c.
Rather than a litany of complaints, I have written a set of suggestions. All are simple methods for fixing the problems [with references] rather than addressing symptoms:
1. Throw away all 1.7 balance changes (50% dmg debuff, no stam while blocking, etc.) with the exception of the nirnhoned and penetration fixes. [0, 3] The zones and dungeons are excellent.
2. Write the next "road ahead" article. Explain the vision for the game. Where are we going What are the next steps Why should I give you money?!?! [0-4]
3. Add new objectives throughout the Cyrodiil zone -- flags at the towns (Bruma, Chey, etc.) -- more Transitus connections -- more outposts -- more buffs like Ayleid wells [1, 2]
4. Dynamic ultimate generation, toned down from 1.5 rates [2, 4]
5. Remove barrier, meteor, healing springs from pvp [1, 2, 3]
6. Nerf steel tornado to 8m, impulse back to 8m (leave damage as is) [2]
7. Uncap AoE completely [1, 2]
8. Reinstate forward camps, modified for spawn within radius that is approx the size of a keep plus its resources, with a resurrection timer. [1, 2]
9. HP ratio back to 1.5:1:1 [2, 4]
10. Leave siege dmg as is, reinstate un-purgeable oil catpults. [2]
11. Buff keep guards 50% [4]
12. Revert z axis nerfs to gap closers like DK leap and Ambush (Not for pulls like chains and silver leash) [2]
13. Block nerf should scale block cost as a function of time holding block, not remove regen
14. No shield debuff in cyrodil, only allow one active shield at a time, allow shields to be critable [4]
15. Magicka detonation should scale inversely with the number of friends around you and proportionally with the number of enemies hit [2, 4]
16. Create a list of skills for each class that are not used and replace them with usefull abilities [3].
17. Heavy armor substantial buff [3].
18. Across-the-board ability balancing holistically; i.e. Wrecking Blow, Snipe, Crystal Frags, Whip, etc. should all be balanced around class, playstyle, stam vs. magicka, etc., so that balance issues are seen at macro-level rather than individually. See point (2). [3]