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Why I think the IC's 50% Battle Spirit is flawed.

  • Ishammael
    Ishammael
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    Farorin wrote: »
    My biggest gripe is with the increased time to kill. It makes it very boring, and further strengthens and reinforces zerging. I never wanted the increased time to kill, and I really enjoyed the quick kills and deaths, it made the fight feel more real, and it made fighting feel more risky. Now you can literally just jump a group of 2-4 people by yourself, then run away with little risk of actually dying. To be fair, you have literally no chance of killing any one of those four people anymore either.

    It just feels like a lot of the skill has been taken out of the game.

    Let's be honest... You can only jump into that group and run away if you're at Sorc or nightblade. DK will jump in and die.
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    Serious QQ right now. RIP WoE
  • Etaniel
    Etaniel
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    Ishammael wrote: »
    Farorin wrote: »
    My biggest gripe is with the increased time to kill. It makes it very boring, and further strengthens and reinforces zerging. I never wanted the increased time to kill, and I really enjoyed the quick kills and deaths, it made the fight feel more real, and it made fighting feel more risky. Now you can literally just jump a group of 2-4 people by yourself, then run away with little risk of actually dying. To be fair, you have literally no chance of killing any one of those four people anymore either.

    It just feels like a lot of the skill has been taken out of the game.

    Let's be honest... You can only jump into that group and run away if you're at Sorc or nightblade. DK will jump in and die.
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    Serious QQ right now. RIP WoE

    Do you really think changing every single ability when making a new update is a wise idea when you want to balance a game?
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • Ishammael
    Ishammael
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    Etaniel wrote: »
    Ishammael wrote: »
    Farorin wrote: »
    My biggest gripe is with the increased time to kill. It makes it very boring, and further strengthens and reinforces zerging. I never wanted the increased time to kill, and I really enjoyed the quick kills and deaths, it made the fight feel more real, and it made fighting feel more risky. Now you can literally just jump a group of 2-4 people by yourself, then run away with little risk of actually dying. To be fair, you have literally no chance of killing any one of those four people anymore either.

    It just feels like a lot of the skill has been taken out of the game.

    Let's be honest... You can only jump into that group and run away if you're at Sorc or nightblade. DK will jump in and die.
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    Serious QQ right now. RIP WoE

    Do you really think changing every single ability when making a new update is a wise idea when you want to balance a game?

    Negative ghostrider, the pattern is full.

    (I meant that I was crying because I missed WoE, hence agreeing with you. Recall that we never disagree on these forums)
  • Joy_Division
    Joy_Division
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    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    This is a very good point.

    Unfortunately, this will not happen because ZoS says it is too costly to do. I forget which episode of ESO Live it was, but someone asked them why they waited for major updates for balancing tweaks instead of doing them during the regular maintenance patches.

    The response was that even a minor change required a lot of manpower because it involves a lot of coding change and it is just more efficient ro do everything at once.

    Of course, this raises the question if their code is unnecessarily complicated and why other games can implement balance tweaks regularly, but that's their story.
  • Etaniel
    Etaniel
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    Ishammael wrote: »
    Etaniel wrote: »
    Ishammael wrote: »
    Farorin wrote: »
    My biggest gripe is with the increased time to kill. It makes it very boring, and further strengthens and reinforces zerging. I never wanted the increased time to kill, and I really enjoyed the quick kills and deaths, it made the fight feel more real, and it made fighting feel more risky. Now you can literally just jump a group of 2-4 people by yourself, then run away with little risk of actually dying. To be fair, you have literally no chance of killing any one of those four people anymore either.

    It just feels like a lot of the skill has been taken out of the game.

    Let's be honest... You can only jump into that group and run away if you're at Sorc or nightblade. DK will jump in and die.
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    Serious QQ right now. RIP WoE

    Do you really think changing every single ability when making a new update is a wise idea when you want to balance a game?

    Negative ghostrider, the pattern is full.

    (I meant that I was crying because I missed WoE, hence agreeing with you. Recall that we never disagree on these forums)
    @Ishammael Haha yeah, my browser window was pretty small and I didn't see who I was replying to :D
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • Ishammael
    Ishammael
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    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    This is a very good point.

    Unfortunately, this will not happen because ZoS says it is too costly to do. I forget which episode of ESO Live it was, but someone asked them why they waited for major updates for balancing tweaks instead of doing them during the regular maintenance patches.

    The response was that even a minor change required a lot of manpower because it involves a lot of coding change and it is just more efficient ro do everything at once.

    Of course, this raises the question if their code is unnecessarily complicated and why other games can implement balance tweaks regularly, but that's their story.

    They really said that?
  • Etaniel
    Etaniel
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    Farorin wrote: »
    My biggest gripe is with the increased time to kill. It makes it very boring, and further strengthens and reinforces zerging. I never wanted the increased time to kill, and I really enjoyed the quick kills and deaths, it made the fight feel more real, and it made fighting feel more risky. Now you can literally just jump a group of 2-4 people by yourself, then run away with little risk of actually dying. To be fair, you have literally no chance of killing any one of those four people anymore either.

    It just feels like a lot of the skill has been taken out of the game.

    The ttk was idiotic. It promoted stupid oneshot builds that required zero skill, and left zero chance for people to react and fight. If you jump 2-4 people by yourself and they can't kill you, they have as much skill as a carrot. And if that's the case, it is still very possible to decimate them on your own.

    I'm not saying I agree with how the ttk was increased (battle spirit is ***) but this is still way better than the ttk we had in 1.6. On this sole aspect, I would say skill has been added
    Edited by Etaniel on September 25, 2015 3:19PM
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • Dreyloch
    Dreyloch
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    I think the solution to a TON of the issues in PvP for this game could be handled by making all the skills and abilities work differently when your on a PvP server VS. the regular PvE areas. Been saying it since shortly after launch.

    It's easier to maintain and change when problems arise as well, because you wouldn't have to deal with the PvE cry doubling the complication of said change. It needs to happen and honestly I don't know how ANY gaming company can produce a game these days with PvE and PvP and NOT have this ability.It's just beyond comprehension.

    For example. Sorc shield stacking. (I'm not picking on Sorcs, I have one myself) So let's say you get 25% of your magicka as a shield when cast in PvE. But on any PvP area/server this same skill only grants you 15%. Or we could even go the other way making it 35% for balance purposes. Again, this ONLY happens in Cyrodiil and IC. When you return to the PvE zones it reverts back to 25%.

    I could go further and suggest something entirely different, like making the CP system easier to catch up on. (oh yeah, WITHOUT having to spend RL money on exp pots and crowns)

    I left the game for a few months and my toons are terribly gimped against those that stayed the whole time. I have less than 200CP's VS others with over 500, or even 1000. I have NO chance to defeat that player 1v1. I thought this system was supposed to make it so new players wouldn't be so far behind!?!?! I'm having issues and I've been here!!!..... for most of the time since launch. Regular play isn't cutting it. Even with enlightenment.

    I don't mind grinding for gear or CP's, but at some point it gets tiring when your not making any real gains. That carrot just seems to stay stationary and never gets closer.The exp gain or levels for the system needs to be adjusted again.
    "The fear of Death, is often worse than death itself"
  • Joy_Division
    Joy_Division
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    Ishammael wrote: »
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    This is a very good point.

    Unfortunately, this will not happen because ZoS says it is too costly to do. I forget which episode of ESO Live it was, but someone asked them why they waited for major updates for balancing tweaks instead of doing them during the regular maintenance patches.

    The response was that even a minor change required a lot of manpower because it involves a lot of coding change and it is just more efficient ro do everything at once.

    Of course, this raises the question if their code is unnecessarily complicated and why other games can implement balance tweaks regularly, but that's their story.

    They really said that?

    More specifically, from Episode 21:
    • Duplicating effort. A change that goes on Live has to be done by both the Design Team and the Quality Assurance team.
    • This would make the number of possible changes smaller because resources invested in putting things on Live.
    • Need to put data in multiple places and have Quality Assurance test that data in multiple places
    • Risky, if they put stuff on Live, they wouldn't have a lot of time to test themselves
    • Desire to fit into an overall theme so that all classes receive some changes instead of just one class getting something.

    That's their explanation, not mine :smile:

    Basically, they stressed the efficiency of the process. I see my memory was a bit shaky ascribing it to generic "code" (that's how I remembered the whole put data in multiple places and test in multiple places explanation), however it still boils down that they feel their resources are better spent waiting to present us with lots of changes rather than giving us incremental changes every week.

    While I see their point, my response to this is that many resources do they have to spend fixing the stuff that their QA team thinks is balanced and redesign the game around, only to find out it is not once we actually "test" this stuff on Live there are real problems. Also, it's not much fun playing for months against opponents who have multiple mundas stones, ignore almost all my armor, or have more spell resistance than intended.
    Edited by Joy_Division on September 25, 2015 4:16PM
  • Ishammael
    Ishammael
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    Ishammael wrote: »
    Etaniel wrote: »
    The most disapointing thing for me is that ZOS only makes balance changes during major updates. If balance updates were regularly pushed out, we would have time to see how they work out, especially if skills/passives were changed one by one.

    In every major update, ZOS has tried to somewhat listen to their player base by attempting to fix skills that were overpowered/complained about. The problem is that with the rest of the changes, those skills may not have required a change. Example : nerfing the stacking of wall of elements, when the only problem was that purging it would deal the entire dmg at once. Fixing purge would have been enough, but noooooo they didn't even try to see if it was enough, they went ahead and nerfed wall anyways. Instead of that 4 months dissapointment, they could have fixed purge earlier, see how that went and if wall was still too strong nerf it then.

    Making 4000 changes every 6 months will never ever ever produce a balanced game because as we all know ZOS is clueless as to how their game is played. The balance ideas must come from the player discussions and suggestions on the forums, and when issues are so big that they end up producing a 50 page thread, MAYBE they might want to push the change sooner than every big update.

    This is a very good point.

    Unfortunately, this will not happen because ZoS says it is too costly to do. I forget which episode of ESO Live it was, but someone asked them why they waited for major updates for balancing tweaks instead of doing them during the regular maintenance patches.

    The response was that even a minor change required a lot of manpower because it involves a lot of coding change and it is just more efficient ro do everything at once.

    Of course, this raises the question if their code is unnecessarily complicated and why other games can implement balance tweaks regularly, but that's their story.

    They really said that?

    More specifically, from Episode 21:
    • Duplicating effort. A change that goes on Live has to be done by both the Design Team and the Quality Assurance team.
    • This would make the number of possible changes smaller because resources invested in putting things on Live.
    • Need to put data in multiple places and have Quality Assurance test that data in multiple places
    • Risky, if they put stuff on Live, they wouldn't have a lot of time to test themselves
    • Desire to fit into an overall theme so that all classes receive some changes instead of just one class getting something.

    That's their explanation, not mine :smile:

    Basically, they stressed the efficiency of the process. I see my memory was a bit shaky ascribing it to generic "code" (that's how I remembered the whole put data in multiple places and test in multiple places explanation), however it still boils down that they feel their resources are better spent waiting to present us with lots of changes rather than giving us incremental changes every week.

    While I see their point, my response to this is that many resources do they have to spend fixing the stuff that their QA team thinks is balanced and redesign the game around, only to find out it is not once we actually "test" this stuff on Live there are real problems. Also, it's not much fun playing for months against opponents who have multiple mundas stones, ignore almost all my armor, or have more spell resistance than intended.

    Agile development.

    Iso9001.

    Fixed.
  • Trayyacakes
    Trayyacakes
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    Most of the posts in this thread are spot on, but the unfortunate truth of the matter is that the champion system is here to stay along with the battle spirit changes. Removing soft caps from the game in the first place was a terrible Idea. Lets face it, the pvp in this game has been dieing a slow death since release. ZOS's refusal to fix game breaking bugs and design flaws (caltrops vs siege, purge, 0 cost bats, vampire raid bosses) along with the lighting patch early in the game saw to that. Poor server performance of course didn't help either. I have had a lot of fun in this game, and I will continue to do so until a better alternative arrives however I know damn well that the best days are behind us.
    Bjorn Uldnost
  • AbraXuSeXile
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    Glad to see people are starting to open their eyes.

    The soft caps was the restrictions in place to keep control of the game, I mean how do you balance PvP / PvE 4 Classes and Stamina Magicka and a unlimited ammount of difference set and bonuses and racials. The fact is its impossible.

    A game i used to play was SWG with 32 different proffessions and an unlimited ammount of combinations and in the end they had to say F this it's too much to balance, So they merfed the 32 proffessions into 6.

    A lot of people will cry 'ughh but it's Elder Scrolls we want freedom' but it's also an MMO and players are creative and will come up with different builds and different combinations to break the barriers of overpowered gameplay.

    We get no normal patches to fix balance, We have to wait 6 months and re-learn the game with a million different changes with break the game again.

    In 1.5 i felt the only balance that needed to be fixed was DK was extremely OP, Some changes and the balance would of been fine in my opinion then they could of built on top of this. But they go and take a sledgehammer to everything.

    I've been MMO gaming since before 99' and i've never seen imcompetence by a company with such naive actions. They must of lost all the original staff and the new ones in place come up with these 'cool' ideas with no brains behind them.

    I've always felt developers was ignorant and stuck up and they will do it their way ONLY. We will never get anything back to the old ways.

    The ultimate kick in the balls for us all is, As soon as they rolled out this IC patch, They probably told all their staff to work on the next DLC and not fix all the broken stuff ingame at the moment.
    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
    Gaming Community - Est. 1999
    Crashing an EP Wedding | DK Emp | 1vX | Between Enemy Lines | Hate Video | 5 v Many

  • Etaniel
    Etaniel
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    Glad to see people are starting to open their eyes.

    The soft caps was the restrictions in place to keep control of the game, I mean how do you balance PvP / PvE 4 Classes and Stamina Magicka and a unlimited ammount of difference set and bonuses and racials. The fact is its impossible.

    A game i used to play was SWG with 32 different proffessions and an unlimited ammount of combinations and in the end they had to say F this it's too much to balance, So they merfed the 32 proffessions into 6.

    A lot of people will cry 'ughh but it's Elder Scrolls we want freedom' but it's also an MMO and players are creative and will come up with different builds and different combinations to break the barriers of overpowered gameplay.

    We get no normal patches to fix balance, We have to wait 6 months and re-learn the game with a million different changes with break the game again.

    In 1.5 i felt the only balance that needed to be fixed was DK was extremely OP, Some changes and the balance would of been fine in my opinion then they could of built on top of this. But they go and take a sledgehammer to everything.

    I've been MMO gaming since before 99' and i've never seen imcompetence by a company with such naive actions. They must of lost all the original staff and the new ones in place come up with these 'cool' ideas with no brains behind them.

    I've always felt developers was ignorant and stuck up and they will do it their way ONLY. We will never get anything back to the old ways.

    The ultimate kick in the balls for us all is, As soon as they rolled out this IC patch, They probably told all their staff to work on the next DLC and not fix all the broken stuff ingame at the moment.

    Wouldn't blame it on the devs, but on the game designers. But I think that's probably what you meant anyways.
    The people making the decisions in this game are incompetent. Or at least they know nothing about MMOs
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • Wreuntzylla
    Wreuntzylla
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    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



  • Emma_Overload
    Emma_Overload
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    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    Edited by Emma_Overload on September 25, 2015 10:26PM
    #CAREBEARMASTERRACE
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    The ultimate kick in the balls for us all is, As soon as they rolled out this IC patch, They probably told all their staff to work on the next DLC and not fix all the broken stuff ingame at the moment.

    Of course, this is the plan from now on.
    1. Come out with DLC
    2. Raise Level Cap
    3. Populate your DLC by making it the only place to grind XP and get new gear
    4. Make grinding and gearing take as long as bearable to buy yourself time
    5. Once everyone is finally geared and leveled, Come out with new DLC
    6. Raise Level Cap...

  • Garion
    Garion
    ✭✭✭✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    40k AP in one night the most you've made since launch? trololol

    That voids your opinion on PvP instantly.
    Lastobeth - VR16 Sorc - PvP Rank 41 (AD)
    Lastoblyat - VR16 Templar - PvP Rank 14 (AD)
    Ninja Pete - VR16 NB - PvP Rank 10 (AD)
    Labo the Banana Slayer - VR14 Sorc - PvP Rank 12 (EP)

    Member of Banana Squad | Officer of Arena
  • Etaniel
    Etaniel
    ✭✭✭✭✭
    ✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    40k ap since launch rofl. Imagine if I came on the pve forums commenting on trial mechanics and then saying the only pve dungeon i've ever completed was spindle clutch back at lvl 15.
    Noricum | Kitesquad

    Youtube

    AR 41 DC DK

  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    It's not that we want to go back to the days of DK supremacy, we want ESO to revisit the functioning system that was in the game at that point and tweak it so DKs aren't an eviscerated class.

    Why bother having regen is it is utterly irrelevant? The day 1.6 came out was the last day my magic pool might as well have not read infinity.

    I will admit the epic street fights in the Memorial District are fun. They reminded me of the old PvP with forward camps, when epic fights in Cyrodiil actually were a thing. But what good is an epic fight when a unsustainable system is in place that govern the mechanics? My DK carries are a resto staff because her class heal doesn't work, none of my characters ever run out of magicka despite wearing all spellpower gear, I do not block because it is disadvantageous to do so, and the unnatural relationship between character health and damage has only gotten worse?
  • Wreuntzylla
    Wreuntzylla
    ✭✭✭✭✭
    ✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    You totally missed the point. Not surprising if you had 40k AP until Memorial District. My guess is you never actually used a forward camp. With forward camps, you could make 50k+ AP from a single defense tick...

    Forward camps and Memorial District provide essentially the same non-stop action. However, forward camps put the action at keeps, the focus of realm v. realm combat, while memorial district focuses the action in a street populated with mobs... A pointless brawl. If you PvP for any amount of time and are like most people, you'll get bored of Memorial District fighting quickly, as there is no objective.

    Of the rest of your comments, only regen is a global mechanic of the type I am talking about. I'll give you that regen is a matter of opinion.
  • AbraXuSeXile
    AbraXuSeXile
    ✭✭✭✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    Such a troll.

    At least i hope so.

    AbraXuS
    Grand Overlord Rank 50 [First EU]
    Clan Leader of eXile
    Gaming Community - Est. 1999
    Crashing an EP Wedding | DK Emp | 1vX | Between Enemy Lines | Hate Video | 5 v Many

  • krim
    krim
    ✭✭✭✭✭
    Don't any of you remember the almost universal outcry to remove softcaps? On these very forums?

    To remove AoE caps?

    To remove forward camps?

    To change the way stats are assigned, for example, weapon damage to staff?

    As a result, we went from OP DK to super OP builds, from split stat specs to full magicka shield spammers, from epic keep fights to endless Memorial District fights and from elemental ring spam to spamnado!!!®

    Almost every complaint on the forums stems back to their deviation from original design. If anything, ZoS' failure is listening to forum posters too much.



    I don't understand some of your complaints. Who wants to go back to the days of DK supremacy (except DKs, of course)? As for soft caps, why would anyone want to go back to crippled regen, tri-pot chugging and Spell Symmetry suicide? Speak for yourself, man.

    Also, I was present at one of those endless, epic street fights in the Memorial District a couple nights ago, and it was the FIRST and ONLY time I've ever enjoyed PvP in this game. Instead of the boring Cyrodiil Horse Simulator, we got to enjoy a proper brawl, just like an old school Quake Deathmatch. It was awesome! It was like a scene from Braveheart between AD and DC, and it was exactly what I always wanted from ESO PvP but never got. I racked up 40,000 AP in one night.... that's more AP than I've earned TOTAL since ESO launched.

    lpEGN53.jpg

    You should understand that not everyone wants to play a boring table-top strategy game in Tamriel, some of us just want to jump into the action and kick ass.... and then jump right back in after we die.

    When ever someone says go back to DK supremacy or anything that has to do with DK OP. I already know they have no idea what they are talking about.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
    ✭✭✭✭✭
    eliisra wrote: »
    Agreed as well. The blanket nerf only means one thing, one or to major patches ahead we will have the same problems all over again.

    What will they do than, decrease heals, shields and dmg with -75% lol?

    You will already notice this, when facing a player with high enough CP to max out all dps signs and VR16 gear. The dmg is all of a sudden sort of "normal". Meaning it's back to 1.6 TTK soon enough. But this time around we wont be able to dodge and block those random hits taking half our health, much fun :anguished:

    Like how they still haven't fixed the crap mechanics that let's you instagib from sneak, taking advantage of Snipe travelling time, hitting players with 3 different attacks simultaneously and *** Camo Hunter procs x1000 if you're vamp. That will be back soon enough, some dmg nerf makes no difference, when the fail design is still here.

    I have 300CP if I buff up Rally + Mighty (CP Mage) I will have a 51% damage buff this Battle Spirt is a bandage as I'm not a max damage build and ganking is a lot easier now people are putting lesson health thinking the damage buff will save them.

    With three times the points I would be so far beyond broken 30% more damage, 30% armor ignored, and 30% more damage from crit hits. No way in hell to balance this even with a cap you will go full damage, full Tank or full sustain a bit of this and a bit of that vs a build with pure damage will be a one sided short.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • kadar
    kadar
    ✭✭✭✭✭
    FYAQFQ5.jpg
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