Gina, Wrobel and Rich. Woohoo!Master_Kas wrote: »
Gina, wrobel and some other ZOS watched it. They care about us!
Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
timidobserver wrote: »I put this in another thread with your video linked, but I figured I would put it in your official thread.
I'll offer my Templar perspective since no one on the panel mains a Templar.
Smart heals:
I do not run ball groups. Most of my groups have a max of 4-8 people in it. I think Fengrush is pretty wrong on smart healing. Basically, you guys with your stam build coordinated dps do enough single target damage that absolutely nobody is going to survive it other than maybe a full turtle DK, and you are going to just perma lock the DK and hammer them until they go down. The CP system doesn't help us out at all with your damage, like it does with magical/elemental damage, so we just have to take it to the face. How else am I supposed to keep my team alive if I can't get a heal off as soon as I see you guys spamming your wrecking blows and surprise attacks. You are going to major defile them anyway, so I'll have to try to deal with that before you kill them.
Basically, everyone on the panel is bias because you are all damage focused players, so you want people to just take your damage and die. That is the goal of every one of your builds. You have no Templar or primary support player on your panel, so they don't get their view out there.
I'm like 99% sure there has always been AOE caps in the live game. There used to be a time where that didn't matter and you would wipe whole groups with a small group anyway regularly. The tools we had then were ground oils and uncapped ultimates. Even if ZOS is unwilling to uncap all AOE, I see no reason why we can't go back to uncapped ultimates. That would definitely be a step in the right direction and and erase your negate scenario which is really, really stupid. I also miss seeing Gravity Crushes against 20 targets. I'm in favor of just removing it completely, though.
Personally damage and healing are in good spots for me. People are doing a lot more damage than they were on the PTS which is to be expected. Smart heals still don't prioritize group members, though
I wasn't able to listen to the entire podcast, but it didn't seem to get detailed enough that bias was noticeable. Whether you play with 3 people or 24, we all pretty much have the same issues with the game I feel. You don't have to be affected by something to realize it's simply not fair nor fun.
Vehemently oppose nerfing Purge. It's an absolutely necessary skill in a game where debuffs can be spammed endlessly. Capping it is only going to backfire if AOE becomes uncapped, and I think working towards uncapped AOE is the better option. If you ask me, the better option would be to remove the Efficient Purge morph, and make it into a morph the removes 4 debuffs instead of 2(or insert your own morph here). It would have the same cost as Cleanse which is ridiculously high in that case. While I'm able to spam Cleanse for a good amount of time it is something I have to completely build for, and a lot of my stats are gimped as I go for max regen and reduction. This is why if you ever see me in Cyrodiil I'm just going to light attack you for fun or run away healing... because I can't do any damage. Nerfing builds like this only further promotes going full dps spec, imo.
Thanks for all the kind words here! Thank you again to Sypher to putting this panel together and making this a reality.Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
Hey Darnathian, I dont disagree that it was biased with respect that you didnt have the other side of the equation to chat with us. Here is what I can say about this - yes there are lots of great skilled leaders, and skilled players in these large ball groups. Thats really not the issue. If you removed AOE caps, there is only 1 or 2 groups of 20+ players that would still be difficult for my group of 4 to deal with. As it stands currently, those groups cant even be contested by my group of 4, because of AOE caps.
The large majority of other groups of randoms grouping up or whatever, they are difficult to beat solely because they are reducing a majority of the damage we output on them. This is not a good thing -especially given the damage this patch. So while I wouldnt be against having a leader from one of the more skilled groups there, I dont think the opinion would be changed or argued really. AOE caps are not helping things from performance to combat on the field in large scale PvP.
To clarify, Im not against having 20 people in a group for PvP. My problem with it is the *best* way to play with 20 people in a group is to ball them up and ignore a lot of the factors such as strategy, awareness, and positioning. These things become secondary whereas they are primary in all other aspects of the game. Ball groups dumb the game down, and hurt the overall performance and appeal to the game. It literally becomes "a game of numbers". And ESO should strive to create PvP that is better than that. 20 players in a group can still happen, but they should work as a group of 20, not a ball group of <X> size.timidobserver wrote: »I put this in another thread with your video linked, but I figured I would put it in your official thread.
I'll offer my Templar perspective since no one on the panel mains a Templar.
Smart heals:
I do not run ball groups. Most of my groups have a max of 4-8 people in it. I think Fengrush is pretty wrong on smart healing. Basically, you guys with your stam build coordinated dps do enough single target damage that absolutely nobody is going to survive it other than maybe a full turtle DK, and you are going to just perma lock the DK and hammer them until they go down. The CP system doesn't help us out at all with your damage, like it does with magical/elemental damage, so we just have to take it to the face. How else am I supposed to keep my team alive if I can't get a heal off as soon as I see you guys spamming your wrecking blows and surprise attacks. You are going to major defile them anyway, so I'll have to try to deal with that before you kill them.
Basically, everyone on the panel is bias because you are all damage focused players, so you want people to just take your damage and die. That is the goal of every one of your builds. You have no Templar or primary support player on your panel, so they don't get their view out there.
I think youre misinterpreting my mentioning of Smart heals. Im not against them or suggesting we change them - reality is the game design has been centered around it since the entire beta; theyre not going anywhere. I was simply referencing when you have large amounts of burst (not single target, AOE) against large ball groups, and NOBODY in that group is taking full damage because of how damage is factored:
I hit 6 of 24 players for full damage, next AOE, I hit a new random 6 targets for full damage - the rest is half at best each time. What this means is while Im trying to burst something in a ball down, there is virtually nobody that will take full damage multiple times in a row. This is where smart healing was brought up. Whoever eats that highest burst, is the target of heals. ZOS mentioned in the stream that healing is capped at 6 and offense hits 60 - They were essentially INFERRING that offense was somehow benefited by being able to hit so many. But it doesnt matter when youre dealing a fraction of your damage post-mitigation. This doesnt even include barriers and purge and the inability to use debuff ults such as negate on people. I throw negate on a healer spamming BoL in a zerg and he doesnt have to move or do anything because AOE caps protected him and I silenced some stam build spinning on me. What the hell kind of design is that?
So smart healing in conjunction with how AOE caps works means that defense is the favored one on this equation. The more people you can stack on a point means the less chances you have to actually hit someone with full damage and burst them down. This gameplay is literally being encouraged and it creates an overly simplified, non-dynamic and performance crushing PVP experience.
All in all, as I said on the podcast, this game with the damage nerf this patch is probably in its safest position to remove AOE caps Ive seen yet. Its time to remove AOE caps and go from there. I want positional ults to matter - they used to. Well timed coordinated strikes on groups created some of the best PvP Ive had in any MMO in the first few months of this game. Its time to bring it back and encourage players to return. AOE Caps are the single issue that caused the most amount of players to leave this game in the shortest window. This could be a great thing on many levels!
I'm like 99% sure there has always been AOE caps in the live game. There used to be a time where that didn't matter and you would wipe whole groups with a small group anyway regularly. The tools we had then were ground oils and uncapped ultimates. Even if ZOS is unwilling to uncap all AOE, I see no reason why we can't go back to uncapped ultimates. That would definitely be a step in the right direction and and erase your negate scenario which is really, really stupid. I also miss seeing Gravity Crushes against 20 targets. I'm in favor of just removing it completely, though.
Personally damage and healing are in good spots for me. People are doing a lot more damage than they were on the PTS which is to be expected. Smart heals still don't prioritize group members, though
I wasn't able to listen to the entire podcast, but it didn't seem to get detailed enough that bias was noticeable. Whether you play with 3 people or 24, we all pretty much have the same issues with the game I feel. You don't have to be affected by something to realize it's simply not fair nor fun.
Vehemently oppose nerfing Purge. It's an absolutely necessary skill in a game where debuffs can be spammed endlessly. Capping it is only going to backfire if AOE becomes uncapped, and I think working towards uncapped AOE is the better option. If you ask me, the better option would be to remove the Efficient Purge morph, and make it into a morph the removes 4 debuffs instead of 2(or insert your own morph here). It would have the same cost as Cleanse which is ridiculously high in that case. While I'm able to spam Cleanse for a good amount of time it is something I have to completely build for, and a lot of my stats are gimped as I go for max regen and reduction. This is why if you ever see me in Cyrodiil I'm just going to light attack you for fun or run away healing... because I can't do any damage. Nerfing builds like this only further promotes going full dps spec, imo.
Darnathian wrote: »Thanks for all the kind words here! Thank you again to Sypher to putting this panel together and making this a reality.Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
Hey Darnathian, I dont disagree that it was biased with respect that you didnt have the other side of the equation to chat with us. Here is what I can say about this - yes there are lots of great skilled leaders, and skilled players in these large ball groups. Thats really not the issue. If you removed AOE caps, there is only 1 or 2 groups of 20+ players that would still be difficult for my group of 4 to deal with. As it stands currently, those groups cant even be contested by my group of 4, because of AOE caps.
The large majority of other groups of randoms grouping up or whatever, they are difficult to beat solely because they are reducing a majority of the damage we output on them. This is not a good thing -especially given the damage this patch. So while I wouldnt be against having a leader from one of the more skilled groups there, I dont think the opinion would be changed or argued really. AOE caps are not helping things from performance to combat on the field in large scale PvP.
To clarify, Im not against having 20 people in a group for PvP. My problem with it is the *best* way to play with 20 people in a group is to ball them up and ignore a lot of the factors such as strategy, awareness, and positioning. These things become secondary whereas they are primary in all other aspects of the game. Ball groups dumb the game down, and hurt the overall performance and appeal to the game. It literally becomes "a game of numbers". And ESO should strive to create PvP that is better than that. 20 players in a group can still happen, but they should work as a group of 20, not a ball group of <X> size.timidobserver wrote: »I put this in another thread with your video linked, but I figured I would put it in your official thread.
I'll offer my Templar perspective since no one on the panel mains a Templar.
Smart heals:
I do not run ball groups. Most of my groups have a max of 4-8 people in it. I think Fengrush is pretty wrong on smart healing. Basically, you guys with your stam build coordinated dps do enough single target damage that absolutely nobody is going to survive it other than maybe a full turtle DK, and you are going to just perma lock the DK and hammer them until they go down. The CP system doesn't help us out at all with your damage, like it does with magical/elemental damage, so we just have to take it to the face. How else am I supposed to keep my team alive if I can't get a heal off as soon as I see you guys spamming your wrecking blows and surprise attacks. You are going to major defile them anyway, so I'll have to try to deal with that before you kill them.
Basically, everyone on the panel is bias because you are all damage focused players, so you want people to just take your damage and die. That is the goal of every one of your builds. You have no Templar or primary support player on your panel, so they don't get their view out there.
I think youre misinterpreting my mentioning of Smart heals. Im not against them or suggesting we change them - reality is the game design has been centered around it since the entire beta; theyre not going anywhere. I was simply referencing when you have large amounts of burst (not single target, AOE) against large ball groups, and NOBODY in that group is taking full damage because of how damage is factored:
I hit 6 of 24 players for full damage, next AOE, I hit a new random 6 targets for full damage - the rest is half at best each time. What this means is while Im trying to burst something in a ball down, there is virtually nobody that will take full damage multiple times in a row. This is where smart healing was brought up. Whoever eats that highest burst, is the target of heals. ZOS mentioned in the stream that healing is capped at 6 and offense hits 60 - They were essentially INFERRING that offense was somehow benefited by being able to hit so many. But it doesnt matter when youre dealing a fraction of your damage post-mitigation. This doesnt even include barriers and purge and the inability to use debuff ults such as negate on people. I throw negate on a healer spamming BoL in a zerg and he doesnt have to move or do anything because AOE caps protected him and I silenced some stam build spinning on me. What the hell kind of design is that?
So smart healing in conjunction with how AOE caps works means that defense is the favored one on this equation. The more people you can stack on a point means the less chances you have to actually hit someone with full damage and burst them down. This gameplay is literally being encouraged and it creates an overly simplified, non-dynamic and performance crushing PVP experience.
All in all, as I said on the podcast, this game with the damage nerf this patch is probably in its safest position to remove AOE caps Ive seen yet. Its time to remove AOE caps and go from there. I want positional ults to matter - they used to. Well timed coordinated strikes on groups created some of the best PvP Ive had in any MMO in the first few months of this game. Its time to bring it back and encourage players to return. AOE Caps are the single issue that caused the most amount of players to leave this game in the shortest window. This could be a great thing on many levels!
I don't disagree with you there. It would be a drastic change though. Every time Zos has done that the game has gotten worse IMO. I am skeptical at this point. In your defense your stance was well thought out.
Remove Damage AOE caps but not instill heal, purge, or barrier caps. Too man changes at once. Something game breaking would be overlooked
Well now they´ve made it official. They don´t want smallscale at all.
Rezzing no longer possible while hidden or invisible on pts. Classic ZOS!
Edit: I really think you should not continue with this podcast cause the only thing they´re taking from it is what to nerf next.
Well now they´ve made it official. They don´t want smallscale at all.
Rezzing no longer possible while hidden or invisible on pts. Classic ZOS!
Edit: I really think you should not continue with this podcast cause the only thing they´re taking from it is what to nerf next.
Omg is that a confirmed thing??
Random changes like that make no sense - who asked for it? Why? Pretty much the only way to creep around and ress in sewers when massive groups sit on bodies. Dont mind the ball groups though, they will indiscriminately ress midfight nonstop to simply maintain an overwhelming numerical advantage.
Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
i favour 12-16 man groups and i agree with everything that was said. Leaders of 24+ man zergs arent allowed to speak because they are the problem.
I'm catching this afterward. Wish I could've watched it live. But this gives me time to pose my question to the panel.
Do any of you think (and this is something I've posted many times on these forums) that Zenimax could or should make all skills and abilities work differently or do damage dependent on what area your in? So if your PvP'ing, you may get less shielding or damage from an ability (or more)VS. when your in a dungeon doing PvE.In order to give separation and balance to the classes.
IMO, so much of what is going on with one build or another on w/e class...is based on trying to make it fit in both styles of play. A good example of this was EQ2. They had a PvP system where once you went into that area, your skills would do more or less in order to give players the best balance they could.When you left, your skills reverted back to what they normally were.
Also what was with the shirt and tie FENGRUSH? It wasn't a job interview =P (that is unless you were coming from one hehe) Get comfy man! I wanna party/drink with Lefty. drunken PvP rocks!
edit: reading more this idea might not agree with the justice system. IDK how to make that work within that scope. My idea is based on traveling to exclusive PvP areas /shrug
Darnathian wrote: »Quick suggestion. Your cast was very biased though. I encourage you to have a Skilled raid leader or two as well to get a opinions from more of the community. All of you favor small scale pvp, that is obvious.
Not everyone likes that. Many would argue that is the minority. I think that is part of the problem with some of Zos's decisions. Listening to parts of the community vice all.
This has a lot of potential to fixing the game that many love and would come back to
i favour 12-16 man groups and i agree with everything that was said. Leaders of 24+ man zergs arent allowed to speak because they are the problem.