I don't agree that a gamer developer should be pro-level ability when it comes to playing. Remember, they work full-time making the game, they don't have hours upon hours like some of you folks do, to become experts.
I do agree that everyone working to develop a game should play their game. Someone who is crafting PvE content should be playing it, someone crafting dungeons/trials should be running through said dungeons/trials, someone working on PvP should be PvPing, etc.
I don't agree that a gamer developer should be pro-level ability when it comes to playing. Remember, they work full-time making the game, they don't have hours upon hours like some of you folks do, to become experts.
I do agree that everyone working to develop a game should play their game. Someone who is crafting PvE content should be playing it, someone crafting dungeons/trials should be running through said dungeons/trials, someone working on PvP should be PvPing, etc.
Completing blackheart haven is hardly pro-level ability expectation.
I'm not suggesting that he's bad at his work, in fact he is probably an ace programmer which is how he achieved his position on the team. All i meant to say is that the combat mechanics design changes - some have been good but some really questionable. The patch they made static ult generation along with all the skill changes - those were really questionable, to me at least.
And yes, i have believe developers themselves play their own game, they're aware of the issues but just haven't figured out a way to solve them properly. Althought if I were a developer on their team I'd at least be more responsive to questions and feedback on forums which seems to me is a taboo in their studio
Scyantific wrote: »
Scyantific wrote: »
no doubt on that.. In fact it seems so suspiciously bad that I'm inclined to believe it's a bug instead and not actually an intended nerf.
I have an gut feeling that this figure change is related to the guild bank bug. Perhaps a recent data migration, change in schema or somethin of that sort that messed up some data figures. Just my wild guess
b92303008rwb17_ESO wrote: »
If it's a bug and given it is a bug of such magnitude but they did not manage to fix it right away or not even after today's maintenance, then it probably means they haven't figure out the solution and chances are it is going to stay for a while like loading screen.
Scyantific wrote: »Welp. Sap-tanks got another nerf.
Path of Darkness and Veil of Blades will have reduced ticks on their DoT effect.
ThatNeonZebraAgain wrote: »Scyantific wrote: »Welp. Sap-tanks got another nerf.
Path of Darkness and Veil of Blades will have reduced ticks on their DoT effect.
Actually, that is incorrect. Neither of those 2 abilities proc, or have ever procc'd, SA on subsequent ticks, only on the first "hits" upon casting. Caltrops still procs SA, even though they said it no longer counts as a melee attack.
I am worried that this change will have negative impacts despite their saying otherwise. Just frustrating they don't say what the new DoT intervals are. Unless there was some serious issue going on that I've never experienced or heard about, changing these abilities less about as good of a performance fix as removing the deer from Cyrodiil.
ThatNeonZebraAgain wrote: »Scyantific wrote: »Welp. Sap-tanks got another nerf.
Path of Darkness and Veil of Blades will have reduced ticks on their DoT effect.
Actually, that is incorrect. Neither of those 2 abilities proc, or have ever procc'd, SA on subsequent ticks, only on the first "hits" upon casting. Caltrops still procs SA, even though they said it no longer counts as a melee attack.
I am worried that this change will have negative impacts despite their saying otherwise. Just frustrating they don't say what the new DoT intervals are. Unless there was some serious issue going on that I've never experienced or heard about, changing these abilities less about as good of a performance fix as removing the deer from Cyrodiil.
KoshkaMurka wrote: »ThatNeonZebraAgain wrote: »Scyantific wrote: »Welp. Sap-tanks got another nerf.
Path of Darkness and Veil of Blades will have reduced ticks on their DoT effect.
Actually, that is incorrect. Neither of those 2 abilities proc, or have ever procc'd, SA on subsequent ticks, only on the first "hits" upon casting. Caltrops still procs SA, even though they said it no longer counts as a melee attack.
I am worried that this change will have negative impacts despite their saying otherwise. Just frustrating they don't say what the new DoT intervals are. Unless there was some serious issue going on that I've never experienced or heard about, changing these abilities less about as good of a performance fix as removing the deer from Cyrodiil.
No, twisting path procs siphoning attacks pretty often.
Or I guess its better to say "it used to proc it pretty often".
Im suprised no update on this... Not looking forward to it on ps4, tankings already alot of bar watching
KoshkaMurka wrote: »Yeah... In my opinion, cps should be just an addition for the build, not a requirement.The fundamental problem with designing around champion points is that not everyone has 300 or 400 to throw at the system. What do you tell a new customer working on their first character? First you have to grind to V16, then you have to grind for crafted gear, then you have to grind to max CP BEFORE you can start to do vet dungeons... which you'll only want to do to grind for monster sets?
And since questing and playing through with a tanky build takes at least twice as long as a DPS build, why would anyone build a tank character now?
And if its true and they actually want us to spend 100 cps in block cost reduction... Well, I have enough cps for that, but what about new players? A person who doesnt have enough cps (or any cps if they just started) and good crafted gear just wont be able to tank properly. And its absolutely awful because an mmo needs to be attractive for new players and encourage them to play. Having to grind to max level, then grind cps, monster sets and mats just to have a chance is not fair or encouraging.
I've been in since early beta and ran into exactly one tank that perma blocked in PVE; I am dumbfounded as to why such a sweeping change had to be made for one facet of the game. I saw the video of the 'unkillable' build and can totally understand why that would be frustrating in PVP for sure. Mantikora don't care 'bout no PVP and neither do axes! LOL
heystreethawk wrote: »Just so you know, I don't think that any serious PvPer supported or advocated for the block change. I can't even think of a PvPer that I've seen express happiness about the change. Aside from extraordinary circumstances, including emperorships, people haven't been able to permablock since 1.6 while still doing enough damage to be frustrating in a fight.
Divinecrash wrote: »Am I screwing myself over going tank for my first character?
Divinecrash wrote: »Am I screwing myself over going tank for my first character?
Well, if you like running dungeons and can work around the nerfs, chances are as a tank you will never spend 30 minutes in zone chat begging for a group; you can take your pick of PUGs begging for you.
That said, non-vet dungeons can usually be handled with 3 DPS and a healer. But DPS' usually like having a tank around anyway, as it lets them focus on damage alone.
Teargrants wrote: »I believe this is an unintended oversight. If everyone recalls, back on PTS there was a big issue with ALL costs being 30% higher than they should, including abilities, block, dodge - literally everything. ZOS claimed they fixed the issue. Obviously they didn't, and here we are stuck with the block cost still erroneously costing more.
What this means is that there was a known bug, a fix was tested and implemented for the bug, and that fix was not itself properly tested to make sure it actually fixed what it was supposed to fix. It's particularly vexing in this case considering the testing would simply involve testing that the base cost values for abilities, dodge roll, and block were in fact correct. One is left to infer that block was simply not tested.
That's why i am convinced this is a bug. With the block stam regen nerf there is absolutely no need to increase the cost of block at all.
That's why i am convinced this is a bug. With the block stam regen nerf there is absolutely no need to increase the cost of block at all.
I think that it is not a bug. It is part of the new balance update which is coming. They just forgot to disable this part of the code and uploaded in live. It is not coincidence that in PTS all the skill cost were 30% higher. Probably this will go in live with the next patch. This will try to balance the CP and no resource management that we have. On top of that I really hope that they will unnerf the no stamina regen while blocking.