One of the few times we agree. The streak spam nerf disproportionately impacted stam sorcs who only ever used streak strategically the way it was meant to be used. The need for nerfs like this belies root balance issues that aren't/can't be addressed by wrobel.I dont think they should fix skills like BoL spam or cloak spam with use penalty - it wasnt a fun thing to do to streak either. I think it comes back to resources going crazy, and healing is just so effective with the multiple boosts you can get to outgoing healing and incoming healing. This is a bigger problem of resource management going crazy, and choices/management of ones resources are able to be done so carelessly and still be effective.
People say soft caps are the solution, but they wont bring them back, they want to get away from them. It takes better balance and constant tweaks to approach a desired goal. Problem is we dont get incremental changes in a timely fashion nor do we have any idea what the desired goal is - niether does ZOS though either... Their desired goal is to minimize and address loud and excessive complaints per patch.
I dont think they should fix skills like BoL spam or cloak spam with use penalty - it wasnt a fun thing to do to streak either. I think it comes back to resources going crazy, and healing is just so effective with the multiple boosts you can get to outgoing healing and incoming healing. This is a bigger problem of resource management going crazy, and choices/management of ones resources are able to be done so carelessly and still be effective.
People say soft caps are the solution, but they wont bring them back, they want to get away from them. It takes better balance and constant tweaks to approach a desired goal. Problem is we dont get incremental changes in a timely fashion nor do we have any idea what the desired goal is - niether does ZOS though either... Their desired goal is to minimize and address loud and excessive complaints per patch.
ZOS_MollyH wrote: »Hey folks, as a heads up - several posts and comments have been edited within this thread for violating Code of Conduct. So far no official action has been taken for any specific users, but if we can't keep this constructive then please be aware that further violation of the rules may be actioned and the thread locked.
Thanks!
One of the few times we agree. The streak spam nerf disproportionately impacted stam sorcs who only ever used streak strategically the way it was meant to be used. The need for nerfs like this belies root balance issues that aren't/can't be addressed by wrobel.
Hey Molly:
Thanks for dropping by, do you think it's possible you guys have more resources allocated to forum moderation than content fixes?
Sincerely,
ZOS, I just hit the agree button on one of daniel's posts. The situation is dire; I'm scared.
Making a set useless is a small price to pay for fixing mechanics that directly favor large group gameplay over small. As Kena states below very eloquently, this game was intended to be a "play as you want" game. Numbers simply cannot continue to be the only determining factor in Cyrodiil. It makes for poor, dumbed down gameplay and servers that are unplayable. Large groups in and of themselves are already their own advantage because they have strength in numbers. They do not need incredibly powerful ultimates that are rotated between 9 healers and one ability to be spammed to cleanse 24 people of all negative effects. Capping these abilities is balance, it is not punishment. The removal of AOE caps is similar; it is not intended to be punishment to large group, but to balance the scales so that smaller groups have a chance. That's all anyone ever wants. Playing in large group should not be discouraged, but it should also not be the only method of survival in Cyrodiil.
Well said Kena.
Also, Bulb aside from this disdain toward the upcoming changes, I agree with you on the more PVP objectives to naturally spread people out as well as the dynamic ulti and removal of AOE caps. Well written post.
I'll just keep both groups together at all times with the proposed seige changes. Our core will go in, the main group will setup 20 anti personal seize over the front door area, etc.
I'll burn them out of the inner.
Say what you want about my team, we are already excellent defenders.... I doubt we'll ever lose a keep anymore that we can prepare a proper inner defense for.
Joy_Division wrote: »Well said. Not seeing the logic in how making seige stronger for the defense and nerfing the attackers ability to mitigate / purge is going to encourage, let alone enable, groups of 16 to take keeps with defenders.
If you say, "well MY guild can do it," we'll see what happens your guild goes up against an equally competent one on defense. And besides, what are 95% of the rest of the people who play this game who aren't as good or organized as you going to do when it comes to taking keeps? They are going to either stack or wipe.
If I cant streak away from a DK forever, he shouldn't be able to flappy-flap forever. You can't deny that logic.
I'll take that challenge against anyone if I'm defending with equal numbers. Yeah, cmon please try to enter that breech LOL. Im never repairing a keep again.....
x99Needles wrote: »
I know almost everyone has forgotten I did nothing but small man things when the game was released.
No one has taken into account the reintroduction of forward camps, which will make it much less of an impact if raid 1 wipes to the ulti/siege bomb, as they can just spawn up with full resources and come back to assist raid 2.
All of this talk of "well if you make it harder for us to do this, we'll need to bring more people."
Here's a thought:
Get good.
Instead of just getting more people to accomplish the 'impossible' goal, accomplish it with less and learn to thrive in different ways. Improve the overall individual player capability rather than just stacking more people because "F it, half of us are wiping anyway." That's a cop out.
Siege will drain resources, sure. Training ourselves in better methods of resource management will be necessary. Purge and barrier will be capped, sure. We will need to consider our defensive vs offensive abilities and ultimates even more now. We will need to consider the pros and cons of stacking up vs spreading out. There will need to be thought. There will be disadvantages to this style of gameplay. That is NECESSARY. As it stands now, ball up, rotate barriers is infallible to everything other than another ball up, rotate barriers group. The very way that we think about large group gameplay will need to change. And that is good.
WillhelmBlack wrote: »I'd love a campaign with no Alliance War skill line or AoE. People would actually be forced to fight 1v1.
No one has taken into account the reintroduction of forward camps, which will make it much less of an impact if raid 1 wipes to the ulti/siege bomb, as they can just spawn up with full resources and come back to assist raid 2.
DaveMoeDee wrote: »
They can play street fighter for that.
If anyone bought ESO for 1v1 fighting, they horribly misunderstood the marketing.
You know there's a problem with the PvP in a game when interdicting enemy actions through killing opposing players isn't considered a viable objective.
Wow.
Jules, considering how much I hear from you about the "impossibility" of winning because of numbers/lag/Zerg/etc I find a "get good" argument to be less than compelling. Your very last post you talk about how numbers are THE deciding factor: should this argument be engaged with debate or a Get Good response? Got zerged? Get good. They hit three barriers? Get good. They have nine healers? Have you tried getting good...?
Like, the arguments Bulb is making are basically the ones you guys have made in the past. Why do you sit at bleaks instead of pushing Aleswell? The answer Ive gotten from you guys makes sense: it's a hard to take keep with A Lot of DC there. The reply that makes sense. You know it's going to be a shitshow so you just don't go. I could tell you to Get Good but I actually understand the concept of playing the content your group/numbers are capable of.
That's the point: people play to the content. If you make it impossible for AD raid #1 to take Roe they're not going to get good, they're going to being raid #2, and than #3. And then the server melts down.
But thank Akatosh you were here to tell everyone to get good. Crisis averted.