Quite a few people wanted Proxy to work like its working...but with one change...We wanted it to be less powerful in 1v1 fights...right now its basically super powerful burst damage spell....that gets more powerful the more ya hit.
Vicious death is basically similar to Shieldbreaker..in they're using itemization to fix some of the bigger problems instead of trying to change core mechanics for whatever reason.
So for me these are two biggest issues this patch.
First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.
Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.
So for me these are two biggest issues this patch.
First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.
Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.
I have been wondering lately if it's because ZoS' current development team can't fix what the previous employees coded; so they fall back on the only thing they can and create 'work arounds' to the issues.
Of course ZOS can fix Cyrodiil. We *know* this because Cyrodiil has worked with different parameters. The popular example is BWB.
Many of the problems can be largely solved without touching a line of server code by changing gameplay. Server processing lag is caused by player activities. Game designers, through a variety of methods, can ensure those scenarios rarely or never manifest.
Cyrodiil isn't broken because ZOS can't possibly figure it out. Cyrodiil is broken because ZOS is barely trying.
Enraged_Tiki_Torch wrote: »
Quite a few people wanted Proxy to work like its working...but with one change...We wanted it to be less powerful in 1v1 fights...right now its basically super powerful burst damage spell....that gets more powerful the more ya hit.
Vicious death is basically similar to Shieldbreaker..in they're using itemization to fix some of the bigger problems instead of trying to change core mechanics for whatever reason.
No, I don't think anybody wanted the current "prox-det" meta we have now. I think people wanted to propose a solution that made ball groups less efficient/desirable for players and Proxy would play a big role in that. What we got was much different. The meta is now Proxy Det and VD players smashing into each other. It's solo gankers doing the same thing against any group they come across. The interaction, and combat in this meta has declined severely. Nobody wanted that...
As far as 1v1, I am torn honestly because of Battle Spirit. Proxy plays a part in a lot of builds to get kills. The current meta supports burst, but that is due to the high level of survivability possible right now. Each class type probably has their own opinion on that. For me, as a Magplar: I like it. Maybe if BS was fixed I would be ok but they nerfed Purifying Light, I am not left with many options...
So for me these are two biggest issues this patch.
First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.
Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.
No, not with the changes to rapids. Magicka builds have been plagued by snares for a long time. You perhaps didn't notice because you've been stamina.
Now a risk is actually present for doing those activities.