I doubt that the DB patch will come to PTS before the middle of June. And as usual when ZoS tell us what will be changed it will be too late for any changes. They will tell us that they will invite @wrobel to the ESO live 2 weeks after the PTS patch so we can test the changes but it will be late for our feedback.
Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
GreenSoup2HoT wrote: »@Xsorus
Me personally, someone who runs with a 12 man group love Forward Camps. We can contest big zergs with smart play and siegeing while defending keeps/outposts.
I do agree though, ive had some fights last over 2 hours on a resource. A freaking 3 way faction fight as Alessia. My faction Blue on the Alessia mine. Yellow with an unflagged Alessia Keep and Red pushing from Sejanus. 2 hours later, red stopped pushing and i got a freaking 34k point tick from the mine! Thats insane. I gotta admit though, the fight was pretty bad ass. The mine tower went down 3 times and we repaired it. Tons of siege and spread out fights.
So it goes both ways. Each faction could of left and took over tons of keeps if they wanted to but everyone is out for blood.
That's the issue with camps; it makes the action more like a battlegrounds or wars one type setting but the problem is that's not how the game is designed. If you want quick battles like this they should add it into the game via battlegrounds or add some type of capturing mechanic in imperial city with its close spawn points so people can get the same thrill.
That's the issue with camps; it makes the action more like a battlegrounds or wars one type setting but the problem is that's not how the game is designed. If you want quick battles like this they should add it into the game via battlegrounds or add some type of capturing mechanic in imperial city with its close spawn points so people can get the same thrill.
cschwingeb14_ESO wrote: »That's the issue with camps; it makes the action more like a battlegrounds or wars one type setting but the problem is that's not how the game is designed. If you want quick battles like this they should add it into the game via battlegrounds or add some type of capturing mechanic in imperial city with its close spawn points so people can get the same thrill.
The current camps are much better for PvP than no camps. Without camps we go back to horse simulator, which encourages people to take no risks for fear of having another boring run back.
I will admit that the current corpse timer is very long, which allows people to get a camp rez in places where they shouldn't. But that could be addressed by putting enemy camps on the compass, if you are close enough
Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
It was posted yesterday, ZOS deleted it and then said they're working on it. The bug apparently allows you to get up to 80% (haven't tested that part myself) dodge chance, but in general involves stacking the 20% dodge chance buff. Keep any discussion of the mechanics of it to messages and in-game whispers or ZOS will just delete things.
Yolokin_Swagonborn wrote: »The problem with PvP is, and will always be the introduction of the Champion system and the removal of softcaps. This started us down the path of a high damage burst meta that just isn't as fun to play as the old resource management meta. If ZOS had to reduce healing, shields and damage by 50%, and you can still two shot people and heal to full in a few casts then something is really out of whack.
Most of the people that have actually tried Azuras really like it but even still, Azuras still has issues since the entire game was re-balanced around the champion system and about 5k-10k of resources were actually stolen from everyone's character so that you had to grind them back with CP. Sneak cost was sneakily increased so you had to grind legerdemain. A lot of ninja nerfs were put into place when CP were added so just having a campaign with no CP isn't enough.
ZOS will keep trying to bandaid fix cyrodiil, but burst damage meta is just aggravating and not fun. You can't have a high damage COD like meta when the lag is so bad that you can die within one lag spike while you can't control your character. Burst and Lag compound to make the game unenjoyable.
The bandaids need to stop. The only way to really balance cyro is to get down to the nuts and bolts and re-balance it from scratch. Here are a few steps in the right direction.
- ZOS needs to come up with a way to independently balance skills in PvP Separate from PvE. Other games have had this from day one. Certain skills should act differently in PvP than in PvE. This will also help get the PvE'ers to stop accusing us of getting all their skills nerfed and will allow ZOS to individually tweak the power of skills instead of trying to fix everything with a blanket nerf like battle spirit.
- The health nerf (attribute assignment) needs to be reverted for Cyrodiil only. This will encourage tankier and more balanced builds.
- The majority of buffs, regen, sustain should come from ARMOR TYPE, not CP. If you want to be less squishy, wear more heavy armor. More regen? Wear more medium or light. This idea of a light armor build taking 25% less damage from just CP is plain ridiculous. Same thing with medium armor getting 25% magicka resist. It's another band-aid. When everyone has max CP it just becomes another 25% nerf to damage and nothing more.
- Smarter Softer Soft Caps. I don't think returning to the old soft cap system is the way to go. But the controls need to go somewhere. If you have out of control regen and attributes, then people will keep crying for nerfs on skills that were fine before you could either spam them indefinitely, or increase their effects to ridiculous levels with uncapped resource pools. I don't think resources should be capped but their effect on damage, shields, and heals should be capped. If you want to run around with 50k magicka or 50k health thats fine but there should be a cutoff point to how much those attributes can effect your skills. This would allow ZOS to reduce or remove the battle spirit nerfs to damage/shielding/healing.
This is just a start and by all means it ain't perfect but this is the direction ZOS needs to look into.
Ya things are way out of control. I just want some kind of... Communication, something I can point to and tell my guild: "They know, they're working on it, wait and see." But there is not even that.
Ya things are way out of control. I just want some kind of... Communication, something I can point to and tell my guild: "They know, they're working on it, wait and see." But there is not even that.
I got a forum message from wrobel today. Hopefully we get a lengthy post outlining things soon, a post at least 1/4th the length of the novel I wrote him back
Ya things are way out of control. I just want some kind of... Communication, something I can point to and tell my guild: "They know, they're working on it, wait and see." But there is not even that.
I got a forum message from wrobel today. Hopefully we get a lengthy post outlining things soon, a post at least 1/4th the length of the novel I wrote him back
For real? Elaborate!!!!!!
Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
Ya things are way out of control. I just want some kind of... Communication, something I can point to and tell my guild: "They know, they're working on it, wait and see." But there is not even that.
HoloYoitsu wrote: »[tangent]
Just introduce a FC rez sickness for a few min or so, the time is arbitrary and should be fine tuned through play testing.
The debuff needs to be significant enough that it prevents groups/pug hordes from deciding it's a viable strategy to potato back into the fight. Something like decreased stats, no ult gen, can't place siege, w/e.
The goal should be to force people who rez at camps to hold back and regroup for a meaningful amount of time, rather than just streaming back into the same fight and making an unending zombie horde.
Of course, this would be asking ZOS to code something new, and it already took them over a year just to lower the radius value for FCs, add a check for if PlayerSpawnAtCamp, add Counter(120 sec), and another check for, if(GetPlayerCoordinates not in ForwardCampRadius) or (PlayerHasCounter), AlowSpawn = '0'. Not real code, just meant to represent the logic.
Going off the FCs now, those are literally the only changes that have been made to FCs. It's quite disconcerting to anyone who is hopeful for any kind of mechanic changes to Cyrodiil, because Wheeler had been telling us they were 'working on redesigning forward camps' for a year, ever since he removed them. I'm sorry but, that's not a year's worth of coding.
[/tangent]