InvitationNotFound wrote: »is this thread dead yet?
looks a bit familiar with the "cheating" thread. just another black hole where all the trash about something will disappear and the other threads stay "clean"?
Anyone here who wants to bet if there will be an additional ZOS answer?
P.S: Did any of you test if the addon still works on PTS?
NedicWildling wrote: »Miat's logic... 10/10 would code again.
NedicWildling wrote: »Miat's logic... 10/10 would code again.
"What's the point of being a ganker if people don't burst someone down?"
I don't know, maybe opening on someone at your own discretion & presumed advantage, rather than an insta-kill via stealth mechanics (%dmg modifiers + crit + stun)?
That should be the end of the argument. Just because you're a ganker and see someone with < 22k health, it doesn't mean you should win instantly if they don't detect you. Something is overtuned there. Like Miat said, there's really no meaningful counterplay.
What's the meaningful counterplay to getting oneshotted by tremorscale/viper/widowmaker builds? Is he going to make an addon for that as well? That's a really terrible argument.
What's the meaningful counterplay to getting oneshotted by tremorscale/viper/widowmaker builds? Is he going to make an addon for that as well? That's a really terrible argument.
There isn't, and that's why it's being nerfed, though not as nerfed as I would have liked.
Thx, come again. Really ironic that you call my argument terrible lol
What's the meaningful counterplay to getting oneshotted by tremorscale/viper/widowmaker builds? Is he going to make an addon for that as well? That's a really terrible argument.
There isn't, and that's why it's being nerfed, though not as nerfed as I would have liked.
Thx, come again. Really ironic that you call my argument terrible lol
So you counterargument with the 'proc set nerf' thing? Cool, when is the addon being nerfed? Ironic indeed, love.
Bunch of cry babies and sore losers. QQ you got killed by a ganker. Get gud. I dont know how to say it nicely. Oh I know, you can blame 1.6.
Bunch of cry babies and sore losers. QQ you got killed by a ganker. Get gud. I dont know how to say it nicely. Oh I know, you can blame 1.6.
don't have a problem getting ganked
getting ganked by 3-4 people at the same time? there is no counter play
and Miat's addon is borderline cheating and should be removed
and anyone that's using it needs to l2p
Bunch of cry babies and sore losers. QQ you got killed by a ganker. Get gud. I dont know how to say it nicely. Oh I know, you can blame 1.6.
don't have a problem getting ganked
getting ganked by 3-4 people at the same time? there is no counter play
and Miat's addon is borderline cheating and should be removed
and anyone that's using it needs to l2p
Are you saying there needs to be a physical counter to being ganked simultaneously by 3-4 people?
MrSinister213 wrote: »The only people against this addon are Xv1ers like OP. Just stay on crown my zerg friends and everything will be alright for you. Great work Miat, this has made PvP enjoyable for us small scale players while we wait for CU.
NedicWildling wrote: »Miat's logic... 10/10 would code again.
"What's the point of being a ganker if people don't burst someone down?"
I don't know, maybe opening on someone at your own discretion & presumed advantage, rather than an insta-kill via stealth mechanics (%dmg modifiers + crit + stun)?
That should be the end of the argument. Just because you're a ganker and see someone with < 22k health, it doesn't mean you should win instantly if they don't detect you. Something is overtuned there. Like Miat said, there's really no meaningful counterplay.
That's one of the problems with this game. In many other games, the gank advantage of taking a chunk at the start of the fight is very effective because healing on non-healer builds is low, on long cooldowns, or nonexistent. In ESO, opening with a 50% health advantage means literally nothing because every competent PVP build can heal themselves from execute range to full health within a few seconds. You have to burst their health to zero before they can burst their health to full, or you simply fail to gank at all. There is zero advantage at the point that the enemy has recovered their health and is aware of your presence.
IMO this dynamic is part of the reason for all the 1-shot boss mechanics in the PVE side of this game. The developers have found that mechanics which don't kill you instantly are ineffective in creating difficulty because that player will return to 100% life within the blink of an eye.
What's the solution? I don't think there is one at this stage of the game. It's too late to make huge game altering changes to the combat system. If they reduce burst damage to the point that people can't be killed in one CC or during a gank by a single player, you'll simply have a dynamic where nobody dies unless outnumbered or they make a series of major mistakes. That game would be even less enjoyable IMO.
That's one of the problems with this game. In many other games, the gank advantage of taking a chunk at the start of the fight is very effective because healing on non-healer builds is low, on long cooldowns, or nonexistent. In ESO, opening with a 50% health advantage means literally nothing because every competent PVP build can heal themselves from execute range to full health within a few seconds. You have to burst their health to zero before they can burst their health to full, or you simply fail to gank at all. There is zero advantage at the point that the enemy has recovered their health and is aware of your presence.
IMO this dynamic is part of the reason for all the 1-shot boss mechanics in the PVE side of this game. The developers have found that mechanics which don't kill you instantly are ineffective in creating difficulty because that player will return to 100% life within the blink of an eye.
What's the solution? I don't think there is one at this stage of the game. It's too late to make huge game altering changes to the combat system. If they reduce burst damage to the point that people can't be killed in one CC or during a gank by a single player, you'll simply have a dynamic where nobody dies unless outnumbered or they make a series of major mistakes. That game would be even less enjoyable IMO.
Yeah, that's part of the other side of the argument. I definitely agree with you on that point. This game is incredibly forgiving if you aren't bursted down. If ganking is nerfed, other builds and playstyles could be made less forgiving, but that would require an overhaul - something that I'm certain ZOS will not do.
In PVP, there are quite a few ways to 100-0 someone in the span of 1-3 seconds, some with more counterplay than others. It's not limited to ganking.
The problem is the stealth and the lack of meaningful counterplay to it.
Why reward the guy who already opens at his presumed advantage with additional damage and utility mechanics? Would they not still have enough damage if built correctly to 100-0 someone even without the guaranteed crits, multipliers, and stun? Why is the ability to 100-0 a player in one second a prerequisite to being a ganker in this game? Is it not enough to prey on weaker/unsuspecting players from steallth where the eventual combat takes more than 1 second?
Heaven forbid Heavy Attack, Ambush, Soul Harvest from stealth (with or without procs) be made less effective.
All I'm saying is that fundamentally I would rather have more counterplay and upset gankers than lack of counterplay and upset non-gankers.
I'm fairly certain the good ones would still shine anyways.
Well there kind of is counterplay to it, but it's more than just changing tactics on a glass cannon build with ~20k HP. I very rarely get successfully ganked on my magplar or stamsorc unless the gank happens when I'm already in a fight and my health bar isn't full.
Generally it requires one of three things, or a combination of them:
1. Enough HP/armor to not get 1-shotted. This usually means 26k+ health, 25k+ armor depending on the ganker. I don't really uses horses on my stamsorc and just run around fully buffed with 27k health, 27k armor on 1h/shield bar. A single full-on alchemist/viper heavy>ambush>incap opener usually brings me to ~40% life.
2. At least 23k HP, radiant magelight, and a decent reaction time. Radiant prevents the stealth attack from stunning you, but you still have to block or dodge the incap. You only have 1/2 a second to react and block or dodge. This is the strategy I use on my magplar, who double bars radiant magelight (thanks to rattlecage freeing up my degeneration skill slot). I run around on a 1h/shield bar and have my muscle memory trained to block and start casting HtD the moment I hear the twang of a bow.
3. Run around with a shield up, recasting it every 6s. Yeah I know this is a pain but preventing crits on the gank opener stop it dead most of the time. It's even better if you're a sorc with defensive rune, because you will be given time to CC break the stealth opener before they can CC break defensive rune and incap you.
Yeah I know this is a pain... but keeping in mind that the same exact factors above are what can protect you from the heavy attack > dawnbreaker burst from stacked proc set builds (aside from just magelight), it's generally worth it if you're going to run solo.
Yeah I know this forces people to run tanky builds or constantly recast shields. But personally I prefer to adapt over just banging my head on failure.
Well there kind of is counterplay to it, but it's more than just changing tactics on a glass cannon build with ~20k HP. I very rarely get successfully ganked on my magplar or stamsorc unless the gank happens when I'm already in a fight and my health bar isn't full.
Generally it requires one of three things, or a combination of them:
1. Enough HP/armor to not get 1-shotted. This usually means 26k+ health, 25k+ armor depending on the ganker. I don't really uses horses on my stamsorc and just run around fully buffed with 27k health, 27k armor on 1h/shield bar. A single full-on alchemist/viper heavy>ambush>incap opener usually brings me to ~40% life.
2. At least 23k HP, radiant magelight, and a decent reaction time. Radiant prevents the stealth attack from stunning you, but you still have to block or dodge the incap. You only have 1/2 a second to react and block or dodge. This is the strategy I use on my magplar, who double bars radiant magelight (thanks to rattlecage freeing up my degeneration skill slot). I run around on a 1h/shield bar and have my muscle memory trained to block and start casting HtD the moment I hear the twang of a bow.
3. Run around with a shield up, recasting it every 6s. Yeah I know this is a pain but preventing crits on the gank opener stop it dead most of the time. It's even better if you're a sorc with defensive rune, because you will be given time to CC break the stealth opener before they can CC break defensive rune and incap you.
Yeah I know this is a pain... but keeping in mind that the same exact factors above are what can protect you from the heavy attack > dawnbreaker burst from stacked proc set builds (aside from just magelight), it's generally worth it if you're going to run solo.
Yeah I know this forces people to run tanky builds or constantly recast shields. But personally I prefer to adapt over just banging my head on failure.
Yeah, I definitely acknowledge that's a thing; I have personally changed my build to be tankier for this meta with numbers similar to yours, but that isn't meaningful counterplay IMO. Meaningful counterplay would be bashing a Dark Deal or something like that, an actual result of user input in combat in response to another user's input .. reflecting a frag, LOSing a jesus beam, blocking a Meteor, CC, etc. Need more definitions here like counter vs. counterplay for the sake of clarity.
When people say that ZOS is dumbing the game down and removing counterplay, they're citing things like Soul Assault being unbashable and uncloakable, unreflectable Meteors, and on the PTS CC immunity increasing from 5 seconds to 7 seconds.
By removing these stealth mechanics, players would have more of an opportunity for counterplay against stealth users.
Why is the damage modifier right where it's at? Why not increase it by 200%, and everyone can run 5k more health, because we should just adapt? I'm trying to understand the design behind this archaic stealth mechanic. Why would it be a bad idea to remove it in regards to PVP balance?
I do understand what you're saying about adapting, and I've personally done it to an extent. I'm just looking for a reason as to why stealth needs these additional mechanics. The advantage of stealth should be stealth itself. I fail to see why stealth users need guaranteed crit, damage modifiers, and a built-in stun.
Yeah, but that's if you're operating under the premise that builds like that need to exist, builds that take minimal user input to kill unsuspecting players from invisibility within 1 second. I want to transition away from gank in ESO being synonymous with "1 second kill of a few simultaneous attacks" to more of a general playstyle of patiently waiting and strategically selecting targets while in stealth and outplaying after opening at your own discretion. Gankers don't want counterplay. I want counterplay. Why does a 1 second kill (due to stealth mechanics) HAVE to exist in ESO?We just go back to the same problem that I mentioned a few posts above. With the outrageous amount of healing any decent PVP build is going to have, any advantage that doesn't kill goes away within moments. You take these glass cannon ganker builds who tend to have <16k armor (when buffed), <20k health, and put them up against someone who has just instantly healed up from their ineffective burst combo and they are going to drop like a rock on the first burst attempt that lands on them. It just deletes this style of build from the game.
Maybe what they could do is completely remove the damage modifier from stealth attacks, but instead cause a 70-80% healing debuff that lasts for 5 seconds. That way counterplay is at least possible since you are not dying instantly, but you can't just instantly heal to full.
Again, my point is that stealth itself is not an advantage when someone can instantly heal to full the moment they break whatever CC you applied from stealth to start your assault.
Also, there is counterplay for both Meteor and Soul Assault. Soul Assault can be blocked, and AFAIK it can be cloaked after 2s into the channel but I haven't tried/bothered to test. Meteor can be blocked. While I loved it when I was using it to mess someone up, I don't really think it was a good thing to be able to cloak or reflect an ultimate.
Yeah, but that's if you're operating under the premise that builds like that need to exist, builds that take minimal user input to kill unsuspecting players from invisibility within 1 second. I want to transition away from gank in ESO being synonymous with "1 second kill of a few simultaneous attacks" to more of a general playstyle of patiently waiting and strategically selecting targets while in stealth and outplaying after opening at your own discretion. Gankers don't want counterplay. I want counterplay. Why does a 1 second kill (due to stealth mechanics) HAVE to exist in ESO?We just go back to the same problem that I mentioned a few posts above. With the outrageous amount of healing any decent PVP build is going to have, any advantage that doesn't kill goes away within moments. You take these glass cannon ganker builds who tend to have <16k armor (when buffed), <20k health, and put them up against someone who has just instantly healed up from their ineffective burst combo and they are going to drop like a rock on the first burst attempt that lands on them. It just deletes this style of build from the game.
Maybe what they could do is completely remove the damage modifier from stealth attacks, but instead cause a 70-80% healing debuff that lasts for 5 seconds. That way counterplay is at least possible since you are not dying instantly, but you can't just instantly heal to full.
Again, my point is that stealth itself is not an advantage when someone can instantly heal to full the moment they break whatever CC you applied from stealth to start your assault.
That's a creative idea that would certainly allow for more counterplay, though half of the gankers seem to open with Incap as part of their opening combo already, with some running Minor Defile poison on top of that.
I definitely don't agree. Stealth allows you to pick your fights generally speaking, which is an advantage, especially against unsuspecting people.Also, there is counterplay for both Meteor and Soul Assault. Soul Assault can be blocked, and AFAIK it can be cloaked after 2s into the channel but I haven't tried/bothered to test. Meteor can be blocked. While I loved it when I was using it to mess someone up, I don't really think it was a good thing to be able to cloak or reflect an ultimate.
Yeah, when I said, "When people say that ZOS is dumbing the game down and removing counterplay, they're citing things like Soul Assault being unbashable and uncloakable, unreflectable Meteors.." it should be read as "removing [some] counterplay," and not "removing [all] counterplay." Obviously each has counterplay, no need to explain it. In the post you quoted, I even referenced blocking Meteor as a form of counterplay.
Like you said, a lot of this comes down to stats. The game has changed, and people are allowed to specialize in ways they never have been able to before. Damage is high, heals are high, and resources are high. Good players don't die to other players 1v1 unless it's a counter-matchup or a serious mistake. Stealth mechanics' effect has been severely exacerbated by proc sets and these gradual changes.
As I said before:
I'm just looking for a reason as to why stealth needs these additional mechanics. The advantage of stealth should be stealth itself. I fail to see why stealth users need guaranteed crit, damage modifiers, and a built-in stun.
Is your answer "because the playstyle wouldn't be possible without them?"
To which I ask again: Why does a 1 second kill playstyle(due to stealth mechanics) HAVE to exist in ESO? How is that healthy for the game? That's PRECISELY the reason for Miat's addon.
I don't want to hear, "Run more health." That avoids the issue in its entirety. We're talking game balance. If I get killed in 1 second to procs, I'm going to react the same way. Procs are overtuned, and the more potent they are, the less individual player actions matter. If I die in 1 second to stealth users WITHOUT proc stacking and WITHOUT the stealth mechanics, I do not actually mind, because I know the same would be possible outside of stealth. I will adjust my build. I just need to know why these stealth mechanics are necessary for someone who is engaging a battle at his discretion.
In my eyes, the best gankers are abusing an outdated mechanic that has scaled too well with item powercreep, CP, and player innovation.. and the worst gankers (actually the vast majority) are crutching on procs and said mechanic.
I think the assassin play style which is usually characterized by being a no compromises glass cannon who is very bursty but also very fragile should be a viable build.
2. As @Yiko mentioned, getting to 27k hp, having radiant on both bars etc etc is NOT a counterplay. It's a counter build. Currently it is impossible to get to 27k hp on 5/1/1 medium armor for stam nb, without severely gimping your overall battle effectiveness.
Therefore the proposed counter builds require not just to make adjustments to your build, but to play a totally different build. The answer to the question "How can i counter oneshot ganks from stealth, while playing with 5med and no s&b" is "You don't". This is how this addon came to be:)
3. Run around with a shield up, recasting it every 6s. Yeah I know this is a pain but preventing crits on the gank opener stop it dead most of the time. It's even better if you're a sorc with defensive rune, because you will be given time to CC break the stealth opener before they can CC break defensive rune and incap you.
What's the meaningful counterplay to getting oneshotted by tremorscale/viper/widowmaker builds? Is he going to make an addon for that as well? That's a really terrible argument.
There isn't, and that's why it's being nerfed, though not as nerfed as I would have liked.
Thx, come again. Really ironic that you call my argument terrible lol
So you counterargument with the 'proc set nerf' thing? Cool, when is the addon being nerfed? Ironic indeed, love.
Proc stacking and insta-kills from stealth don't have much meaningful counterplay. If we can't agree there, we're not going to get very far.
Procs have been acknowledged as a problem by ZOS, and they are implementing changes in the upcoming patches to address this. How well that issue is being handled remains to be seen.
Stealth mechanics (auto crit, stun, %dmg modifier) have NOT been acknowledged by ZOS as a problem AFAIK, but many members from the community (very obviously) see it as a problem. The issue that people have with these mechanics is exacerbated by proc sets.
Your argument is essentially, "Stealth is fine. Just look at proc sets, there's not much counterplay there either," or
"Stealth is fine because proc stacking is also horribly imbalanced." If that isn't it, I actually don't understand what your point was.
My argument is that BOTH should have more meaningful counterplay.
I'm not saying that the addon is okay to use or isn't okay to use. I didn't even reference the addon, so I'm not sure why you keep referencing it as if I had. I'm talking about balancing this game. The way you balance a game fundamentally is not about neglecting counterplay.
If you REALLY think it's a terrible argument that procs and stealth insta-kills need more meaningful counterplay, then I have no idea what to tell you. You're probably someone who relies on one, or the other, or both.
Tell me specifically what is terrible about the argument.