Toc de Malsvi wrote: »ManwithBeard9 wrote: »stevepdodson_ESO888 wrote: »DMuehlhausen wrote: »Once again a bad change on the proc sets to try and make PvP happy. The burst is fine when fightning mobs with millions of health or that one shot or nearly one shot players. This should had either been left alone or figured out a way to turn the crit off while in Cyrodiil only.
You will never be able to balance PvE items in PvP settings it's impossible stop trying to do so, and just make items and skills that can only be used in PvE or PvP content.
and yet they decide to let you now just buy Overland sets with AP without properly addressing the issue
as soon as everyone start buying the sets they can use for the next exploit then we will hear the "nerf it" cry go out
when will ZOS learn to make completely separate sets that only work in either PvE or PvP...my guess would be never
so instead lets all just go and hide in our new expensive houses and play SIMS until they can come out with some real new content
Except the sets are green or blue at the highest which means they arent worth it.
Maybe for Jewerly. Upgrading to purple or gold isn't hard.
ZOS_RichLambert wrote: »Hi All! As we near the end of 2016, I wanted to give a quick sneak peak into some of the more hotly debated topics recently and shed some light on how we plan on addressing them for Update 13. Keep in mind this isn't everything coming in the update... and definitely not any of the class balance changes - you will have to wait for the natch potes for the full list.
Proc sets
We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
ZOS_RichLambert wrote: »AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
- The first 6 players hit always take 100% damage
- The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
- The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
- Players past 60 take 0 damage (for reference on live this is also currently 0%)
ZOS_RichLambert wrote: »Poison fixes / adjustments
All poisons now share the same global cooldown and no longer have individual cooldowns. This means that when Update 13 goes live, it will no longer be possible to proc a poison more than once every 10 seconds.In addition, we’ve been able to track down and fix a separate issue where poisons could sometimes double proc.
ZOS_RichLambert wrote: »Stuck in combat in Cyrodiil
This has been an ongoing issue in Cyrodiil for a long time now – due to the nature of combat in Cyrodiil there were cascading threat issues between players. (i.e. – You fight another player and all the threat they have on them is transferred to you) We’ve changed how threat is transferred between players and when Update 13 goes live, you should always drop combat properly after 6 seconds of ending a battle. Note: If you are grouped with other players and they are actively in combat, you will still be considered in combat as well.
ZOS_RichLambert wrote: »Charging into loadscreens in Cyrodiil
We think we have a fix! It’s been really, really hard for us to repro this one internally, and therefore really difficult to fix. A huge thank you to everyone who has submitted locations and videos of how to repro the issue. If you get it again after Update 13, please let us know. (Provide the date/time & campaign - if you have a video of it, even better)
ZOS_RichLambert wrote: »PvPers want more things to spend AP on
We've been working on ways to add more things that you can purchase with AP. With Update 13, we are updating the PVP vendors in your home keeps and adding a new item - Zone Bags. These Zone Bags contain a set item from an overland zone and will scale to your level. For example: the Auridon Zone Bag will only have Queen's Elegance, Twin Sisters and Veiled Heritance item sets in it. The bags will cost 5K AP and always contain one green or blue quality item in them.
Again, this is just a sneak peak... not an exhaustive list. There is a lot more coming in Update 13, including a whole bunch of balance fixes. (Patch Notes aren't quite done yet, so hang in there for awhile longer)
Enjoy your holidays and please be safe on New Years!
When you think about it. Any 1 single proc set is not OP, but multiple proc sets are. They go and nerf all proc sets across the board making them less viable. Now running 1 proc set wont be viable any more, but stacking multiple procs will be only way to go about it. So in retrospect, what they wanted to prevent they just made only way to go, stack multiple proc sets or dont use them at all. Just give us GCD on procs................................................................pleeeeeeeease.
I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
SublimeSparo wrote: »When you think about it. Any 1 single proc set is not OP, but multiple proc sets are. They go and nerf all proc sets across the board making them less viable. Now running 1 proc set wont be viable any more, but stacking multiple procs will be only way to go about it. So in retrospect, what they wanted to prevent they just made only way to go, stack multiple proc sets or dont use them at all. Just give us GCD on procs................................................................pleeeeeeeease.
Exactly. It's the shield stacking nerf 2.0.
Ie totally missed the point and actually encourages what it's trying to prevent while punishing those not abusing stacking
ZOS_RichLambert wrote: »@ZOS_RichLambert do you use impen in pvp? why did you nerf proc sets in pve to the ground and only marginally made them weaker on pvp?
Yep I use impen - even with 7 impen, crits still hurt. On the PVE side, It's about a 7-8% nerf to sustain from my internal testing. (using Viper, Red Mountain and Kra on my stam sorc) I wouldn't call that nerfed into the ground.
I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
ChandraNalaar wrote: »ZOS_RichLambert wrote: »@ZOS_RichLambert do you use impen in pvp? why did you nerf proc sets in pve to the ground and only marginally made them weaker on pvp?
Yep I use impen - even with 7 impen, crits still hurt. On the PVE side, It's about a 7-8% nerf to sustain from my internal testing. (using Viper, Red Mountain and Kra on my stam sorc) I wouldn't call that nerfed into the ground.
Have you tested these changes on magicka toons yet? @ZOS_RichLambert From the tooltips it seems like magicka toons using Grothdarr or Ilambris are going to have a harder time sustaining their damage in trials. How do you think this will affect raid groups in vMOL, and are you trying to remove burn strats?
I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
It's not the actual % DPS decrease for PVE - it's the fact that PVE gets nerfed because of PVP whining and crap that annoys me.
Toc de Malsvi wrote: »SublimeSparo wrote: »When you think about it. Any 1 single proc set is not OP, but multiple proc sets are. They go and nerf all proc sets across the board making them less viable. Now running 1 proc set wont be viable any more, but stacking multiple procs will be only way to go about it. So in retrospect, what they wanted to prevent they just made only way to go, stack multiple proc sets or dont use them at all. Just give us GCD on procs................................................................pleeeeeeeease.
Exactly. It's the shield stacking nerf 2.0.
Ie totally missed the point and actually encourages what it's trying to prevent while punishing those not abusing stacking
Already addressed this earlier and no, it is not better for stacking it is worse for those who are stacking and is easily seen through simple mathematics.
I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
Seems to be the general consensus from end-game players. Most PVPers already wear full impen gear so the difference between crit vs. non-crit will be minimal. It's the stacking of those multiple proc sets that's the issue. PVEers are taking the shaft once again. ZOS, please get to the source of the issue and stop with the lazy fixes. If you really want to fix proc sets in PVP, fix how people can wear up to 3 proc sets that can all proc at the same time. One proc at a time. Reduced effectiveness from multiple proc sets. Etc...
There is mundus, cp star and trap beast each increases crit multiplier, crit resist capped at 3200 which completely removes default 150% multiplier from crit, but with 12+12+24% you have almost the same as default multiplier(and cause you deal 95% of damage with sets, you don't even need to care about sustain or raw damage, so you can stack crit rate and crit damage multipliers without any drawbacks), and there's almost 0 builds who have more than 2200 resists, so crits on proc sets does makes huge difference in PvP believe you or not.I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
Seems to be the general consensus from end-game players. Most PVPers already wear full impen gear so the difference between crit vs. non-crit will be minimal. It's the stacking of those multiple proc sets that's the issue. PVEers are taking the shaft once again. ZOS, please get to the source of the issue and stop with the lazy fixes. If you really want to fix proc sets in PVP, fix how people can wear up to 3 proc sets that can all proc at the same time. One proc at a time. Reduced effectiveness from multiple proc sets. Etc...
Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
ZOS_RichLambert wrote: »Hi All! As we near the end of 2016, I wanted to give a quick sneak peak into some of the more hotly debated topics recently and shed some light on how we plan on addressing them for Update 13. Keep in mind this isn't everything coming in the update... and definitely not any of the class balance changes - you will have to wait for the natch potes for the full list.
Proc sets
We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
AoE cap adjustments
First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.
- The first 6 players hit always take 100% damage
- The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
- The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
- Players past 60 take 0 damage (for reference on live this is also currently 0%)
Poison fixes / adjustments
All poisons now share the same global cooldown and no longer have individual cooldowns. This means that when Update 13 goes live, it will no longer be possible to proc a poison more than once every 10 seconds.In addition, we’ve been able to track down and fix a separate issue where poisons could sometimes double proc.
Stuck in combat in Cyrodiil
This has been an ongoing issue in Cyrodiil for a long time now – due to the nature of combat in Cyrodiil there were cascading threat issues between players. (i.e. – You fight another player and all the threat they have on them is transferred to you) We’ve changed how threat is transferred between players and when Update 13 goes live, you should always drop combat properly after 6 seconds of ending a battle. Note: If you are grouped with other players and they are actively in combat, you will still be considered in combat as well.
Charging into loadscreens in Cyrodiil
We think we have a fix! It’s been really, really hard for us to repro this one internally, and therefore really difficult to fix. A huge thank you to everyone who has submitted locations and videos of how to repro the issue. If you get it again after Update 13, please let us know. (Provide the date/time & campaign - if you have a video of it, even better)
PvPers want more things to spend AP on
We've been working on ways to add more things that you can purchase with AP. With Update 13, we are updating the PVP vendors in your home keeps and adding a new item - Zone Bags. These Zone Bags contain a set item from an overland zone and will scale to your level. For example: the Auridon Zone Bag will only have Queen's Elegance, Twin Sisters and Veiled Heritance item sets in it. The bags will cost 5K AP and always contain one green or blue quality item in them.
Again, this is just a sneak peak... not an exhaustive list. There is a lot more coming in Update 13, including a whole bunch of balance fixes. (Patch Notes aren't quite done yet, so hang in there for awhile longer)
Enjoy your holidays and please be safe on New Years!
Sugaroverdose wrote: »if your group is get wiped in two seconds, you need to change it, or make descent build without using broken mechanicsleepalmer95 wrote: »You have successfully cancelled your membership.
This is the best text i have seen on my screen so far today.
Zos, you are so out of touch with the players, its not even funny anymore.
If you cant keep pve and pvp separate, then i will keep you away from my money.
Oh know i'm going to lose rough;y 3% dps because my proc sets can't crit.
However will i handle such huge set back in pve now? What am i going to do when i'm busy ignoring boss mechanics in my 30s boss burst? The boss will live 2s longer, this could be wipe worthy.
Like come on people really?
Where are you getting the numbers from, Grothdarr is doing upwards of 10% of your DPS, while the average PVE player runs around with 65-75% crit chance (more with raid buffs)leepalmer95 wrote: »I feel this is another "one step forward, two steps back" type of deal. While I agree it is good for PVP I feel as if this is impacting PVE in ways it shouldn't. And honestly, I don't think removing the crit component is going to fix the issue for PVP, but it sure is going to fix and break a lot of the PVE gameplay.We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)
PVE is in a great place right now, crit matters a lot, why remove one of the core things that make up PVE gameplay? Instead of just making use of that battle spirit passive to balance things within Cyrodill. This just further proves you can't balance a game for PVE and PVP espeically this far into the game and the changes being added.That's per person, imagine a 7% nerf for all 8 DPS in your raid -- that is quite large.On the PVE side, It's about a 7-8% nerf to sustain from
All in all I think this change is barely going to change anything in Cyrodill like it's meant to but its going to be pretty awful in PVE, and I think you guys should look for different ways to balance it. And keep Cyrodill balance out of PVE. We should have moved away from this in 2015.
(Why not make it so they can't crit on players only???)
It's 7-8% overall dps loss using 3 sets. On an actual end game trial build with 1 proc set, it'll be like 3% dmg loss overall, plus the cp cap may increase so the actual dps loss shouldn't be noticeable.
Not to mention minor force AND major force is not going to work on these sets anymore this is upwards of a 6% damage nerf per player from using these sets.
I think a lot of people are missing the point on how awful a decision this is when its completely changing PVE more than PVP.
ZOS_RichLambert wrote: »We are going to be making some changes to these sets to balance out their burst potential.