ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
ZOS_RichLambert wrote: »[*] Lowering the ceiling on the top damage
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
[/list]
-rich
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
This is the exact reason I left other mmos. Why punish your long time players like this. I called this out a year ago to a few friends. I was hoping I was wrong but I see now I was right.silky_soft wrote: »ZOS_RichLambert wrote: »[*] Lowering the ceiling on the top damage
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
[/list]
-rich
You what mate? You want to take skill away so that bad people can artificially improve their dps? You do know handing out participation awards is more damaging then doing nothing? Some of us spend hours perfecting rotations for pve and pvp. Buffing and nerfing skills is part of the mmo, but if your actual goal is to reduce skill required to pull off complex combos. You guys are heading the wrong direction.
silky_soft wrote: »You what mate? You want to take skill away so that bad people can artificially improve their dps? You do know handing out participation awards is more damaging then doing nothing? Some of us spend hours perfecting rotations for pve and pvp. Buffing and nerfing skills is part of the mmo, but if your actual goal is to reduce skill required to pull off complex combos. You guys are heading the wrong direction.
Panda_iMunch wrote: »Hey, as long you're reducing numbers I'm happy. Although, I would say the CP system needs to be addressed at some point; it's still pretty ridiculous
ArtOfShred wrote: »Thanks for the update Rich! I think a lot of players were expecting a more significant balance overhaul with this patch and are disappointed due to the relatively minor changes in the span of things.
I can see you guys have had your hands full with Housing though, and its absolutely excellent!
I do however think it may be beneficial to consider a few suggestions players are putting out currently such as adding a counterplay option to destro staff in blocking it. In addition if you are looking to bring up the lower end, Stamplar Templars are falling behind their other stamina counterparts in pve pretty significantly right now. Their sustain is hurting compared to other stamina classes outside of conditional repentance situations. A few more minor buffs to the underdogs might help in the meantime while we wait for more comprehensive changes!
So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
ZOS_RichLambert wrote: »[*] Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
@ZOS_RichLambert What do you mean by PTS3?
You still can, they're just wanting to give options to the average player that don't put hours into testing. It's not as if a top 1% player will suddenly be on the same level as some fresh CP player. The patch reduced a very little amount of complex combos, mainly the curse 3.5second combo and what not.silky_soft wrote: »ZOS_RichLambert wrote: »[*] Lowering the ceiling on the top damage
[*] Raising the floor on the bottom damage
[*] Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
[/list]
-rich
You what mate? You want to take skill away so that bad people can artificially improve their dps? You do know handing out participation awards is more damaging then doing nothing? Some of us spend hours perfecting rotations for pve and pvp. Buffing and nerfing skills is part of the mmo, but if your actual goal is to reduce skill required to pull off complex combos. You guys are heading the wrong direction.
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
So you wanted to simplify Curse by breaking it in PvP. Good job man, you deserve standing ovation. My God, when the game is balance by halfwits that dont even play the game.