ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »Ideally we always want changes to get some kind of testing on PTS before they get to Live. Things don't always work out that way unfortunately. (it bugs us just as much as you all)And from Rich's wording I wonder if additional balance changes will bypass PTS altogether and be part of Update 13 when it goes live.Who says I left for the weekend? I'm still here... there's lots to do still!Drop a bomb and split for the weekend - I know that move well!I did say there's more changes planned (across all classes btw). I just won't comment on them until I know for sure they will make it.All the balance updates and stamplar still can't compete/ is the lowest part of the lowest part of the floor.We know that burst is really important in PVP - having the 3 extra globals helps with that, but we'll re-evaluate the change.PVP players REALLY need to be able to land 3 unblockable curses in 12 seconds this patch, especially with the ice staff changes and incoming Magicka Templar ice staff block/purge/heal tanks.We're not trying to hype things up. It sucks for us too that we can't do everything all at once.But the whole situation right now just downright sucks. And it doesn't make it better with you trying to hype us up into the third PTS.
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
ZOS_RichLambert wrote: »[*] 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)
ZOS_RichLambert wrote: »
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.
SwaminoNowlino wrote: »@ZOS_RichLambert
Thanks for the post!
My buddies and I have had this and similar conversations quite often, especially in terms of where we are now as players compared to when we started. And so much of it is the lack of clear explanations in game, and just so much hidden information that we have to rely on guys like Nifty and Alcast for.
Dragonblood on PTS appears to have a base value, even at full magicka. Nowhere in the tooltip is that explained. The base crit hit damage isn't explained anywhere in the game. The fact that pets aren't impacted by CP isn't explained anywhere. Nowhere is the relationship between max magicka and shield strength on a sorc explained. I'm not even sure "empowered" is explained. It's kind of really hard to tell when you're just starting out what stuff actually does, and how things interact. I think you all could get stunningly far in reducing the gaps between players by trying to reduce the information gap between players. It's an immensely complex game, and it would be really hard to naturally explain all of that stuff, but I've had many a friend give up because they simply didn't understand what was going on and watching hours of @Alcast videos to be taught mechanics kind of rubbed them the wrong way (props to Alcast though haha).
Additionally, we know the game is incredibly hard to balance in regards to PvE vs PvP. Balancing one can generally screw the other. You could get pretty far though in terms of classes and skills by looking at some of the morphs and skills that just aren't used and tweaking those. No one uses daedric prey, so why not make that the PvE morph. No one uses crystal blast, make that a more PvE oriented morph. Luminous shard is seldom used, so why not adjust it upwards. Things like that. You can make everyone happy that way. would be a lot easier to balance on your end too if you knew what folks were going to use in specific circumstances. And finally, let us spend gold to remorph skills on an individual, as needed basis. If I want to take my PVP magicka sorc into PvE, I could go remorph my crushing shock and curse to fit PvE. Stuff like that.
Thanks again sir.
It's actually quite offensive come to think of it that @ZOS_RichLambert seems to think "older gamers" need things simplified...maybe their fingers don't mash buttons *quite* as fast, but their minds definitely can work out a build and rotation to play with just the same.
Simplifying things simply removes choice and build diversity.
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
ZOS_RichLambert wrote: »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)
[ZOS_RichLambert wrote: »
All the older gamers I've encountered who have difficulties playing for whatever reason realise they're not going to be playing at the high end of competitive gaming. They'll just play for fun. And taking away some of their choices by "simplifying" is removing some of their fun.
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
Explain why Destro Ult got a 3% damage buff with Lightning Staff?