ZOS_GinaBruno wrote: »
General[/list]
- Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.
Developer Comments:Even though Sneak attacks currently have a lower Critical Damage bonus against players than against monsters, they still allow you to burst another player down in a matter of seconds without granting them enough time to react. Removing the Critical Damage bonus against players grants victims of sneak attacks more counterplay.
Does this effect khajit and wood elf racial passives?
@t3hdubzy
Yes and no perhaps. We, as with everyone, will probably do less critical damage from stealth than we would otherwise, but our passive giving us larger total damage from stealth appear to remain unaffected.
In other words, it appears we'll do more damage from stealth than someone would without that passive, but the critical damage portion will be lessened per the patch notes. We may feel this a little less than others, at least the stamina users amongst us, due to the carnage passive.
dcam86b14_ESO wrote: »They are trying to make the game more tactical than spammie (or is it spammy? not the stuff in the can, although just as bad). I for one appreciate the changes instead of mag <insert class> max your magicka and nothing else, etc and so forth. Makes for more complex decisions, builds and gameplay.
I agree but I've only seen the problem in PVP with CP. I don't play pvp with CP so I'm always managing resources anyway. Now with some group and class nerfs that campaign is going to be much more challenging.
MidknightWolf wrote: »Just read the entire patch notes. Here are my feelings.
Overall I absolutely love the fact that we are trying to bring resource management back into the game. I like a lot of changes to skills I am seeing here like Orb and Shards. I am happy with any change that is going to make the game more difficult by making spells cost more, resources regenerate less, and ect.
One thing that I think would be really good for this game though, is to make all buffs last at least 10 minutes. Even if you have to increase the poo out of the cost of each buff, make them last 10 minutes. Also make shields last for 10 minutes or until they are beaten through. This will make the game feel much less maintenance which honestly is the one thing about this combat system I feel is a big negative. As a result, we can also increase the cost of our action skills because we no longer would have to keep re-applying our buffs every 6 seconds....which honestly eso, is ridiculous.
The only thing I do not agree with so far is the mindset of "closing the gap" between lowbies and veterans. In PVE, low level characters are already much much more powerful than 0cp level 50s. CP is supposed to make you much more powerful than those without any or less than you. Re-balancing the champ trees for greater diversity is awesome, just dont do it just to close gaps.
PVP is a huge headache for balancing. I think it is finally time we accept that in MMO's PVP honestly needs to be balanced separately from PVE. We need a system that is more like, yes I hate to say it, World of Warcraft. There is a reason that game is still number 1 and has amazing PVP. They did it right. We should "borrow" some of their ideas such as PVP Gear you get when participating in PVP. When you enter PVP zones, all of your skills automatically RE-BALANCE to PVP so us PvE'ers can finally have buffs that are worth a darn and not feel so god awful maintenancy.
S1ipperyJim wrote: »Terribly disappointed. I'm honestly deflated reading through these notes all hype for Morrowind is gone. Gonna play til June then take a break I think.
@waitwhat , I think the part you're missing is that if I make a stack of 8-10 caltrops on a breach then you can't get through a point that you must pass in order to take a keep/outpost. Basically, I can get my group to toss their 8-10 caltrops on a breach, run a couple siege on it, and effectively forget about that breach while we hold a second one should they make it. That seems like a silly mechanic.
Jackfrost13674 wrote: »Honestly, I'm very sad to see all these nerfs, I and others have originally bought this game as some said to play the way I or you would want to play. I personally feel as if I am being forced to play a certain way that I am not at all comfortable with. I for one have put countless (and I mean countless) hours into farming and grinding those champion points in cracked wood cave thinking and looking at the road ahead that having and utilizing those bonuses would be great. Now I feel that Zenimax has taken all the work and effort I put in and just hit delete on me. I really hope something changes during the pre-patch testing.
LiquidPony wrote: »ZOS_GinaBruno wrote: »
[*]Caltrops:[/list]
- Multiple player characters can now stack this ability and its morphs in the same area and damage the same target.
- Reduced the size of this ability and its morphs to 8 meters from 12 meters.
- Reduced the duration of this ability and its morphs to 12 seconds from 30 seconds.
- Reduced the cost of this ability and its morphs by approximately 50%.
- Increased the damage of this ability and its morphs by approximately 75%.
Developer Comments:The changes to Caltrops allow it to behave more like a standard ground-targeted damage over time ability, such as Lightning Splash or Volley. This will help improve Stamina builds’ sustained single target and area of effect damage in dungeons and Trials.
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Yeah there's a lot of nerfs going around but can live with most of it. However, this one buff cannot go to live as it is. Else you will see a 24 man group with 24 caltrops. If you thought snares were bad now... wait until everywhere you see is covered with caltrops. Overall, you need to move in the direction of less snares, not more snares. This will only encourage more snares. This damage does not need to stack. Seriously this will become the new spammable, ranged AOE DPS snare that every zerg will be using. 40 of these in a breach, if that's 2k per tick, then that's 80k DPS walking through a breach or standing on a flag.... it will be terrible.
Oh god damn, I didn't even see this moronic change....
Well, allowing Caltrops to stack is a major buff to stam AoE DPS in PvE. So from a PvE perspective, this is a really nice change. No idea how it's going to work in PvP, though.
ljb2k5_ESO wrote: »LiquidPony wrote: »ZOS_GinaBruno wrote: »
[*]Caltrops:[/list]
- Multiple player characters can now stack this ability and its morphs in the same area and damage the same target.
- Reduced the size of this ability and its morphs to 8 meters from 12 meters.
- Reduced the duration of this ability and its morphs to 12 seconds from 30 seconds.
- Reduced the cost of this ability and its morphs by approximately 50%.
- Increased the damage of this ability and its morphs by approximately 75%.
Developer Comments:The changes to Caltrops allow it to behave more like a standard ground-targeted damage over time ability, such as Lightning Splash or Volley. This will help improve Stamina builds’ sustained single target and area of effect damage in dungeons and Trials.
[/list]
Yeah there's a lot of nerfs going around but can live with most of it. However, this one buff cannot go to live as it is. Else you will see a 24 man group with 24 caltrops. If you thought snares were bad now... wait until everywhere you see is covered with caltrops. Overall, you need to move in the direction of less snares, not more snares. This will only encourage more snares. This damage does not need to stack. Seriously this will become the new spammable, ranged AOE DPS snare that every zerg will be using. 40 of these in a breach, if that's 2k per tick, then that's 80k DPS walking through a breach or standing on a flag.... it will be terrible.
Oh god damn, I didn't even see this moronic change....
Well, allowing Caltrops to stack is a major buff to stam AoE DPS in PvE. So from a PvE perspective, this is a really nice change. No idea how it's going to work in PvP, though.
The problem is that this will result in behavior and tactics so abusive and bad for the game, as well as guaranteed going to be nerfed so it shouldn't go live at all in the first place.
jediprime74 wrote: »I haven't played this game for nearly two years to be forced to focus almost exclusively on resource management, nor do I like the Care Bear approach of decreasing the gap between newer players and established endgame players.
This is how many of us are feeling.
I don't have problems with changing my playstyle or the skills on my builds. That can be interesting and bringing fresh wind into the game.
What really sucks:
It takes a long time and costs a hughe amount of gold to get the sets in the right trait and make all the pieces golden (at least for me, 100% PVP-er)
With every Patch ZOS makes this sets useless. Just some example:
- I spent millions of AP and gold to get Desertrose --> makes it useless for me with the latest patch
- I used Black Rose for multiple chars, so its worth to make it golden--> Constitution gets a harder nerf than it gets buffed from
the Set !!!??
Give me my f... gold and AP back if you nerf the sets to death! I dont have time for this.
A major step back to the best version of this game.
Once upon a time you had to make smart build choices and skill use choices in PvP or you would run out of resources and die.
Welcome back! You have been missed.
All of these reeks of them wanting to shoehorn the warden class by nerfing the best abilities of other classes so they (wardens) are required to have in groups.
I liked to play a support build, healing and buffing, and for that I chose Templar... now, you removed everything that made that better, and gave it to the Warden... That's a *very* dishonest move. Specially, since Wardens will be paywalled behind the """"expansion"""" pack".
You know what? I don't care about playing a new class/new char for doing the same I was doing before, so, that means if I can't play my rol with the class I chose, I probably won't play the game anymore... in the end that will lead me to not sub anymore and an ESO+ supporter since March 2014 will be gone from the game.
Another thing that baffles me... you nerf Worm set and BUFF Hircine's?
A major step back to the best version of this game.
Once upon a time you had to make smart build choices and skill use choices in PvP or you would run out of resources and die.
Welcome back! You have been missed.
Here we go... the REAL reason these changes have been made. PVP... THE ONLY reason these choices have been made is to suit the smallest group in the game... the PVP crowd.
The PVE crowd might be quiet, but they pay for their craft bags... they pay for the DLCs and quest content... they pay for their crowns, housing items and pets... they pay with their time and efforts...
And you ZoS? You repay them with ignorance and spineless bowing down at the feet of the vocal minority.
REMOVE CP and nerf resource recovery IN Cyrodiil - and leave the rest of us in peace. It's all we ask... but nope... you gotta drive the knife into the backs of the people that PAY you to do your jobs!! Talk about biting the hands that feed you. Dumb move.
zassasaurus wrote: »There are so many things here that I think are ridiculous but the most annoying is the lack of consistency.
You are removing major mending from dks and templars as you say it is too powerful, yet wardens still have major mending.
You say you are trying to make sustain harder but wardens have a free ability that restores rss and ability that allows them to heal while restoring rss (heavy attacking). If you are going to nerf sustain into the ground at least do it for all classes.
ljb2k5_ESO wrote: »Jackfrost13674 wrote: »Honestly, I'm very sad to see all these nerfs, I and others have originally bought this game as some said to play the way I or you would want to play. I personally feel as if I am being forced to play a certain way that I am not at all comfortable with. I for one have put countless (and I mean countless) hours into farming and grinding those champion points in cracked wood cave thinking and looking at the road ahead that having and utilizing those bonuses would be great. Now I feel that Zenimax has taken all the work and effort I put in and just hit delete on me. I really hope something changes during the pre-patch testing.
You just perfectly described my own feelings of deflation. I mean it always sucks the wind out of player's sails to see nerfs for days, but you nailed it when you said the changes deleted all your hard work, they have also killed my efforts and plans for what I was planning to do, and have been working for. So now my motivation is on life support for this game, and I just came, severely disappointed, to ESO from WoW, which was the same thing, nerfs for days since the launch of Legion, and patch 7.2 was abysmal. So it really sucks right now, I was psyched about dropping alot of time into this game over the summer, between semesters, and now I don't know if that will be the case. Really bummed.
redspecter23 wrote: »At first glance I'm seeing a load of nerfs. Less sustain, less damage (mighty nerf), less defense (hearty, elemental defender nerf). I'll be looking closely for some buffs and hopefully my character doesn't feel like a shadow of his former self.
ZOS, You've said in the past that you are against buffs to weaker abilities in order to bring them up to the power level of stronger abilities because you'd constantly have to rebalance content to match power creep. Well, with the triple whammy of nerfs listed above, why are you not also feeling as though you have to power down content in order to compensate for nerfs?
Long story short, if my characters feel less powerful after the update than they did before, why should I feel any desire to progress between updates when it feel futile to do so?
Also, no trait rebalance. No token systems. No word on RNG insanity. Pain points are still there but it seems you've focused quite heavily on the nerf hammer this update without any help with some of the issues that are big issues from players I talk to every day.
A major step back to the best version of this game.
Once upon a time you had to make smart build choices and skill use choices in PvP or you would run out of resources and die.
Welcome back! You have been missed.
Here we go... the REAL reason these changes have been made. PVP... THE ONLY reason these choices have been made is to suit the smallest group in the game... the PVP crowd.
The PVE crowd might be quiet, but they pay for their craft bags... they pay for the DLCs and quest content... they pay for their crowns, housing items and pets... they pay with their time and efforts...
And you ZoS? You repay them with ignorance and spineless bowing down at the feet of the vocal minority.
Resources magnament is even more unexistent in PvE. Right know PvE builds are just stack all dmg you can and ignore sustain, worst case scenario you will need to pickup a shard here and there. So no, resources magnament problems are not PvP exclusive, is just that PvE mobs can't complain about players having insane dmg and ignoring sustain.
Stop blaming the PvP population, the current meta suck both in PvE and PvP, and everyone who have a decent understanding of any of both will tell you the same. They are not going to do whatever you like just because you pay for the game (As we all do...), you keep talking about the "vocal minority" like if there were something like a "majority" that agrees with you, big news: there isn't. The casual playerbase dosn't care too much about balance, and if they care, they don't understand even a 10% of what they need to understand, they just watch Deltia videos to copy the build and be happy (which is perfectly fine to do, don't get me wrong)
The awful state of balance is the devs fault, not the PvP Players fault, and is up to the devs to fix it. Stop blaming the players for things that you don't even begin to understand.REMOVE CP and nerf resource recovery IN Cyrodiil - and leave the rest of us in peace. It's all we ask... but nope... you gotta drive the knife into the backs of the people that PAY you to do your jobs!! Talk about biting the hands that feed you. Dumb move.
Wrong again, you pay them to play their game. If you don't like it, there is plenty of other games where you can put your money on. You are a customer, not their employer, go back to Economics 101.
ljb2k5_ESO wrote: »For commenters saying please balance PVP/PVE separately: It is only partially the solution and is a false solution to the problem of not having devs who can actually balance anything properly. WoW has adopted separate balance templates for PVP and PVE, but the way its played out is that now WoW has two separate types of balance that are complete crap. They still didn't address having competent people who make good balance changes. If they cannot competently balance the game now, separating PVP from PVE won't fix that, it will just create 2 problems instead of one.