LeifErickson wrote: »You didn't even state what they did specifically to make you think this way. What did they do that ruined small scale?
LeifErickson wrote: »You didn't even state what they did specifically to make you think this way. What did they do that ruined small scale?
Good question, okay so if we look at the context as a whole, with the latest patches ZOS removed counterplay almost entirely while being outnumbered, with the way certain abilities functions. (Unbashable SA, effective projectiles that can no longer be reflectable, undodgable/unblockable abilities & ultimates).
Now they've basically nerfed all sources of sustain significantly, including some sets for both magicka and stamina that could provide efficient sustain-to-damage ratios.
So what will happen in 3.0? Shocker! The non-counterable mechanics that are largely used becomes much more efficient due to the outnumbered people getting worn down easier than ever, in addition to not being able to pressure people 1vX in comparision to before due to the ways you'll have to itemize. Which leads to VERY LITTLE room to outplay.
usmcjdking wrote: »LeifErickson wrote: »You didn't even state what they did specifically to make you think this way. What did they do that ruined small scale?
Good question, okay so if we look at the context as a whole, with the latest patches ZOS removed counterplay almost entirely while being outnumbered, with the way certain abilities functions. (Unbashable SA, effective projectiles that can no longer be reflectable, undodgable/unblockable abilities & ultimates).
Now they've basically nerfed all sources of sustain significantly, including some sets for both magicka and stamina that could provide efficient sustain-to-damage ratios.
So what will happen in 3.0? Shocker! The non-counterable mechanics that are largely used becomes much more efficient due to the outnumbered people getting worn down easier than ever, in addition to not being able to pressure people 1vX in comparision to before due to the ways you'll have to itemize. Which leads to VERY LITTLE room to outplay.
This was what 1vXing was like about 2 years ago.
Little room for error.
LeifErickson wrote: »You didn't even state what they did specifically to make you think this way. What did they do that ruined small scale?
Good question, okay so if we look at the context as a whole, with the latest patches ZOS removed counterplay almost entirely while being outnumbered, with the way certain abilities functions. (Unbashable SA, effective projectiles that can no longer be reflectable, undodgable/unblockable abilities & ultimates).
Now they've basically nerfed all sources of sustain significantly, including some sets for both magicka and stamina that could provide efficient sustain-to-damage ratios.
So what will happen in 3.0? Shocker! The non-counterable mechanics that are largely used becomes much more efficient due to the outnumbered people getting worn down easier than ever, in addition to not being able to pressure people 1vX in comparision to before due to the ways you'll have to itemize. Which leads to VERY LITTLE room to outplay.
Whilst a lot of the nerfs are definitely on the ouchie side, I really think some of the changes will promote actual skill rather than mindless spamming.
Change is scary. I get that. People hate moving out of their comfort zone. But until there has been a fair amount of testing I think it's unfair to make claims such as smallscale being dead
Magician:
Renamed this passive to Siphoner.
This passive ability now reduces the enemy’s Health, Magicka, and Stamina Recovery for 3 seconds when you damage them with a Light or Heavy Attack, instead of reducing the cost of your Magicka abilities.
Caltrops:
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%.
Look at this ***..
this change right here, makes me instantly lose faith in ZOS
Caltrops:
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%.
Look at this ***..
this change right here, makes me instantly lose faith in ZOS
thankyourat wrote: »Most of the changes in this patch actually benefit solo players. mainly the nerf to sustain. The reason 1vX has gotten harder is because of how high sustain has become if X can sustain forever it means 1 will eventually get Zerged down. They siphoner cp passive is ridiculous though. Idk how they though light attacks reducing your opponents regen was a good idea
kevlarto_ESO wrote: »Let me guess here, I see butt hurt over the changes of not having infinite resource builds, being able to make a sustain build that were almost unkillable or needed 15 people to beat you down, and some people thought those types of builds were good for pvp, even the devs has said they do not like the unkillable builds, even though they are slow to do something about it, you had to realize they would change it at some point. and I am glad now maybe a little skill might be needed, and not just a meta build to get you buy. Or does it make your cheat engine to obvious, they will never have great pvp in this game again unless they can get a handle on this crap.
thankyourat wrote: »Most of the changes in this patch actually benefit solo players. mainly the nerf to sustain. The reason 1vX has gotten harder is because of how high sustain has become if X can sustain forever it means 1 will eventually get Zerged down. They siphoner cp passive is ridiculous though. Idk how they though light attacks reducing your opponents regen was a good idea
I personally don´t think so.
It always required resources to get into a position where you could solo in the first place. You won´t realistically make it to that point with the resource changes.
Resource management on pts is worse (we´re talking way worse) than it is currently on nonCP - and you don´t see many soloers there for that reason.
I´m personally just disappointed that everything i feared in that regard will happen without further adjustments. We get a lot new and exciting sets that won´t see any use (alongside some old interesting sets that become obsolete) because anyone not wearing sustain focused sets won´t be competetive. Nice...
@zuto40 On console? Nooo...just have faith. Console players hear me out...trust the pc beta testers...Zos wants a massive rehaul, FINE...but taking things so precious as max stat/battleroar and igneous spam..yikes, been in the game forever. I think the major mending nerf was decent, in pvp you have to CC now and get your quick in for heals. For pve on a tank getting slapped with 20k hits off and on; those shields are not even real.
Hope. Faith. Trust. Morrowind. =|
Edit: Also please get this to Zos, make the caltrops pve smaller duration the garbage horse falling morph of caltrops; keep razor caltrops for pvp and have that other new smaller duration take the other morph.. no idea who to tag that to.
@Derra - how is sustain way worse on the pts than it is on a noCP campaign? I didnt see too many skills cost increase in the patch notes just the changes to CP which arent taken into consideration on the no CP pvp campaigns.
as the the OP - i dont think small scale is dead. They want to do away with the infinite sustain builds. which we all agree they should. So lets give it a chance. if it doesnt work, zos will revert things back. we've seen changes changed back again. They moved their direction based on direct player feedback