thankyourat wrote: »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...
We will be forced into more sustain sets, maybe even some magicka builds will run drink instead of food now. I ran drink in 1.6 on my magblade. I don't think that's a bad thing though as it is now some builds don't run any recovery and still sustain fine. every update I find it gets harder to play solo. Players are literally just holding block or stacking shields until someone comes to help them. I feel the less survivable players are the easier it is to kill them. If sustain stays the way it and players just keep getting stronger 1vXing players of your same CP will be impossible no matter how skilled you are. Not to mention these sustain nerfs may push people out of heavy and into light and medium. That in itself will be a huge boost to solo play
but with it being a global "nerf" instead of class specific, you could go cost reduct jewels glyph instead of spell/weap dmg glyphs and still be able to fight like you do now. you wont notice the loss of the dmg glyphs because everyone will need to build for sustain more thoughtfully now than ever before.
almost like it was all planned that way. .
You'll need to have a balanced setup now and won't be able to get carried solely by cp when it comes to sustain, what's so bad about that?
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
im packing right now, anyone know any good new mmo's?
thankyourat wrote: »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...
We will be forced into more sustain sets, maybe even some magicka builds will run drink instead of food now. I ran drink in 1.6 on my magblade. I don't think that's a bad thing though as it is now some builds don't run any recovery and still sustain fine. every update I find it gets harder to play solo. Players are literally just holding block or stacking shields until someone comes to help them. I feel the less survivable players are the easier it is to kill them. If sustain stays the way it and players just keep getting stronger 1vXing players of your same CP will be impossible no matter how skilled you are. Not to mention these sustain nerfs may push people out of heavy and into light and medium. That in itself will be a huge boost to solo play
The question remains. I already have to run one sustain set and enchant regeneration. That´s coupled with 1 utility and 1 damage set.
I don´t think people will be able to run damage sets or utility sets anymore as sustain simply becomes too important.
Also full dmg builds bypassing all sustain were mostly heavy armor centered stamina builds, magplars or light armor sorcs with harness.
Heavy receives a nerf (justified).
Harness should imo see a big nerf for sorcs.
I don´t understand the changes to light and medium.
im packing right now, anyone know any good new mmo's?
Are you reading what i wrote?
I already don´t enchant full dmg and i don´t know any light or medium armor builds that does without running out of recources except for harness hardened stacking sorcs (which i think should have been nerfed).
@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
I´ve also never seen a true infinite sustain build that also dealt dmg (excluding harness).
@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
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
rmerlb16_ESO wrote: »I think about a raid of 24 spamming caltrops, Eye of Flame and Magicka Detonation, while wearing VD. Getting through any breach will be "fun"...
ZOS, this is a PvP line skill. Keep it focused 100% on its use in PvP, and give PvE a different PvE AoE if they need it so badly. But don't divert a PvP skill toward PvE - even PvE players are unhappy at having to "grind" PvP levels to gain it.
rmerlb16_ESO wrote: »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
This basically takes a PvP skill, and turn it into a PvE skill without an ounce of thinking as to the effect on PvP. The end result is it will go from being a basic CC form into a pure DPS skill.
I think about a raid of 24 spamming caltrops, Eye of Flame and Magicka Detonation, while wearing VD. Getting through any breach will be "fun"...
ZOS, this is a PvP line skill. Keep it focused 100% on its use in PvP, and give PvE a different PvE AoE if they need it so badly. But don't divert a PvP skill toward PvE - even PvE players are unhappy at having to "grind" PvP levels to gain it.
NightbladeMechanics wrote: »@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
I´ve also never seen a true infinite sustain build that also dealt dmg (excluding harness).
Really?
rmerlb16_ESO wrote: »I agree that they needed to do something regarding resource management, however I'm not optimistic about these listed changes. Personally I was a big fan of the original soft cap mechanics. Yes, it made maths more complicated. But having some form of soft capping or diminishing return curves ensures that you can't just stack everything into one specific stat, and get Godly results out of that one single stats. It already forced us to make more balanced builds, rather than the almost universal 50-0-0 balance (or close to it) we all use with our primary stat.
Having some level of complexity should be expected. This is an RPG, not a FPS.
It's real one of the BG set you can test if you aren't invited to the morrowwind beta.Blackfyre20 wrote: »
Vanguard’s Challenge
2 - Maximum Health
3 - Maximum Health
4 - Healing Taken
5 - When you taunt an enemy Player, they deal 50% less damage to all other Players but 100% more damage to you for 15 seconds.
Can somebody tell me this is not true?
but with it being a global "nerf" instead of class specific, you could go cost reduct jewels glyph instead of spell/weap dmg glyphs and still be able to fight like you do now. you wont notice the loss of the dmg glyphs because everyone will need to build for sustain more thoughtfully now than ever before.
almost like it was all planned that way. .
Are you reading what i wrote?
I already don´t enchant full dmg and i don´t know any light or medium armor builds that does without running out of recources except for harness hardened stacking sorcs (which i think should have been nerfed).