I just hope they will adjust some bosses as they have enrage(-like) mechanics, which will become a lot harder since dps will drop in this patch due to sustain being so low.
Midori_Oku wrote: »I just hope they will adjust some bosses as they have enrage(-like) mechanics, which will become a lot harder since dps will drop in this patch due to sustain being so low.
That's what I'm worried about. I have several groups I play with, and two of the three can do any content currently in the game no problem, but the other struggles. The group that struggles can barely kill vet Skoria with all five platforms if I'm not there, and have a hard time to do it on hard mode if I am.
They already have a massive gap between the number of players who completing vet trials often and those who don't. Especially when you look at the number of people actively completing vet maw. I'm sure the new trial on vet will be just as difficult if not more difficult than vmaw anyway. The number of people who will not be able to complete that content will grow, and the number of who can may possibly shrink.
With how difficult they make things it basically encourages people to take advantage of exploits. The vmaw exploit is a prime example. Content isn't something that should be so difficult only a small percentage of the community can complete it. I'm all for difficult things and possible challenge modes, but people should be able to complete things with enough effort and not have to be absolute top tier players to do so. It's sad when you see people struggle to even finish maw on normal, and then the gap between vet a normal is just insane.
I believe the gap between vet and normal should be closed on all activities in the game, especially things like maelstrom. Anyway, sorry for got off topic a little bit. :P
WuffyCerulei wrote: »Not only have Champion have Cost Reduction removed and recovery nerfed, but both light and medium armor passives have been nerfed. Why?
You are wrong.The dev in Zenimax insist that sustain is too good in ESO, but this may be more so in PvP
specifically. There have been plenty of threads on the forums talking about unkillable players, people hitting like trucks, resources on others seemingly unending, and more. These issues don't seem to occur in PvE though, as sustain and damage are pretty balanced in groups. You have the tank take the damage, healer make sure yall ain't dead and help with resources, and the DPS do what they're good at, which is kill things.
No one person in PvE is too OP or never dies, because it doesn't call for that. PvP, however, is where all the issues regarding unkillable, hard-hitting, eternally-healed people are.
Now, I understand that the devs at Zenimax have good intentions. They want to make the game more fair to the average player, but like in the past, nerfing everyone and everything doesn't solve the issue. From what I've seen, the only people in PvE who have relatively high regen are the healers, but this is expected. They're expected to heal and help with other people's resources. This would be difficult with 800 recovery compared to 1500 or 2000 recovery. Tanks seem to have higher regen too, but often it's less than the healers. DPS usually have 700-800 recovery on average for their main resource. Why? For the reason I stated before. They depend on healers to help with em. However, if everyone in PvE is has their regen and costs nerfed like no tomorrow, the entire group struggles. Even top tier PvEers are having serious issues with keeping sustain with all these nerfs. And these nerfs seem to be much more targeted toward the undying players in PvP.
Solution to all these issues? As the devs have experimented with before, turn off Champion Points in PvP. Instead of relying heavily on their CP to keep their resources, the unkillable people will be much easier to kill. And in turn, they will have to use light or medium armor to help with resources. Though, this means some CP branches will have to be altered, like the Crit resistance branch and the siphoner branch in Morrowind. NPCs generally have a set amount of moves they do, and they usually do them in the same order or to whatever mechanics there are. Light/heavy attacks that reduce resource recovery would be absolutely useless PvE-wise.
Another option is add a recovery nerf to Battle Spirit, where recovery is lowered by 30% in PvP areas.
PvP certainly needs the undying players to actually be killable, and PvE seriously needs to NOT suffer for what people do in PvP.
I don't know if you are a troll or just playing in a perfect raidgroup.The Devs did it because PvE is too easy, and they want PvE to need to do something for sustain.
WuffyCerulei wrote: »Not only have Champion have Cost Reduction removed and recovery nerfed, but both light and medium armor passives have been nerfed. Why?
The Devs did it because PvE is too easy, and they want PvE to need to do something for sustain.You are wrong.The dev in Zenimax insist that sustain is too good in ESO, but this may be more so in PvPspecifically. There have been plenty of threads on the forums talking about unkillable players, people hitting like trucks, resources on others seemingly unending, and more. These issues don't seem to occur in PvE though, as sustain and damage are pretty balanced in groups. You have the tank take the damage, healer make sure yall ain't dead and help with resources, and the DPS do what they're good at, which is kill things.
A good tank is pretty much unkillable, outside of one-hit kills, in PvE. A good healer can make a whole group mostly unkillable. Damage Dealers are able to burn through many bosses while skipping mechanics due to focusing 100% on damage.No one person in PvE is too OP or never dies, because it doesn't call for that. PvP, however, is where all the issues regarding unkillable, hard-hitting, eternally-healed people are.
Now, I understand that the devs at Zenimax have good intentions. They want to make the game more fair to the average player, but like in the past, nerfing everyone and everything doesn't solve the issue. From what I've seen, the only people in PvE who have relatively high regen are the healers, but this is expected. They're expected to heal and help with other people's resources. This would be difficult with 800 recovery compared to 1500 or 2000 recovery. Tanks seem to have higher regen too, but often it's less than the healers. DPS usually have 700-800 recovery on average for their main resource. Why? For the reason I stated before. They depend on healers to help with em. However, if everyone in PvE is has their regen and costs nerfed like no tomorrow, the entire group struggles. Even top tier PvEers are having serious issues with keeping sustain with all these nerfs. And these nerfs seem to be much more targeted toward the undying players in PvP.
Nope. These nerfs are aimed squarely at the people who refuse to slot in any sustain on their Damage Dealers.Solution to all these issues? As the devs have experimented with before, turn off Champion Points in PvP. Instead of relying heavily on their CP to keep their resources, the unkillable people will be much easier to kill. And in turn, they will have to use light or medium armor to help with resources. Though, this means some CP branches will have to be altered, like the Crit resistance branch and the siphoner branch in Morrowind. NPCs generally have a set amount of moves they do, and they usually do them in the same order or to whatever mechanics there are. Light/heavy attacks that reduce resource recovery would be absolutely useless PvE-wise.
Another option is add a recovery nerf to Battle Spirit, where recovery is lowered by 30% in PvP areas.
Except your premise is false. This nerf was explicitly aimed at PvE. Wroble even stated so himself, suggesting that PvE players try changing their glyphs or food to compensate for the lost sustain.PvP certainly needs the undying players to actually be killable, and PvE seriously needs to NOT suffer for what people do in PvP.
Stop using PvP as a scapegoat for changes you dislike. Accept that perhaps, maybe, unlimited sustain in PvE without speccing into it is exactly what the developers intend. Adapt. Change. Or die off.
This is not only a pvp issue, only stacking damage in pve without having to keep in mind anything sustain-related is the problem on the pve side of the coin. Both sides are bad, both bare blame, but I just hope they will adjust some bosses as they have enrage(-like) mechanics, which will become a lot harder since dps will drop in this patch due to sustain being so low.
NightbladeMechanics wrote: »@Midori_Oku an insightful post on the gap between players, thank you. But please keep in mind that those players completing content easily want a challenge too..
You mentioned Skoria as a benchmark challenge for one of your groups. Well, I can solo that boss fight on veteran routinely. The fight lasts beyond when all platforms are destroyed, but I continue to fight and survive on the little rocks protruding from the lava through his execute phase. The boss and lava both have predictable cc mechanics which I avoid, and a high self-healing build with a ton of CP can deal about 30k self-buffed dps while maintaining its own defense once those mechanics are learned.
I do not like CP in general.
In the past, I've been a proponent of making veteran mode a little easier and then introducing a third difficulty mode that's even harder. I believe that would put veteran completes in range of more people but provide a new difficulty level to keep top tier players engaged. A wide spread in difficulty levels does leave pockets of players who find one too easy but the next unwinnable, after all.
NightbladeMechanics wrote: »@Midori_Oku an insightful post on the gap between players, thank you. But please keep in mind that those players completing content easily want a challenge too..
@NightbladeMechanics
Those groups unfortunately won't get any challenge. There will always be those groups that are all exceptional players, theorycrafting to minmax everything (equip, rotation, even the composition of the raid according to current meta...) and learning every encounter down to the last second. For obvious reasons you can't balance the game around those.
Also i doubt they are interested in challenges, they just like to brag how good they are.
If they would really want a challenge they could always play the content with random people that didn't finish it yet (e.g. me^^). This would make the content challenging again, but i wonder why i don't see any of those random veteran trials?
NightbladeMechanics wrote: »@NightbladeMechanics
Those groups unfortunately won't get any challenge. There will always be those groups that are all exceptional players, theorycrafting to minmax everything (equip, rotation, even the composition of the raid according to current meta...) and learning every encounter down to the last second. For obvious reasons you can't balance the game around those.
Also i doubt they are interested in challenges, they just like to brag how good they are.
If they would really want a challenge they could always play the content with random people that didn't finish it yet (e.g. me^^). This would make the content challenging again, but i wonder why i don't see any of those random veteran trials?
I agree 100% with your first paragraph, and disagree 100% with your second. The second is just cynical.
Top tier players play for the challenge. They don't do random groups often because they don't enjoy repetitive content. I know many groups and have been in several who have done dungeons naked, or weaponless, or solo just for fun, but you wouldn't know that because they are done in private. I know a few top tier players who still do queue into random dungeons from time to time, myself included when I need to farm something. But those activities get boring quickly when you've done all of the content hundreds of times over. One of NA/PC's top trials groups, who has vmol hm on farm, is currently attempting it with an all nightblade group...in a desperate attempt to find a challenge. They won't let me in, and I'm jelly.All nb vmol group sounds fun as hell.
I know there are people out there beating their egos and bragging, but trust me. If they have to claim alpha status, they aren't as top tier as they want you to believe, and they don't characterize the majority of top tier players.
NightbladeMechanics wrote: »@NightbladeMechanics
Those groups unfortunately won't get any challenge. There will always be those groups that are all exceptional players, theorycrafting to minmax everything (equip, rotation, even the composition of the raid according to current meta...) and learning every encounter down to the last second. For obvious reasons you can't balance the game around those.
Also i doubt they are interested in challenges, they just like to brag how good they are.
If they would really want a challenge they could always play the content with random people that didn't finish it yet (e.g. me^^). This would make the content challenging again, but i wonder why i don't see any of those random veteran trials?
I agree 100% with your first paragraph, and disagree 100% with your second. The second is just cynical.
Top tier players play for the challenge. They don't do random groups often because they don't enjoy repetitive content. I know many groups and have been in several who have done dungeons naked, or weaponless, or solo just for fun, but you wouldn't know that because they are done in private. I know a few top tier players who still do queue into random dungeons from time to time, myself included when I need to farm something. But those activities get boring quickly when you've done all of the content hundreds of times over. One of NA/PC's top trials groups, who has vmol hm on farm, is currently attempting it with an all nightblade group...in a desperate attempt to find a challenge. They won't let me in, and I'm jelly.All nb vmol group sounds fun as hell.
I know there are people out there beating their egos and bragging, but trust me. If they have to claim alpha status, they aren't as top tier as they want you to believe, and they don't characterize the majority of top tier players.
You are ocntradicting yourself, because raiding guilds are doing repetetive content all over and over again to get better scores. More especially, going 2-3 times a week for multiple hours into the same trial. After so many attempts of course you'll get better and get vmol HM to a farmable state. This, however, is after practising the same trial over a hundred times before. I'm into a simular group but up to today HM still isn't easy to pull off, and it'll become very, very difficult again after the pts goes live within its current state. If your resources run out empty, you'll die. If you don't get the damage however, especially considering the numberous adds, you'll die too.
This is not only a pvp issue, only stacking damage in pve without having to keep in mind anything sustain-related is the problem on the pve side of the coin. Both sides are bad, both bare blame, but I just hope they will adjust some bosses as they have enrage(-like) mechanics, which will become a lot harder since dps will drop in this patch due to sustain being so low.
Publius_Scipio wrote: »I respect your opinion on the matter. But PvEers keep pointing fingers at PvP for any "woes" that come there way. Not sure if you personally, but I believe many PvEers just want to have builds that can melt content as fast as possible, just because.
The world wasn't coming to an end when ZOS took crit hits away from proc sets. Builds are still plenty strong, but boy were PvEers rabid about that.
No one, even ZOS, knows how everything will shake out until the update actually goes live. That is the case for every single game and every single update.
NightbladeMechanics wrote: »I agree 100% with your first paragraph, and disagree 100% with your second. The second is just cynical.
Top tier players play for the challenge. They don't do random groups often because they don't enjoy repetitive content. I know many groups and have been in several who have done dungeons naked, or weaponless, or solo just for fun, but you wouldn't know that because they are done in private. I know a few top tier players who still do queue into random dungeons from time to time, myself included when I need to farm something. But those activities get boring quickly when you've done all of the content hundreds of times over. One of NA/PC's top trials groups, who has vmol hm on farm, is currently attempting it with an all nightblade group...in a desperate attempt to find a challenge. They won't let me in, and I'm jelly.All nb vmol group sounds fun as hell.
This is not only a pvp issue, only stacking damage in pve without having to keep in mind anything sustain-related is the problem on the pve side of the coin. Both sides are bad, both bare blame, but I just hope they will adjust some bosses as they have enrage(-like) mechanics, which will become a lot harder since dps will drop in this patch due to sustain being so low.
It's really not JUST stacking damage in PVE...
In raids your consideration for resource sustain is through group synergy (worm, minor mag steal, orbs, etc.). It's not just 8 dps'ers running around guns blazing breaking game mechanics with dps. There is group coordination involved to min/max group dps AND sustain. Take the situation into 4-man groups or solo play like vMA and sustain isn't the same. It's not something that people just ignore and don't consider...