ZOS_GinaBruno wrote: »...we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
1) First, you don't push a radical reformulation of the entire game and progress system at the same time you are looking to sell a major expansion. Such radical changes are BOUND to upset people, especially those that have just finished a week of grinding and buying XP scrolls to get those CP.
Note for future efforts: Expansion first, radical re-balance LATER as a separate patch.
The whole approach to these PTS changes was poorly timed and felt rushed and not well thought through.
1) First, you don't push a radical reformulation of the entire game and progress system at the same time you are looking to sell a major expansion. Such radical changes are BOUND to upset people, especially those that have just finished a week of grinding and buying XP scrolls to get those CP.
Note for future efforts: Expansion first, radical re-balance LATER as a separate patch.
2) If you are going to take something away, give at least as much back. If you MUST make sweeping knee-jerk changes in response to one out-of-balance PVP meta, then at least put out the effort to add something to compensate. Obviously I believe that Mudcrabs having CC immunity in NO way offsets the fact that ALL of these problems are caused by the refusal (yes I now believe it is refusal when they make statements like that) to balance PVP and PVE separately.
So, they sort of screwed themselves right out the gate. Then they went way over the top with the resource nerfing. Of course that is my opinion. But the ONLY place this even mattes is PVP, so the statement from ZOS that "Mudcrabs have CC immunity so it is not a problem of not balancing PVP and PVE separately" is a flat dismissal of a legit problem.
It IS a lack of separate PVP and PVE balance. None of these changes were needed at all for PVE. This was 100% a blanket radical nerf chainsaw to the game and progress system purely for the sake of balancing infinite sustain builds in PVP. Mudcrab CC immunity has no bearing on it.
But they also could have added ANY of these things we have been waiting on for literally YEARS:Having those things to finally look forward to would have mitigated the sting of these largely inappropriate changes.
- Jewelry crafting and improvement.
- Armor re-styling (even for crowns).
- Weapon dying.
- Dungeon gear token system.
- Etc.
TL:DR: Implement radical changes to balance AFTER an expansion has landed. Mudcrabs having CC immunity does not mean there is not a problem specific to PVP with infinite sustain builds. So balance this problem in PVP and leave PVE the heck alone and there would be no public outcry.
Acknowledging there is a problem is the first step to solving it and avoiding similar problems in the future. PVP balance NEEDING separate attention IS a problem. The fact ZOS is still in the denial phase ("Mudcrabs have CC immunity so there is no need to balance PVP separately") indicates these sorts of bad decisions will only keep happening until they stop assuming everyone is out to get them and start considering that maybe there is something more to this.
koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
usmcjdking wrote: »REMOVE CC IMMUNITY FROM MUDCRABS
LiquidPony wrote: »I sort of agree but I'd take it in a slightly different direction.
ZOS should be introducing incremental balance changes on a regular basis. As in, bi-weekly or monthly. That way we don't get these massive reworks every 6 months, people can gradually adapt their builds to a meta that evolves rather than sprouting up overnight, and ZOS gets less heated feedback from the entire playerbase rather than just the PTS crew (which by definition excludes the 2/3 of the community).
Comon dude, this has hardly been rushed. There's been talk of major resource changes for months now, many of my guild mates have been running around with no CP in cost reduction passives in anticipation of this.
I feel like everyone crying over these changes must be newer players than have come into the game when resource management wasn't an issue, all they are doing is trying to bring the game back to where it was before power creep took over.
Anyone that has been playing this game for a while knows that resource management use to be a fundamental aspect of this game, and the god honest truth is that part of the game went a long time ago. I mean, does anyone use a single cost reduction/regen glyph anymore? When was the last time someone crafted Seducer armor?
These changes are going to bring build diversity back into the game and improve the overall experience for everyone so I think we should all slow down on the tears.
Comon dude, this has hardly been rushed. There's been talk of major resource changes for months now, many of my guild mates have been running around with no CP in cost reduction passives in anticipation of this.
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
I would love to know how much you pve as a magdk in trials or any mag class tbh and still pull around 40k dps. My mag sorc pulls 40k - 44k most of the time now and yet I still run out of magicka, if it wasnt for me having attacking a lot and healers keeping my resources up id run out quite a lot tbh.
Becuase honestly, you pop the pots for regen and you have maybe like 830 base and then 1000 when popping a pot for 40s.
Mag sustain has nothing to do with people not managing their resources but everything to do with healers managing them for them. Without them the DPS drops massively. so for a start DD's and Tanks should not of been punished for healing absurdities. Note: I have a healer and have had one for the better part of the last 2 years.
Stam is even worse and quite possibly hardest hit even more so with this patch due to the 5% increased cost to all stam abilities but on top of that vigor stams main source of heals is now 30% more costly ontop of that 5% so yeah...
Most of the sustain frustrations was coming from PvP, stamblades and stamdk's running troll king on top of vigor and then woodelves running around with absurd stam regen in pvp just tipped the balance.
and now here we are....
So the training group im in has just over a month to beat execute phase on rakkhat in vmol before this crap goes live. cool.
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing.
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
I would love to know how much you pve as a magdk in trials or any mag class tbh and still pull around 40k dps. My mag sorc pulls 40k - 44k most of the time now and yet I still run out of magicka, if it wasnt for me having attacking a lot and healers keeping my resources up id run out quite a lot tbh.
Becuase honestly, you pop the pots for regen and you have maybe like 830 base and then 1000 when popping a pot for 40s.
Mag sustain has nothing to do with people not managing their resources but everything to do with healers managing them for them. Without them the DPS drops massively. so for a start DD's and Tanks should not of been punished for healing absurdities. Note: I have a healer and have had one for the better part of the last 2 years.
Stam is even worse and quite possibly hardest hit even more so with this patch due to the 5% increased cost to all stam abilities but on top of that vigor stams main source of heals is now 30% more costly ontop of that 5% so yeah...
Most of the sustain frustrations was coming from PvP, stamblades and stamdk's running troll king on top of vigor and then woodelves running around with absurd stam regen in pvp just tipped the balance.
and now here we are....
So the training group im in has just over a month to beat execute phase on rakkhat in vmol before this crap goes live. cool.
Are you PC/NA? Jump on tonight if you are. Got a buddy that's been playing MagDK for 2 weeks now, he was hitting 37k DPS on the skele two nights ago, I was appling ele drain and that was it.
In trials on a Sorc he pulls 52k DPS over 5 minutes