To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
From the person who made how many threads on day one of patch notes stating ESO was dead?To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
From the person who made how many threads on day one of patch notes stating ESO was dead?To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
Crafts_Many_Boxes wrote: »Granted I've leveled as a StamDK, but I've had a heck of a time with resource management. I was always having to heavy attack, just for boss fights in delves and story quests. And if I had to fight two or 3 mobs in quick succession? Whelp, guess I'm heavy attacking baddie #3 to death because I'm running on empty.
Now that I'm approaching CP 160 and have some sustain CP it's gotten easier, but I still can't really sustain for more than a minute or so, either in dungeon groups or solo. I'm that dope running around heavy attacking on trash in the dungeon because he ran out of stamina 3 groups ago.
The fact that they're removing CP sustain and nerfing armor sustain on top of that is really disheartening to me. As you've said, I never even came close to this magical "infinite sustain" that people refer to all the time on here. I am leveling a templar sporadically with a friend of mine though, and I've noticed that character's had an easier time so far with it, so maybe it's just DKs.
Zagnut123Zagnut123 wrote: »Crafts_Many_Boxes wrote: »Granted I've leveled as a StamDK, but I've had a heck of a time with resource management. I was always having to heavy attack, just for boss fights in delves and story quests. And if I had to fight two or 3 mobs in quick succession? Whelp, guess I'm heavy attacking baddie #3 to death because I'm running on empty.
Now that I'm approaching CP 160 and have some sustain CP it's gotten easier, but I still can't really sustain for more than a minute or so, either in dungeon groups or solo. I'm that dope running around heavy attacking on trash in the dungeon because he ran out of stamina 3 groups ago.
The fact that they're removing CP sustain and nerfing armor sustain on top of that is really disheartening to me. As you've said, I never even came close to this magical "infinite sustain" that people refer to all the time on here. I am leveling a templar sporadically with a friend of mine though, and I've noticed that character's had an easier time so far with it, so maybe it's just DKs.
Dks have huge issue sustaining compared to mag Plars are magnb. Stamdk sustain is slightly better then there magika
Counterpart. I just think it's funny how they state this whole infinite sustain is an issue. The groups that can sustain well are that way because of hours of practice. End game pve players would likely still dominate over casuals in the next patch to come as well but that's only if there is enough around to provide competition with one another. A slow gradual change to resource management would have been ideal but this is to much and all at once.
IronCrystal wrote: »Yup this pretty much sums up how I feel about this.
No one in PvE had infinite sustain to begin with. It was only through teamwork and good healers/tanks that everyone had good resource management.
Even when I'm in helping out progression runs with sub-par healers, sustain is terrible. Only in top groups with good healers/tanks is there no sustain issues. I feel like that's how it should be, like reward our teamwork.
Zagnut123Zagnut123 wrote: »I wanted to add something else. The biggest issue with such drastic change is psychology of the people playing it. I like to think of the boiling frog tail. If you stick a frog in boiling water it will jump out if you gradually warm the water up it will stay in and let itself be cooked. That old wise tail is used verbally for political arguments but I think I fits with this scenario in that ppl will be less upset if the changes happen slowly. Additionally us gamer have options we can go to any game of are choosing we will jump out if the changes is to much.
Crafts_Many_Boxes wrote: »Zagnut123Zagnut123 wrote: »I wanted to add something else. The biggest issue with such drastic change is psychology of the people playing it. I like to think of the boiling frog tail. If you stick a frog in boiling water it will jump out if you gradually warm the water up it will stay in and let itself be cooked. That old wise tail is used verbally for political arguments but I think I fits with this scenario in that ppl will be less upset if the changes happen slowly. Additionally us gamer have options we can go to any game of are choosing we will jump out if the changes is to much.
Honestly, I think most of the sustain changes aren't needed, at least from a PvE perspective. I really like the game as it is now, but I've also only been around a few months now. I'm hardly committed.
IMO Skyrim combat is terrible. Skyrim was a great game in a lot of ways, but the simplistic, slow paced combat was its second weakest aspect. Heavy attacks aren't fun. Having to manage normal attacks in conjunction with 5-10 abilities isn't fun. Most of us seem to agree with this sentiment. If your vision as a game designer is bad, and you happened to stumble into a solution that works, you need to let it go and stick with what your entire playerbase supports.
IronCrystal wrote: »Yup this pretty much sums up how I feel about this.
No one in PvE had infinite sustain to begin with. It was only through teamwork and good healers/tanks that everyone had good resource management.
Even when I'm in helping out progression runs with sub-par healers, sustain is terrible. Only in top groups with good healers/tanks is there no sustain issues. I feel like that's how it should be, like reward our teamwork.
notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
Zagnut123Zagnut123 wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
Did you read my post.
notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
Zagnut123Zagnut123 wrote: »The large string of nerfs going on within the pts at the moment are brought on by the fact that there is an rampant issue with unlimited sustain. The issue I have with this is unroll recently I've always had issues with resource management. I've generally been in groups of casuals that didn't as a group have the best situational awareness or understanding of game mechanics. This tends to cause ppl to panic and die habitually in raid scenarios. About two months ago give or take a day or two I joined a high end competitive raiding guild one of the first things I noticed was wow my resources aren't consistently empty. After some time raiding with them I noticed something else, they work very hard to synergise and ensure optimal raid performance. The biggest issue people like the ones in this guild is it seems they are being forced to move backwards in progression and that there hard work is for nothing and it appears to me that end game pve will most likely be dead or close to it once patch hits live if nothing changes. I just wanted to post this as I feel end game pve albeit a minority largely feels marginalized and unheard. Thank you for reading my post and have a wonderful day.
notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
To be honest as someone who did hours and hours of test in the PTS with 5285165 different builds and CP allocations I'm just laughing so hard at the people who didn't even tested the PTS but who said that everything is fine, I'm just here laughing and waiting for June 6 to hit so I can watch the forums burn again.
notimetocare wrote: »notimetocare wrote: »So, all damage build with no effort into sustain while not running out of resources was good design?
point is you don't run out of resources with that build because you have good group support from your healers, which is a healthy thing for the game
if you try to run a standard minmaxed sorc build without ele and orbs, youll go oom ridiculously quick.
That doesn't really address the point of the question though, does it? Also presents the issue, should sustain be 100% reliant on other people?
And what's so bad about rewarding groups for good teamwork and coordination? This is a MMO, after all, with emphasis on the multiplayer.
Those most who are most upset over these changes are those in the endgame PvE community--people who run 12-person vet trials. To us, they are taking something we hold dear to our hearts and gleefully breaking it. It's downright insulting. And what experience does ZOS have with endgame PvE?
Tell me, @ZOS_RichLambert -- How many ZOS employees have earned the Dro-m'Athra skin? How many ZOS employees have the Dro-m'Athra Destroyer title? You may have a vMA Flawless title, but that means nothing when it comes to understanding the community of people who do group MMO content.