ZOS_GinaBruno wrote: »We’d like to begin giving you a bit more insight as to what the combat team is currently working on, save for any new features or systems that we simply aren’t ready to discuss yet. The plan is to make a new post similar to this each month. In order for this to work, though, everyone must understand that this is all work in development and has a high probability to change. As long as discussions stay civil, we’ll continue posting these updates.
With that said, below are a few things (not everything!) the combat team is currently working on for Update 17.
Goal: Improve Synergies
- Ensure that when players are prompted to use a synergy, they can always use itagreed
- Players should always know where a synergy is; working to improve visual effects to support thisagreed
- Group mates shouldn’t have to fight each other to use a synergy
- When players use a synergy, it should fire immediately with no delay should synergies stop being a button proc ? I wonder how combat would be if synergies could be activated through in-game actions. For example, templar's purge gives a purge to all debuffs but the button is hard to press in fast combat. Should this button be replaced with "activating a heal" or "dodge rolling" or "using a potion" in which the ability uses a smart system to activate the synergy? How would this look for players in fast paced combat situations? This would require a separate thread, and hopefully the Devs can give us detailed insight when the time comes.
- Synergies are the way to help groups be stronger than solo players, damage and resource sustain should always be better while in a group agree and disagree. If dmg and sustain for large groups are to be stronger, should lesser numbers have the ability to be faster to compensate?
- Review and standardize balance for synergy abilities; Ultimate synergies should be stronger than regular abilitiesagreed
Goal: Improve Interrupt
- Add a stun to interrupts – if a player gets interrupted, they get stunned (and therefore get CC immunity when they break it)agreed. will stun be unblockable or blockable?
- Add a short cooldown to an interrupted ability to add interesting gameplay to interruptsagreed
- Add interrupt telegraphs to cast time abilities when players are not CC immunehow will the animations work when combat is already showing a multitude of effects and with lag
Goal: Investigating Perma-blocking
- Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)will this impact pve? Ultimate goal is to not impact PVE, as they are angry at us PVPers as it is lol
- Investigate adding something to Champion passives, or an item set to increase the block costin general, players hate sets being used to balance the game. Adding a CP passive or battlespirit blanket would function better.
Goal: Improving Off Balance + Heavy AttacksHeavy attack and off balance mentioned above is a great way to add sustain with an interesting mechanic. 100% would approve of this change. Will the change also bring back the old Heavy Attack on off balance knocking players down? if so, would this knockdown be unblockable? And how does Miat's addon fit into this for PC users? I like the faster speed being used to offset the regen being locked out when your target blocks.
- Test the following changes, with the end goal to have Off Balance be more useful for everyone:
- Effect is only consumed if the target is knocked down from a Heavy Attack
- Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
- After Off Balance ends, the target is immune for a period of time
- Test making the following changes to make Heavy Attacks feel better:
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
You may notice we haven’t listed any class balance changes in this list. This doesn’t mean there won’t be any adjustments; we’re just still looking at what needs to be tweaked. I hope we can have separate discussion on class balance as well. Based on what im seeing, the combat team is looking to fill in the giant holes of the general system imbalances before adding foundation fixes to the classes, and hopefully that is a good road map ahead.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
[*]Added a new Synergy Synergy system.
- We heard you like Synergies, so Synergy Synergies are Synergies that synergize with Synergies.
- Synergizing with a Synergy has small chance to trigger a Synergy Synergy event, which, if synergized with, will activate a Synergy Synergy.
- Abilities with Synergies can trigger Synergy Synergy events, provided you have synergized with a Synergy Synergy recently.
- Note: Synergy Synergy Synergies will be introduced in a future patch, to prepare for Synergy Synergy Synergy Synergies.
These are amazing . I love them . And you will be doing this every month ?! I am so happy . I really am .
*sheds a tear*
ZOS_GinaBruno wrote: »Review and standardize balance for synergy abilities; Ultimate synergies should be stronger than regular abilities
ZOS_GinaBruno wrote: »These are amazing . I love them . And you will be doing this every month ?! I am so happy . I really am .
*sheds a tear*
Yep, the plan is to do a general combat-related update each month. Next month, you can likely expect to see updates on what we talked about here, if anything has changed or pivoted, if we're looking at anything different, etc. And thanks for the constructive feedback so far - the team is reading, and we appreciate you all chiming in with your thoughts!
ZOS_GinaBruno wrote: »We’d like to begin giving you a bit more insight as to what the combat team is currently working on, save for any new features or systems that we simply aren’t ready to discuss yet. The plan is to make a new post similar to this each month. In order for this to work, though, everyone must understand that this is all work in development and has a high probability to change. As long as discussions stay civil, we’ll continue posting these updates.
With that said, below are a few things (not everything!) the combat team is currently working on for Update 17.
Goal: Improve Synergies
- Ensure that when players are prompted to use a synergy, they can always use it
- Players should always know where a synergy is; working to improve visual effects to support this
- Group mates shouldn’t have to fight each other to use a synergy
- When players use a synergy, it should fire immediately with no delay
- Synergies are the way to help groups be stronger than solo players, damage and resource sustain should always be better while in a group
- Review and standardize balance for synergy abilities; Ultimate synergies should be stronger than regular abilities
Goal: Improve Interrupt
- Add a stun to interrupts – if a player gets interrupted, they get stunned (and therefore get CC immunity when they break it)
- Add a short cooldown to an interrupted ability to add interesting gameplay to interrupts
- Add interrupt telegraphs to cast time abilities when players are not CC immune
Goal: Investigating Perma-blocking
- Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)
- Investigate adding something to Champion passives, or an item set to increase the block cost
Goal: Improving Off Balance + Heavy Attacks
- Test the following changes, with the end goal to have Off Balance be more useful for everyone:
- Effect is only consumed if the target is knocked down from a Heavy Attack
- Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
- After Off Balance ends, the target is immune for a period of time
- Test making the following changes to make Heavy Attacks feel better:
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
You may notice we haven’t listed any class balance changes in this list. This doesn’t mean there won’t be any adjustments; we’re just still looking at what needs to be tweaked.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS_GinaBruno wrote: »Goal: Investigating Perma-blocking
- Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)
- Investigate adding something to Champion passives, or an item set to increase the block cost
ZOS_GinaBruno wrote: »[*] Synergies are the way to help groups be stronger than solo players, damage and resource sustain should always be better while in a group