Let me point out the benefits right now of reducing the large group cap from 24 to something like 8 people
You instantly create 3 separate groups from the current 24 man groups...That's 3 different groups that is now roaming.
Groups that were running 4-8 people now become instantly viable threats to those new 8 man groups. You would have far less barrier for groups to form up and compete in group vs group in this game. Right now if you're running say 8 people and there is a 24 man running around you're not going to compete....
Things like Earthgore and Rapids become far less powerful as you now don't have a crap ton of those in an actual group fight..you can't afford to dedicate one person to just spamming rapids.
Zergballing instantly becomes far less viable as the AOE cap is at 6, While you will probably group up for damage it'll be on pushes into larger numbers.
now some will say "Well now you have no one to fight those giant zergs" Which isn't true...You'll still have 8 mans pairing up or attacking the zergs but instead of it coming at them in a giant ball spamming Destro ult it'll probably be multiple groups hitting from different angles. The multiple groups moving around the area will also thin the herd so to speak as people heading to the fight are picked off by those multiple groups
also people who were stacking up to zerg before will be able to get into group vs group combat easier simply because the barrier for entry is now less numbers.
Just something as simple as reducing the cap would change the group vs group dynamic in this game.
Like I said earlier You can get pretty close DPS to those people get with vMA bow while You're wearing master bow so vMA bow is not the case of single target DPS adventage of stamina characters.
Yeah, almost 20% of total dmg coming from Hail yet you gonna keep instists its not vMA bow... that debate wont take us far.
ZOS_GinaBruno wrote: »Hi everyone,
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Shokasegambit1 wrote: »@BohnT
I understand completely what you were saying.
So you are saying that because you have never found a counter to a dot defile build they should be nerfed. Your argument is we should have 31cp instead of 50cp at 42% ? Ok ... so where does that leave abilities skills passives potions dedicated healers monster set and regular sets that proc heals and buff them them 24/7 ? I see you can stack your heals buff them, proc them activate them, pop them when ever you like. I feel you may have 1 style of game play, and heavy reliant on. ( Old metas that do not work anymore. )
And you say and i qoute "
On most stam builds (not duel based) your vigor will tick between 1.8-3.4k with non-crits and crits. Reducing this by 70% and your healing goes down to 560-1020 there is no used dot in the game which doesn't apply enough damage to negate the healing of vigor. If you check combat parses most people have ~3-4k hps when they are fighting.
So your talking about most people, and their normal gameplay ? That is obviously not duel wield ? About thier vigor ticks with both debuffs on you ? Well thats simple change you build and gameplay. I only play sorc stam and mag day1 i have or had no problems adjusting to each patch update dlc in the 2 1/2 years i played in pvp and pve. The problem is that fact your healing is being negated by your normal gameplay in pvp not in pve. If the defile was nerfed every1 in thecgame would stay alive 24/7. Your also dying to this i pressume, and possibly known as a good player. Thus making you look bad in front of other players. That's also normal and should be ... thier is a counter to everything even my build you or anybody just hasn't found it yet. And i will most definitely not say it either.
Bye saying reduce it to 25% is insanity and the super healing is back. People can already outheal 3-4 oils being dropped on them why dont they align oils dam with cp or siege ? Before making an argument please look at the game as a whole and not how you or any popular person feels.
Heres the thing ... im a stam sorc dw and bow i have a build that is been reliable for 7 months in pvp after the fassalas nerf. I suggest to anybody that is runs a YouTube twitch build to step aside to that person if you see anybody running a DW and bow do not mess with just zerg them down do not attempt to 1v1 them.
There are few ways to get groups to spread out. A few of these ideas are not bad others could be devasting to small group or single play, but let’s be realalistc here, Cyrodiil is supposed to be about large scale war.
1. Only let siege shield mitiagate siege
2. Speed siege up.(not rate of fire but speed of projectile.)
3. All siege causes minor defile
4. Bring back old proxy det(let it scale off targets hit, and scales down for how many is in your group.
Just a few thoughts.
Let me point out the benefits right now of reducing the large group cap from 24 to something like 8 people
You instantly create 3 separate groups from the current 24 man groups...That's 3 different groups that is now roaming.
Groups that were running 4-8 people now become instantly viable threats to those new 8 man groups. You would have far less barrier for groups to form up and compete in group vs group in this game. Right now if you're running say 8 people and there is a 24 man running around you're not going to compete....
Things like Earthgore and Rapids become far less powerful as you now don't have a crap ton of those in an actual group fight..you can't afford to dedicate one person to just spamming rapids.
Zergballing instantly becomes far less viable as the AOE cap is at 6, While you will probably group up for damage it'll be on pushes into larger numbers.
now some will say "Well now you have no one to fight those giant zergs" Which isn't true...You'll still have 8 mans pairing up or attacking the zergs but instead of it coming at them in a giant ball spamming Destro ult it'll probably be multiple groups hitting from different angles. The multiple groups moving around the area will also thin the herd so to speak as people heading to the fight are picked off by those multiple groups
also people who were stacking up to zerg before will be able to get into group vs group combat easier simply because the barrier for entry is now less numbers.
Just something as simple as reducing the cap would change the group vs group dynamic in this game.
I understand your logic and I wouldn’t be opposed to that change. But I don’t think we can seriously suggest that the larger groups wouldn’t just all stay in the same TS channel and instead have 3 groups of 8 running around together. They would be slowed down a bit due to not everyone having the crown on their screen, but I don’t see how that would stop them from just doing the same thing they do now.
Shokasegambit1 wrote: »@BohnT
Im concerned with your post that you maybe dont understand how this works. Let me explain to you how this works, also break down what you have said as an explanation to @ZOS_Wrobel .
Major Defile Decrease Healing taken and Health
Recovery by 30%
Minor defile Decrease Healing taken and Health recovery by 15%
Now in the Befoul cp tree you can have 100 cp into that tree and will go to 55%. That means on Major Defile it will allow me to have 46.5% rounded down is 46% debuff, and with minor 23.25% rounded down is 23%
How do i get these numbers ? Well 55% of 30% is 46.5 % and 55% of 15% is 23.25%. In Theory you can have a total of 70% healing taken and hp recovery debuff.
Now you said and i quote
"Defile stacking means using both minor and Major defile with 100% uptime with 50+ Points into befoul to reduce healing to almost 0. "
Now in order to get an accurate assumption you would have to do the research and testing to see what is effect healing taken and is any heal you or anybody gives you. And health Recovery is self explanatory see 50+cp at a min of 50% will only gain 42.25% rounded down to 42% and on 15% is 21.15 rounded down is 21% Totaling at min major defile at 50cp would be 42% and at max 100cp would be at 46% stacking both major and minor would be 63% at 50cp. And at 100cp would be 69%.
Now to tell you about your other reasoning you said.
" There is no counterplay for most classes as you don't have as much Access to Major mending, vitality etc. This wrecks anybuild that has no access to purge (everyone except for templar the other classes can't use purge due to low cd on defile providing sets/abilities and the high cost of purge) .
As far as counter play goes, well thier is a lot of counter play as to knowing your class and understanding what you can and cannot do. Your argument is access to buffs that allow you to increase your healing, and purging effects is the counter play to it thier are sets and abilities that allow you to remove negative affects from that group and yourself. Unfortunately nobody runs them because its based on 1 type of gameplay. ( And thats support ) Purge is high for a reason and thats because if everybody can remove effect 24/7 thier would be no reason to have dots in the game besides pve.
And last but not least your argument of.
"It's just too powerfull as your opportunity cost in the cp are almost not exsisting while stacking into healing reduces your damag or your survivability. Problematic is duroks bane/ reverbating bash as you'll have 100% Major defile uptime on your enemies easily with no drawbacks.
I'd say the amount of skills and abilities potions and passives for healing heavily outweighs the amount of healing debuffs in the game today. Their was a huge problem is cyrodiil for the super healing dps super unkillable tanks and super healers everybody needs to be killable. And duroks has been in the game since day 1 and as soon as people start dying because the counter play has been semi balanced on heals people start complaining.
Because if anybody listens to somebody about a set needs to be nerfed, has to learn to be creative in builds.
And i take full responsibility on this current meta in bleeds and duroks. If you need any help destroying these uncreative complainers please click on link.
https://forums.elderscrollsonline.com/en/discussion/359042/p-m-s-build-stam-sorc
Let me point out the benefits right now of reducing the large group cap from 24 to something like 8 people
You instantly create 3 separate groups from the current 24 man groups...That's 3 different groups that is now roaming.
Groups that were running 4-8 people now become instantly viable threats to those new 8 man groups. You would have far less barrier for groups to form up and compete in group vs group in this game. Right now if you're running say 8 people and there is a 24 man running around you're not going to compete....
Things like Earthgore and Rapids become far less powerful as you now don't have a crap ton of those in an actual group fight..you can't afford to dedicate one person to just spamming rapids.
Zergballing instantly becomes far less viable as the AOE cap is at 6, While you will probably group up for damage it'll be on pushes into larger numbers.
now some will say "Well now you have no one to fight those giant zergs" Which isn't true...You'll still have 8 mans pairing up or attacking the zergs but instead of it coming at them in a giant ball spamming Destro ult it'll probably be multiple groups hitting from different angles. The multiple groups moving around the area will also thin the herd so to speak as people heading to the fight are picked off by those multiple groups
also people who were stacking up to zerg before will be able to get into group vs group combat easier simply because the barrier for entry is now less numbers.
Just something as simple as reducing the cap would change the group vs group dynamic in this game.
I understand your logic and I wouldn’t be opposed to that change. But I don’t think we can seriously suggest that the larger groups wouldn’t just all stay in the same TS channel and instead have 3 groups of 8 running around together. They would be slowed down a bit due to not everyone having the crown on their screen, but I don’t see how that would stop them from just doing the same thing they do now.
And that would be fine and viable tactic. It however would make each group require certain things because of abilities being group only. The community also might push towards players not doing it as well.
I’ll use an example from DAOC, there was a Midgard group on Merlin that tried running two groups and got dogged by the community till they switched to just 8. Now if this gaming community would force that is unknown but I feel like it’ll alter the community perspective.
Plus you would have the whole EGO aspect of it. Yes they could run 3 groups but if everyone is running 8 all of a sudden would you really want to be the group that was considered so bad you needed 3 groups to fight one? Most I imagine wouldn’t want that reputation.
Nerf gap closer o.O
Range char were not strong enough lol
Anyway time will tell if this is a good change
But charge relaibility should be increased
Let me point out the benefits right now of reducing the large group cap from 24 to something like 8 people
You instantly create 3 separate groups from the current 24 man groups...That's 3 different groups that is now roaming.
Groups that were running 4-8 people now become instantly viable threats to those new 8 man groups. You would have far less barrier for groups to form up and compete in group vs group in this game. Right now if you're running say 8 people and there is a 24 man running around you're not going to compete....
Things like Earthgore and Rapids become far less powerful as you now don't have a crap ton of those in an actual group fight..you can't afford to dedicate one person to just spamming rapids.
Zergballing instantly becomes far less viable as the AOE cap is at 6, While you will probably group up for damage it'll be on pushes into larger numbers.
now some will say "Well now you have no one to fight those giant zergs" Which isn't true...You'll still have 8 mans pairing up or attacking the zergs but instead of it coming at them in a giant ball spamming Destro ult it'll probably be multiple groups hitting from different angles. The multiple groups moving around the area will also thin the herd so to speak as people heading to the fight are picked off by those multiple groups
also people who were stacking up to zerg before will be able to get into group vs group combat easier simply because the barrier for entry is now less numbers.
Just something as simple as reducing the cap would change the group vs group dynamic in this game.
I understand your logic and I wouldn’t be opposed to that change. But I don’t think we can seriously suggest that the larger groups wouldn’t just all stay in the same TS channel and instead have 3 groups of 8 running around together. They would be slowed down a bit due to not everyone having the crown on their screen, but I don’t see how that would stop them from just doing the same thing they do now.
And that would be fine and viable tactic. It however would make each group require certain things because of abilities being group only. The community also might push towards players not doing it as well.
I’ll use an example from DAOC, there was a Midgard group on Merlin that tried running two groups and got dogged by the community till they switched to just 8. Now if this gaming community would force that is unknown but I feel like it’ll alter the community perspective.
Plus you would have the whole EGO aspect of it. Yes they could run 3 groups but if everyone is running 8 all of a sudden would you really want to be the group that was considered so bad you needed 3 groups to fight one? Most I imagine wouldn’t want that reputation.
Thing is, around half of zergs are ungrouped players looking for fights. And ego hardly matters if you are running with a 24 man group now anyway. Oh, look my light attack on the single player really gave me a sense of pride and accomplishment.
ZOS_GinaBruno wrote: »Hi everyone,
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
PLEASE do not listen to the people complaining about groups taking on specialized support roles. That is a good thing. Nerfing group support roles will only reinforce the already nearly unchallengeable swarms of 40 players. The only way to fight them is with a well composed group of 8-16, WITH support roles.
.
I support critical doubts on the changes to gap-closers.
They're unreliable for two reasons:
1) loading screens teleporting us in the middle of nowhere (try one around Nickel for starters)
2) Miat's notifications effectively neutering them.
I would also like to remind you devs and mods of a commitment you made to at least TAKE A STANCE regarding Miat's addon, which has completely modified PC gameplay.
The commitment was formulated here:
https://forums.elderscrollsonline.com/en/discussion/comment/4581943/#Comment_4581943
Two months and two combat updates later, could we please have information on whether you'll be doing something at all, and on whether you're still "uncomfortable" with anything?
Considering how deeply this third-party addon affects PvP gameplay on PC, I think an official statement is long overdue.
Many thanks!
I support critical doubts on the changes to gap-closers.
They're unreliable for two reasons:
1) loading screens teleporting us in the middle of nowhere (try one around Nickel for starters)
2) Miat's notifications effectively neutering them.
I would also like to remind you devs and mods of a commitment you made to at least TAKE A STANCE regarding Miat's addon, which has completely modified PC gameplay.
The commitment was formulated here:
https://forums.elderscrollsonline.com/en/discussion/comment/4581943/#Comment_4581943
Two months and two combat updates later, could we please have information on whether you'll be doing something at all, and on whether you're still "uncomfortable" with anything?
Considering how deeply this third-party addon affects PvP gameplay on PC, I think an official statement is long overdue.
Many thanks!
They already said that they'll change something about the API next patch affecting Miats
ZOS_GinaBruno wrote: »Hi everyone,
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
GreenSoup2HoT wrote: »ZOS_GinaBruno wrote: »Hi everyone,
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
I like how they are finally changing Gap closer damage after i have time and time again mentioned this needed to happen and went ignored. Like i was mentioning this needed to happen before Imperial City was released.
Half of the Monster sets are breaking actual clean combat fyi. Its not just Earthgore thats an issue. Troll King is a massive help to groups also.
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Remove snares where ever possible.
There needs to be some toning down of Maximum stat builds in comparison to Regen builds. Stamina Regen is the most penalised stat in the game and part of the reason i stopped playing this game.
These changes are hardly progress. Its just fluff when its 2 years to late.