ZOS_GinaBruno wrote: »
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- When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
- Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
Offbalance was not a problem. You destroys it because bad groups cant manage to get high uptime, so better groups should also have a bad uptime, just nice ZOS. Also it will not help bad players to have better sustain, because player like a constant rotation because its easy. Things that are hard will not be popolär ZOS. The next thing is that the group dps is going down with this cahnge and this hurts non hardcore groups really hard. There will nearly not a reason to raid anymore for this groups beside having fun with the group because, of no chance to complete some achivments like vmol hm, vhof timerun and vas hm. Why they should keep on raidind for month while they have all gear and can see that they in moast case will not be able to manage that (to all hardcore palyers, please note that so many of you quit the game and there are no reason to make some content for max 200 players per server in the future).
Yolokin_Swagonborn wrote: »AOE CAPS:
Wow, that took a while. However I'm not sure they are going to do what you think they are going to do. I'm glad we finally get to test them though. But I think this is going to be a huge buff to those stack on crown and spam AOE groups that are infesting cyrodiil. Since they will have more timed burst and more timed heals. I know these groups feel they are necessary "to stop zergs" but most of the time, they are the zerg, and the "zergs" they wipe are just non-grouped players. This will have to go to live and see how it really works though.
rustic_potato wrote: »Offbalance was not a problem. You destroys it because bad groups cant manage to get high uptime, so better groups should also have a bad uptime, just nice ZOS. Also it will not help bad players to have better sustain, because player like a constant rotation because its easy. Things that are hard will not be popolär ZOS. The next thing is that the group dps is going down with this cahnge and this hurts non hardcore groups really hard. There will nearly not a reason to raid anymore for this groups beside having fun with the group because, of no chance to complete some achivments like vmol hm, vhof timerun and vas hm. Why they should keep on raidind for month while they have all gear and can see that they in moast case will not be able to manage that (to all hardcore palyers, please note that so many of you quit the game and there are no reason to make some content for max 200 players per server in the future).
I agree with you. I'm one of those players who quit hardcore raiding. This game doesnt offer much on the PVE side unless you no life it or have a good group. Well ZOS cant be faulted for this. The game is designed as a casual game. Those who want to achieve titles and HM clears will have to put in effort. The mentality that everyone should be able to do it is wrong.
If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit. Many forum threads have already offered numerous ways of remedying permablock builds via Battle Spirit. @ZOS_GinaBruno, if you have any say in the matter, could you redirect the developer's attention to those threads for some helpful suggestions?
I'm sure that I'm biased because I'm primarily a PvE trials tank. However, I think that me and other such tanks can attest to the fact that resource management is already tedious enough--and that permablocking is necessary in many parts of PvE; especially for the harder boss fights in vet trials and dungeons (e.g., the axes in vAA, the Mantikora in vSO, the Serpent in vSO, off-tanking the adds during the Serpent and Ozara boss fights in vSO, the Warrior in vHRC, the Air Atronach boss in vHRC, Velidreth in vCoS, many boss fights in vDSA, etc.). These such boss fights have little room for weaving in light or heavy attacks to regain stamina. Usually, attempts to weave in a heavy attack in these situations results in someone having to spend a soul gem on the tank!
Also, resource management has become progressively more tedious with each patch--which makes the tedious role of tanking even less enjoyable. Also keep in mind that, because the currently proposed changes to shards and block cost reduction are effectively a sustain nerf, they will disproportionately affect newer players (who notoriously struggle more with sustain). This will attract fewer of them to the role of tanking--which could negatively affect the growth of the PvE community for newer players.
Please, please, please reconsider alternative remedies to PvP permablock builds! Otherwise, the currently proposed changes will only inflate the perception that the developers lack the ability to balance PvP without hurting PvE.
Sincerely,
A player slowly loosing his will to tank trials
mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit. Many forum threads have already offered numerous ways of remedying permablock builds via Battle Spirit. @ZOS_GinaBruno, if you have any say in the matter, could you redirect the developer's attention to those threads for some helpful suggestions?
I'm sure that I'm biased because I'm primarily a PvE trials tank. However, I think that me and other such tanks can attest to the fact that resource management is already tedious enough--and that permablocking is necessary in many parts of PvE; especially for the harder boss fights in vet trials and dungeons (e.g., the axes in vAA, the Mantikora in vSO, the Serpent in vSO, off-tanking the adds during the Serpent and Ozara boss fights in vSO, the Warrior in vHRC, the Air Atronach boss in vHRC, Velidreth in vCoS, many boss fights in vDSA, etc.). These such boss fights have little room for weaving in light or heavy attacks to regain stamina. Usually, attempts to weave in a heavy attack in these situations results in someone having to spend a soul gem on the tank!
Also, resource management has become progressively more tedious with each patch--which makes the tedious role of tanking even less enjoyable. Also keep in mind that, because the currently proposed changes to shards and block cost reduction are effectively a sustain nerf, they will disproportionately affect newer players (who notoriously struggle more with sustain). This will attract fewer of them to the role of tanking--which could negatively affect the growth of the PvE community for newer players.
Please, please, please reconsider alternative remedies to PvP permablock builds! Otherwise, the currently proposed changes will only inflate the perception that the developers lack the ability to balance PvP without hurting PvE.
Sincerely,
A player slowly loosing his will to tank trials
mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit. Many forum threads have already offered numerous ways of remedying permablock builds via Battle Spirit. @ZOS_GinaBruno, if you have any say in the matter, could you redirect the developer's attention to those threads for some helpful suggestions?
I'm sure that I'm biased because I'm primarily a PvE trials tank. However, I think that me and other such tanks can attest to the fact that resource management is already tedious enough--and that permablocking is necessary in many parts of PvE; especially for the harder boss fights in vet trials and dungeons (e.g., the axes in vAA, the Mantikora in vSO, the Serpent in vSO, off-tanking the adds during the Serpent and Ozara boss fights in vSO, the Warrior in vHRC, the Air Atronach boss in vHRC, Velidreth in vCoS, many boss fights in vDSA, etc.). These such boss fights have little room for weaving in light or heavy attacks to regain stamina. Usually, attempts to weave in a heavy attack in these situations results in someone having to spend a soul gem on the tank!
Also, resource management has become progressively more tedious with each patch--which makes the tedious role of tanking even less enjoyable. Also keep in mind that, because the currently proposed changes to shards and block cost reduction are effectively a sustain nerf, they will disproportionately affect newer players (who notoriously struggle more with sustain). This will attract fewer of them to the role of tanking--which could negatively affect the growth of the PvE community for newer players.
Please, please, please reconsider alternative remedies to PvP permablock builds! Otherwise, the currently proposed changes will only inflate the perception that the developers lack the ability to balance PvP without hurting PvE.
Sincerely,
A player slowly loosing his will to tank trials
Very well put. I tank trials 75% of my time and pvp 25%. In a guild of 500 people, we have 2 vet trials teams, and we're working with 3 tanks. We went into vet trials a year ago this past November, and it's been a nightmare finding people interested in tanking enough to main it and to develop their skills beyond 4 man content that can really be done most of the time by stacking more DPS and dropping the individual tank and healing roles. While I do enjoy the challenge of resource management...it is a steep curve for people to get adjusted to. With the long ramp up time for a tank to get capable, the DPS typical are far more practiced, so that only adds to the pressure of a new tank failing then the DPS getting frustrated and either moving on or quiting that aspect of the game.
I will say, the more I theory craft with these changes, the less worried I am about myself being able to make it work, but it will hurt the overall tanking community by raising that bar quite a bit higher. And I don't think I can take the constant badgering for another year of "we need more tanks"
Joy_Division wrote: »[*] If I am reading the interrupt-immune changes correctly, opponents who are CC immune can;t be interrupted. I'd like some clarification here: does that mean I can Rez people, set up Forward camps, etc., with impunity? Can;t say I like that. Does this mean if someone CC breaks or pops an immovable pot, they are free to Jesus Beam me in the face? OK, I'm a templar and I love Jesus Beaming people, but that seems to be taking away too much counter-play. I'll test it out, but I I'm not sure about this.
ZOS_GinaBruno wrote: »This is the official feedback thread for general combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
Joy_Division wrote: »I'm liking a lot of what I see.
I think this patch is going to be good, so please don;t misconstrue my 3 concerns that I do not appreciate the work you folks at Zos put into the patch.
- I'm glad other people are beginning to also say 30 second synergy cooldown is too long. Was the first thing I noticed and didn't like about the patch notes. 20 seconds is a long time as it is. Now that synergies are potentially working better, please allow us to make use of them and act as a team rather than even more spamming of skills like Cliff racer and Jesus Beam.
- If I am reading the interrupt-immune changes correctly, opponents who are CC immune can;t be interrupted. I'd like some clarification here: does that mean I can Rez people, set up Forward camps, etc., with impunity? Can;t say I like that. Does this mean if someone CC breaks or pops an immovable pot, they are free to Jesus Beam me in the face? OK, I'm a templar and I love Jesus Beaming people, but that seems to be taking away too much counter-play. I'll test it out, but I I'm not sure about this.
- I really think Templar's Focus Charge needs serious re-examination. I am not one of those people who thought gap-closers did too much damage (rather it's the accompany snare that annoyed me most) and the changes is going to be the final nail on the coffin for a buggy and not very good ability. It won't even be able to interrupt players very often, which is supposed to be it's primary function. It's just a bad skill now.
arkansas_ESO wrote: »On AOE caps: The only thing that ever broke up the ball groups was pre-nerf Vicious Death. Buff it's damage (since damage from set bonuses can't crit anymore) and increase the range to where it was when it was introduced and people will spread out. Nothing else will do it.
rustic_potato wrote: »
ZOS_GinaBruno wrote: »This is the official feedback thread for general combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
I actually like the sound of almost all of these changes....
Except block cost changes!
Massively increasing the cost of block, while at the same time reducing the return from Orbs/Shards feels like an extremely heavy handed way of fixing.... well... fixing what exactly?
I really can see no requirement for this change, and it's the less skilled players that it's going to hit hardest.
New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
Those numbers seem decent, but keep in mind just getting out of 10m will break it. So really easy counterplay in PvP, but could be nice in PvE.
My concern is, how are magika melees even supposed to proc it? You need to crit with an auto for it to proc. A magika melee has what, 10% physical crit or less? It's going to take forever to proc it. Instead of a ideal 5 out of 15 second uptime, it is going to be more like 5 seconds out of a minute.
New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:
(3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS
With good weaving you should be able to maintain the uptime flawless.
Those numbers seem decent, but keep in mind just getting out of 10m will break it. So really easy counterplay in PvP, but could be nice in PvE.
My concern is, how are magika melees even supposed to proc it? You need to crit with an auto for it to proc. A magika melee has what, 10% physical crit or less? It's going to take forever to proc it. Instead of a ideal 5 out of 15 second uptime, it is going to be more like 5 seconds out of a minute.
Magicka do la with staff so they use mag crit?
Tested it a bit with a template:
3,6k... thats some hot ***^^
ZOS_GinaBruno wrote: »This is the official feedback thread for general combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
@usmcjdkingusmcjdking wrote: »Powerlash and offbalance is utterly broken on PTS @ZOS_GinaBruno
I am having a hard time landing a regular whip between the infinite power lashes. On a stamina dragonknight I might add.
Savos_Saren wrote: »@usmcjdkingusmcjdking wrote: »Powerlash and offbalance is utterly broken on PTS @ZOS_GinaBruno
I am having a hard time landing a regular whip between the infinite power lashes. On a stamina dragonknight I might add.
Are you achieving multiple power lashes on a player or on a test dummy?
If you’re testing on a dummy- try dueling someone to see if it works and if breakfree will grant them an immunity to offbalance.