Sabbathius wrote: »Dear ZOS,
You have a serious, serious problem with how you do things. Your PTS cycles are far too short. If this is a "chapter" (in other words a paid expansion sold separately), then treat it as such. Why are we getting DLC-like PTS cycle for a Chapter, that costs considerably more, and thus should have significantly more to test?
Take a hint from other MMO developers. Use Blizzard as an example. They're already testing 6-8 months prior to release. Then, there's several months of beta. Months. Where players can really get in there and test things out. Not like this PTS, when half the stuff isn't in yet, or doesn't work properly yet. And during those months of testing, things get tweaked a little bit, but the game is already in such a state that huge, major changes aren't needed. By contrast, you guys didn't do much balance-wise the last 3 weeks of PTS, and now you're (hopefully!) going to dump some changes on us next Monday, literally 2 weeks from release? With this approach, can anyone be surprised at all the issues people are having?
You guys need to step it up with the quality and length of testing, or you need to slow down the cadence.
Sabbathius wrote: »Take a hint from other MMO developers. Use Blizzard as an example. They're already testing 6-8 months prior to release. Then, there's several months of beta. Months. Where players can really get in there and test things out. Not like this PTS, when half the stuff isn't in yet, or doesn't work properly yet. And during those months of testing, things get tweaked a little bit, but the game is already in such a state that huge, major changes aren't needed. By contrast, you guys didn't do much balance-wise the last 3 weeks of PTS, and now you're (hopefully!) going to dump some changes on us next Monday, literally 2 weeks from release? With this approach, can anyone be surprised at all the issues people are having?
ZOS_GinaBruno wrote: »General
- Fixed an issue where you would be dismounted when weapon swapping, or casting Rapid Maneuvers or its morphs.
No class balance changes. Magic templar have nice summerset because the nerfs. Well nothing new there in years
ZOS, I deeply reviewed all the upcomming sets and set changes and I´d like to raise one question.
Is it intended that nearly all the armor sets and spell-, buff- and game-mechanics force the players to stack and stand close to the mob while fighting a boss mob (in most of the boss fight cases)?
Somehow I would love to see some armor sets and spells that allow the player to play as a real range DD. You should be rewarded to keep the maximum distance between you and the boss mob (or in PVP .. keep max distance to your pvp enemy)
Maybe you could add some kind of light armor that has a five piece bonus like "you gain 700 spelldamage when you hit your enemy from 25m or greater distance .. getting closer to the enemy reduces that gain continously down to 300 spelldamage (at 0m distance to the enemy)"
It makes the healer's job difficult. Heals are directional & aimed and have a limited range, so the healer can't be very far from the the tank. Having to spin around every few seconds to buff or heal someone behind them costs time & resources the healer could be using on the whole group instead.Somehow I would love to see some armor sets and spells that allow the player to play as a real range DD. You should be rewarded to keep the maximum distance between you and the boss mob (or in PVP .. keep max distance to your pvp enemy)
Maybe you could add some kind of light armor that has a five piece bonus like "you gain 700 spelldamage when you hit your enemy from 25m or greater distance .. getting closer to the enemy reduces that gain continously down to 300 spelldamage (at 0m distance to the enemy)"
Septimus_Magna wrote: »
ZOS, I deeply reviewed all the upcomming sets and set changes and I´d like to raise one question.
Is it intended that nearly all the armor sets and spell-, buff- and game-mechanics force the players to stack and stand close to the mob while fighting a boss mob (in most of the boss fight cases)?
Somehow I would love to see some armor sets and spells that allow the player to play as a real range DD. You should be rewarded to keep the maximum distance between you and the boss mob (or in PVP .. keep max distance to your pvp enemy)
Maybe you could add some kind of light armor that has a five piece bonus like "you gain 700 spelldamage when you hit your enemy from 25m or greater distance .. getting closer to the enemy reduces that gain continously down to 300 spelldamage (at 0m distance to the enemy)"
ZOS_GinaBruno wrote: »General
- Fixed an issue where you would be dismounted when weapon swapping, or casting Rapid Maneuvers or its morphs.
This is still a problem. Weapon swap will dismount randomly. Do you require a video?
Joy_Division wrote: »ZOS_GinaBruno wrote: »
- Decreased the damage done by all Light Attacks by approximately 20%.
- Decreased the damage done by all Heavy Attacks by approximately 13%.
I'm confused. Decrease from what? The previous PTS, not Live, correct? What is their damage compared to Live?
Also - why exactly does 2H light attack damage get nerfed (when all other weapons were buffed) with the whole philosophy of "light attacks are meant for damage"? It's inconsistent and I think inconsistencies warrant an explanation.ZOS_GinaBruno wrote: »
Vestment of Olorime: This Item Set has been redesigned.
- OLD:
- 2: Magicka Recovery
- 3: Magicka Recovery
- 4: Max Magicka
- 5: Ground based effect abilities cast apply a healing circle which heals you and your allies standing in the circle for 1032 every 1 second for 5 seconds. This effect can occur every 5 seconds.
- NEW:
- 2: Magicka Recovery
- 3: Minor Aegis
- 4: Magicka Recovery
- 5: Ground based effect abilities cast apply a circle of might on the ground for 10 seconds. Standing inside the circle grants you and your allies Major Courage, which increases your Weapon and Spell Damage by 258 for 30 seconds. 10 seconds cooldown.
I do applaud the effort into changing these unappealing sets and I generally finding the 5 piece bonuses looking interesting at first glance. But...
I don't like the minor trials buffs. I don't. Go ahead and throw rotten fruit at me, but I'm sorry, as a healer I do not have any need for 5% minor aegis (besides it's NOT 5%, it subject to diminishing returns) and would much rather have a traditional bonus. I also don't like these bonuses because they two minor aegis bonuses don't stack. Tanks, do you need or want that minor aegis bonus? I as hoping to use the DPS one in PVP but, nope, can't do that anymore.
Mystrius_Archaion wrote: »FThisIWantALongerNam wrote: »no unique minor buff like every other class, no reason to bring them to any group content over another class
Exactly as it should be and is intended.
The second ANY class is chosen "over another class" is the second that class chosen needs a nerf to bring it back to balanced.
Did nobody ever play on a teeter-totter as a kid or ever hear of the construction tool called "a level"? "Balance" is all about getting all involved sides equal and level, meaning no clear choice which one to go towards/change.
It's ridiculous anybody asking for "a reason to choose my class over another" when that would mean everybody else is out of luck.
You want "unbalanced" like that? Go play a single player game.
SydneyGrey wrote: »That doesn't make sense. Even if you start off a brand new mag character with zero CP, and get him to level 10 and get Maneuver, he'll still have just barely enough stamina to use the skill. That's how it's always been so long as I've been playing.No they didn't. You forgot to allocate you cp
Right now on the PTS, my magicka Altmer nightblade does not have enough stamina to use Maneuver. At all.
I just checked on my live game. In my live game, my magicka-based Altmer has 9550 stamina. (And no, this toon doesn't have any Undaunted passives.) On the test server, my magicka-based Altmer has only 7958 stamina, just under what you need to use Charging Maneuver once, even though she has almost an identical build. I've never had a situation before where a character did not have enough stamina to be able to use Charging Maneuver. Never. Something is weird, here.
ZOS_GinaBruno wrote: »
General
- Decreased the damage done by all Light Attacks by approximately 20%.
- Decreased the damage done by all Heavy Attacks by approximately 13%.
@ZOS_Wrobel Power lash is was too easily avoidable now. First by immunities/range so the cc won't get you, and then by the 3 gcds it takes to hit, you can avoid the setup lash AND the actual one, so 3 easy ways to avoid. Then compare to POTL, where the setups can be dodged, but not the main burst, or frags and merciless, where it can't be stopped from proccing before, but the actual ability can be dodged. The ability also has a cooldown, so it can't be made up for as easily.
Since you won't make it undodgable again, why not make it proc of CC straight away, rather than hitting a set up lash first. That way it can still be evaded before by not being CC'd, and dodged, but will actually hit on a hard CC (Which is less than every 7s, similar to POTLs length)
This can be done by making it so DK CCs automatically apply offbalance, possibly by way of a passive, maybe elder dragon, giving DKs more group support by giving adds the extra 10% exploiter, and making PvE use of lash stay the same. Or it can be changed so lash procs instantly on immobilized enemies. [Alternatively you could keep lash on offbalance, and add lash on CC, again keeping PvE the same during offbalance phases]
Both cases, lash itself wouldn't set offbalance, but would work much more reliably whilst maintaining counters and acting as the defacto finisher of the class.
FrancisCrawford wrote: »Mystrius_Archaion wrote: »FThisIWantALongerNam wrote: »no unique minor buff like every other class, no reason to bring them to any group content over another class
Exactly as it should be and is intended.
The second ANY class is chosen "over another class" is the second that class chosen needs a nerf to bring it back to balanced.
Did nobody ever play on a teeter-totter as a kid or ever hear of the construction tool called "a level"? "Balance" is all about getting all involved sides equal and level, meaning no clear choice which one to go towards/change.
It's ridiculous anybody asking for "a reason to choose my class over another" when that would mean everybody else is out of luck.
You want "unbalanced" like that? Go play a single player game.
Careful. The way you worded that, you were giving an argument that scissors-paper-rock (excuse me: clippers-parchment-soulgem0 is imbalanced.
victoriana-blue wrote: »If that plan drop rate change is significant (so that it's possible to find purple zone plans once in ten hours instead of once in six months), that's going to be awesome.If you put ten pounds of oranges on one side and ten pounds of apples on the other side, that's a better kind of balance: the sides are equally effective as food-weights but you'd eat each kind of fruit differently, and you can choose which one you prefer.Mystrius_Archaion wrote: »FThisIWantALongerNam wrote: »no unique minor buff like every other class, no reason to bring them to any group content over another class
Exactly as it should be and is intended.
The second ANY class is chosen "over another class" is the second that class chosen needs a nerf to bring it back to balanced.
Did nobody ever play on a teeter-totter as a kid or ever hear of the construction tool called "a level"? "Balance" is all about getting all involved sides equal and level, meaning no clear choice which one to go towards/change.
It's ridiculous anybody asking for "a reason to choose my class over another" when that would mean everybody else is out of luck.
You want "unbalanced" like that? Go play a single player game.
(Unless you were being facetious, in which case carry on.)
Pretty sure that you keep the buff for 30 seconds after leaving the olorime ring.