Durok’s Bane: Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
[removed bashing comment] It's clear they are making changes, just to make changes and not listening to a lot of what the Class Reps had to say. They also aren't taking a lot of the PVE community into consideration with these changes.
If they REALLY want to balance this game, they need to go back and seperate the PVP and PVE game structures so they do not affect one another. THAT is the only way this game is EVER going to be balanced.
For every PVP change they make, they end up nerfing PVE characters... characters that actually need to be buffed, without going back and fixing the higher damage enemies in end game to match those nerfs. Players are getting sick and tired of it.
@ZOS_GinaBruno
Radiant Destruction: Increased the maximum bonus execute damage dealt by this ability and its morph to 400% from 330%.
How the hell can you guys buff this RANGED execute while you have classes like stam sorc with almost nothing in their class skills. I dont think you guys understand how strong ranged executes are. In pvp or pve for that matter. But especially in pvp...
Like this actually made me laugh that you guys are buffing radient.. Like whhhaaaat????? IT NEEDS TO BE NERFED NOT BUFFED!
If someone is going to have the luxury of sitting in a zerg, or sitting far away from me, spamming a *** ranged execute, why should they have more damage than a melee? Why? They have no risk sitting far away i take all the risk with melee executing. Again in pvp or pve..
Same goes for sorcs. How you guys dont see that ranged executes are broken strong is insane. And they have more bonus damage than executioner. lol what a joke.
Twohothardware wrote: »Durok’s Bane: Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
I'm curious how this makes any real difference if theres no real cooldown and can be re-applied every 1 second.
ProbablePaul wrote: »
But, it would be silly for them to alienate the PvP population by forcing them to learn two different sets of mechanics, just so some people don't have to adapt to new challenges as the game evolves.
ProbablePaul wrote: »
[removed bashing comment] It's clear they are making changes, just to make changes and not listening to a lot of what the Class Reps had to say. They also aren't taking a lot of the PVE community into consideration with these changes.
If they REALLY want to balance this game, they need to go back and seperate the PVP and PVE game structures so they do not affect one another. THAT is the only way this game is EVER going to be balanced.
For every PVP change they make, they end up nerfing PVE characters... characters that actually need to be buffed, without going back and fixing the higher damage enemies in end game to match those nerfs. Players are getting sick and tired of it.
It's not the PvP community's fault that you are frustrated, nor is it their fault that the dev's are changing the game in ways you don't like. You're perspective is ill-informed and fueling a futile argument.
First, you do understand that this game was originally planned to be heavily focused on PvP? ESO takes a lot of inspiration from a best selling PvP game (Dark Age of Camelot), and marries it with the adventure of one of the best selling exploration RPG franchises (The Elder Scrolls). Granted, it doesn't seem that way, as ZOS has limited the growth of PvP elements, and it seems neglected, and probably unimportant to PvE players like yourself. But, it would be silly for them to alienate the PvP population by forcing them to learn two different sets of mechanics, just so some people don't have to adapt to new challenges as the game evolves. Not to mention it would stifle development. Second, the person who is directing ESO (Matt Firor) designed and produced some of the elements in Dark Age of camelot, which was a game focused primarily around PvP. The relationship between PvP and PvE worked there, because each community relied on each other to be successful in a lot of cases, regardless of what they were doing. A few examples of that; the bonuses from scrolls - known as relics in Dark Age - affected populations in PvE environments as well as PvP, these bonuses were great during raids; also, some of the best gear was obtained by going into dungeons that were PvP enabled, but could only be entered by the realm with the most keeps in RvR. PvP players also relied on PvE players to do large scale PvE events. This all worked really well, because the PvE community counted on the PvP community, and vice versa, encouraging their cooperation. So, a huge problem is that the PvP community and PvE community don't really need one another to move forward, and as you've suggested, one hinders the other.
But that's not the case, ZOS has to cater to the broader audience (investors want monay) which is, unfortunately for me, PvE players. In the past the broader audience of this genre was mostly PvP players, but now we're the minority, and if it's not TES fanbois, then the PvP community still might hold the torch as the core audience. But, we don't get to be the focus of development that you accuse us of, the cancellation of the rest of the justice system is evidence of this.
Hopefully, all of this serves as proof to you that the PvE base is already winning, as the game has been slowly shifting from being more PvP oriented, to more PvE oriented since launch. PvP is, and will continue to take the back seat, but ZOS won't ever do something that could drive away a core portion of the audience. So stop it with this pointing the finger b/s.
ProbablePaul wrote: »
[removed bashing comment] It's clear they are making changes, just to make changes and not listening to a lot of what the Class Reps had to say. They also aren't taking a lot of the PVE community into consideration with these changes.
If they REALLY want to balance this game, they need to go back and seperate the PVP and PVE game structures so they do not affect one another. THAT is the only way this game is EVER going to be balanced.
For every PVP change they make, they end up nerfing PVE characters... characters that actually need to be buffed, without going back and fixing the higher damage enemies in end game to match those nerfs. Players are getting sick and tired of it.
It's not the PvP community's fault that you are frustrated, nor is it their fault that the dev's are changing the game in ways you don't like. You're perspective is ill-informed and fueling a futile argument.
First, you do understand that this game was originally planned to be heavily focused on PvP? ESO takes a lot of inspiration from a best selling PvP game (Dark Age of Camelot), and marries it with the adventure of one of the best selling exploration RPG franchises (The Elder Scrolls). Granted, it doesn't seem that way, as ZOS has limited the growth of PvP elements, and it seems neglected, and probably unimportant to PvE players like yourself. But, it would be silly for them to alienate the PvP population by forcing them to learn two different sets of mechanics, just so some people don't have to adapt to new challenges as the game evolves. Not to mention it would stifle development. Second, the person who is directing ESO (Matt Firor) designed and produced some of the elements in Dark Age of camelot, which was a game focused primarily around PvP. The relationship between PvP and PvE worked there, because each community relied on each other to be successful in a lot of cases, regardless of what they were doing. A few examples of that; the bonuses from scrolls - known as relics in Dark Age - affected populations in PvE environments as well as PvP, these bonuses were great during raids; also, some of the best gear was obtained by going into dungeons that were PvP enabled, but could only be entered by the realm with the most keeps in RvR. PvP players also relied on PvE players to do large scale PvE events. This all worked really well, because the PvE community counted on the PvP community, and vice versa, encouraging their cooperation. So, a huge problem is that the PvP community and PvE community don't really need one another to move forward, and as you've suggested, one hinders the other.
But that's not the case, ZOS has to cater to the broader audience (investors want monay) which is, unfortunately for me, PvE players. In the past the broader audience of this genre was mostly PvP players, but now we're the minority, and if it's not TES fanbois, then the PvP community still might hold the torch as the core audience. But, we don't get to be the focus of development that you accuse us of, the cancellation of the rest of the justice system is evidence of this.
Hopefully, all of this serves as proof to you that the PvE base is already winning, as the game has been slowly shifting from being more PvP oriented, to more PvE oriented since launch. PvP is, and will continue to take the back seat, but ZOS won't ever do something that could drive away a core portion of the audience. So stop it with this pointing the finger b/s.
For the love of god, stop making changes that encourage zerging/stacking numbers. we already know the servers can't handle it, knock it off.
In order to stop the zergers ZOS needs to drastically debuff AOE damage and heals. Right now AOE damage and heals are almost as strong as singel target but a lot easier to use because you don't have to put yourself in danger... just sit inside your comfy zerg and spin to win!
Not to mention but I am pretty sure the more AOE's being used means the servers have to work harder for the calculations.. causing more stress and load on the servers.
I also understand that strong AOE damage and healing is needed in PVE so all ZOS would need to do is change all AOE to be 50% less effective to players. It can remain 100% effective against NPC's.
NupidStoob wrote: »
Or you simply learn how to deal with shields. Oblivion damage is rather new in the game and people were able to deal with shields before that too. Every form of defense in this game is annoying for those who can't deal with it. Permablock, roll dodging, insane heals, reflects, speed, immovability...
Then, by that logic, learn how to deal with oblivion damage.
ZOS_GinaBruno wrote: »
General
- Added a new Housing Permission called "Limited Visitor". Limited Visitors cannot adjust your lights or other adjustable furnishings.
- Fixed an issue where, if a decorator moved an Assistant in a home after another player moved that Assistant, the Assistant would refuse to interact with anyone. They are now sworn to carry the burdens of even the most indecisive decorators.
- Employers of Tythis Andromo, Nuzimeh, and Pirharri, rejoice! Thanks to recent updates to labor laws, any Assistants placed in a home will now turn to face you when you speak to them.
Homes
- Some of the pews in the Alinor Crest Townhouse were rotated incorrectly in the default template. They will now be properly rotated for any newly-purchased Townhouses (but existing Townhouses’ furniture placement will not be touched).
- Fixed an issue where the closing doors of the Princely Dawnlight Estate would block the camera while in third-person mode.