TLDR: I think this whole "issue" is completely blown out of proportion and mostly boils down to people not running intelligent setups, since otherwise I can't really fathom why everyone would keep mentioning "having to be stunned for 5s" since you usually would immediately break free from it.
Mystrius_Archaion wrote: »All in all I think WWs received a major buff, and while I agree that lowering light attack damage shouldn't be the solution to fix the ridiculous PvE DPS they can now achieve (nerfing Blood Moon would be the best course of action), I have to stress just how absolutely devastating this would be to the PvE scene if left as it is on the PTS. It would entirely take away skillful play from stam dps, with the only barriers for entry being: three sets that can be farmed easily and one's natural resistance to carpal tunnel. We're talking at least 45k single target dps by just spamming light attacks. If you don't recognise that as terrible for the health of the endgame community, then just wait and see what happens if it goes live like this..
Actually, it's good for the "health of the endgame community" by bringing in more players who now can hit the dps numbers that would normally get them excluded from endgame groups by default.
Suddenly, the 1% looks like it may grow to a higher number.
@Mystrius_Archaion
Having no skill curve isn't a good thing. Because the end result is that people beat content too quickly for new stuff to arrive and subsequently quit the game. Games whose PvP and PvE endgame communities thrive, do so because there's a progression and something to work towards. If a player with no time invested in a build can beat someone who has spent a long time min/max'ing everything, that is a bad thing.
EDIT: The reason why people call the endgame community "the 1%" is because ZOS actively nurtures a mainly casual audience, and pretty much *** over the entire endgame community once or twice a year. Getting into the endgame scene in ESO isn't any different from most other MMOs, it's just that ZOS don't actively encourage players to become better, so it ends up being only people who enjoy challenges and the prestige of beating something, which in turn creates a super elitist crowd. ZOS constantly rewards and validates its casual audience to such a point that if you start playing the game seriously, you will no longer feel like your voice is listened to and that's why the endgame community is the size it is, not because it's actually difficult to do endgame content. The main challenge in running challenging content is usually always finding enough warm bodies to fill the seats, lol.
TLDR: I think this whole "issue" is completely blown out of proportion and mostly boils down to people not running intelligent setups, since otherwise I can't really fathom why everyone would keep mentioning "having to be stunned for 5s" since you usually would immediately break free from it.
No offense, this point is completely moot. I run a Stamina build, I have Shacklebreaker & Bone Pirate on a Redguard Nightblade with pots that give me bonus stam regen, I know this seems irrelevant because you'd need to have stamina to break free... here's the issue... I rarely run low on resources. I've had times where I've tried to break free from Rune Cage and other CC abilities of the like with almost a full stamina pool, 32k is what I have maximum, I remember specifically trying to break free while I had 30k in my pool at the time and it wouldn't let me. I just had to sit there and take the full weave, other enemy damage and the sorc executes on top of that.
Technically, Rune Cage isn't the issue, it's because of the class that it's on (I still think the undodgable property and range is abit busted, though.) The real issue is it's a sorcerer. Sorcerers are strong as all hell, big shields, 2 executes, curse, simple rotations, pets on top of that they can drop ults while you can't break free for maximum damage. The ability is completely busted BECAUSE of all of this, the reason Fossilize is not as bad, is it's short range and the DK doesn't have nearly as much burst or execute potential as the sorc. I also believe the stun on fossilize breaks once you take a certain amount of damage and then you're rooted but can still cast abilities, I can't remember properly as I haven't played a magicka character in a long time, let alone a mag DK.
Really, break free needs to be fixed, but the ability needs balance and counter-play elements as well. IIRC I said I didn't mind the stun on crystal frag because you can do things to counter it, you can only break free from rune cage, there's no other way to prevent it from hitting you other than immovable pots.
Mystrius_Archaion wrote: »All in all I think WWs received a major buff, and while I agree that lowering light attack damage shouldn't be the solution to fix the ridiculous PvE DPS they can now achieve (nerfing Blood Moon would be the best course of action), I have to stress just how absolutely devastating this would be to the PvE scene if left as it is on the PTS. It would entirely take away skillful play from stam dps, with the only barriers for entry being: three sets that can be farmed easily and one's natural resistance to carpal tunnel. We're talking at least 45k single target dps by just spamming light attacks. If you don't recognise that as terrible for the health of the endgame community, then just wait and see what happens if it goes live like this..
Actually, it's good for the "health of the endgame community" by bringing in more players who now can hit the dps numbers that would normally get them excluded from endgame groups by default.
Suddenly, the 1% looks like it may grow to a higher number.
@Mystrius_Archaion
Having no skill curve isn't a good thing. Because the end result is that people beat content too quickly for new stuff to arrive and subsequently quit the game. Games whose PvP and PvE endgame communities thrive, do so because there's a progression and something to work towards. If a player with no time invested in a build can beat someone who has spent a long time min/max'ing everything, that is a bad thing.
EDIT: The reason why people call the endgame community "the 1%" is because ZOS actively nurtures a mainly casual audience, and pretty much *** over the entire endgame community once or twice a year. Getting into the endgame scene in ESO isn't any different from most other MMOs, it's just that ZOS don't actively encourage players to become better, so it ends up being only people who enjoy challenges and the prestige of beating something, which in turn creates a super elitist crowd. ZOS constantly rewards and validates its casual audience to such a point that if you start playing the game seriously, you will no longer feel like your voice is listened to and that's why the endgame community is the size it is, not because it's actually difficult to do endgame content. The main challenge in running challenging content is usually always finding enough warm bodies to fill the seats, lol.
Well, let's be honest... for a BUSINESS... shouldn't they focus on the people that generate more revenue than those who already have everything so typically spend less on Crown Store items? I think any business would focus on the group that supports them the most financially, that's just smart business... now if ESO was a charity that didn't need an income, then by all means focus on the smallest group. But let's also be further realistic in that ESO is a 'quest-driven' game, in that the majority of players are solo/casual players who spend more time questing than 'end game' or PvP. So again, any business would be smart to focus on their majority player base and making sure they are happy, before worrying about the smaller player percentage.
Mystrius_Archaion wrote: »All in all I think WWs received a major buff, and while I agree that lowering light attack damage shouldn't be the solution to fix the ridiculous PvE DPS they can now achieve (nerfing Blood Moon would be the best course of action), I have to stress just how absolutely devastating this would be to the PvE scene if left as it is on the PTS. It would entirely take away skillful play from stam dps, with the only barriers for entry being: three sets that can be farmed easily and one's natural resistance to carpal tunnel. We're talking at least 45k single target dps by just spamming light attacks. If you don't recognise that as terrible for the health of the endgame community, then just wait and see what happens if it goes live like this..
Actually, it's good for the "health of the endgame community" by bringing in more players who now can hit the dps numbers that would normally get them excluded from endgame groups by default.
Suddenly, the 1% looks like it may grow to a higher number.
@Mystrius_Archaion
Having no skill curve isn't a good thing. Because the end result is that people beat content too quickly for new stuff to arrive and subsequently quit the game. Games whose PvP and PvE endgame communities thrive, do so because there's a progression and something to work towards. If a player with no time invested in a build can beat someone who has spent a long time min/max'ing everything, that is a bad thing.
EDIT: The reason why people call the endgame community "the 1%" is because ZOS actively nurtures a mainly casual audience, and pretty much *** over the entire endgame community once or twice a year. Getting into the endgame scene in ESO isn't any different from most other MMOs, it's just that ZOS don't actively encourage players to become better, so it ends up being only people who enjoy challenges and the prestige of beating something, which in turn creates a super elitist crowd. ZOS constantly rewards and validates its casual audience to such a point that if you start playing the game seriously, you will no longer feel like your voice is listened to and that's why the endgame community is the size it is, not because it's actually difficult to do endgame content. The main challenge in running challenging content is usually always finding enough warm bodies to fill the seats, lol.
Well, let's be honest... for a BUSINESS... shouldn't they focus on the people that generate more revenue than those who already have everything so typically spend less on Crown Store items? I think any business would focus on the group that supports them the most financially, that's just smart business... now if ESO was a charity that didn't need an income, then by all means focus on the smallest group. But let's also be further realistic in that ESO is a 'quest-driven' game, in that the majority of players are solo/casual players who spend more time questing than 'end game' or PvP. So again, any business would be smart to focus on their majority player base and making sure they are happy, before worrying about the smaller player percentage.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »All in all I think WWs received a major buff, and while I agree that lowering light attack damage shouldn't be the solution to fix the ridiculous PvE DPS they can now achieve (nerfing Blood Moon would be the best course of action), I have to stress just how absolutely devastating this would be to the PvE scene if left as it is on the PTS. It would entirely take away skillful play from stam dps, with the only barriers for entry being: three sets that can be farmed easily and one's natural resistance to carpal tunnel. We're talking at least 45k single target dps by just spamming light attacks. If you don't recognise that as terrible for the health of the endgame community, then just wait and see what happens if it goes live like this..
Actually, it's good for the "health of the endgame community" by bringing in more players who now can hit the dps numbers that would normally get them excluded from endgame groups by default.
Suddenly, the 1% looks like it may grow to a higher number.
@Mystrius_Archaion
Having no skill curve isn't a good thing. Because the end result is that people beat content too quickly for new stuff to arrive and subsequently quit the game. Games whose PvP and PvE endgame communities thrive, do so because there's a progression and something to work towards. If a player with no time invested in a build can beat someone who has spent a long time min/max'ing everything, that is a bad thing.
EDIT: The reason why people call the endgame community "the 1%" is because ZOS actively nurtures a mainly casual audience, and pretty much *** over the entire endgame community once or twice a year. Getting into the endgame scene in ESO isn't any different from most other MMOs, it's just that ZOS don't actively encourage players to become better, so it ends up being only people who enjoy challenges and the prestige of beating something, which in turn creates a super elitist crowd. ZOS constantly rewards and validates its casual audience to such a point that if you start playing the game seriously, you will no longer feel like your voice is listened to and that's why the endgame community is the size it is, not because it's actually difficult to do endgame content. The main challenge in running challenging content is usually always finding enough warm bodies to fill the seats, lol.
Well, let's be honest... for a BUSINESS... shouldn't they focus on the people that generate more revenue than those who already have everything so typically spend less on Crown Store items? I think any business would focus on the group that supports them the most financially, that's just smart business... now if ESO was a charity that didn't need an income, then by all means focus on the smallest group. But let's also be further realistic in that ESO is a 'quest-driven' game, in that the majority of players are solo/casual players who spend more time questing than 'end game' or PvP. So again, any business would be smart to focus on their majority player base and making sure they are happy, before worrying about the smaller player percentage.
And this is why I posted my previous post about "the werewolf easy high dps is a good thing", which is quoted above.
It gets more people easier access, not super easy perfect, to the endgame content. They can actually decide if they want to do it or not rather than stop at "I would never get a group" and not even try.
Also, that specific werewolf rotation isn't likely as easy as people think and still requires doing endgame content for the specific setup to work. It's not guaranteed easy mode, but it is something to work for.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst, but when the Sorc gets another 2.5 seconds free damage that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to outlast and whittle down opponents, not line up a 1 sec burst of 20K damage that then procs a 6-8K auto execute that was applied before the burst even started.itscompton wrote: »Emma_Overload wrote: »Rune Cage is pretty much reverted to pre summerset. So everyone can stop complaining about a skill that wasn't complained about for the 6 months prior.
Not really. Old RC was dodgeable and it would break on the next direct damage.
In crowded fights it basically meant free CC immunity for the enemy
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
What makes you assume you can beak out in 2.5 seconds but not in 5 seconds?
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
God forbid an offensive set is a threat to anyone. Clearly, it wasn't nerfed properly yet.JPcrazysquirrel3 wrote: »The other thing that bothers me about the Wizard's Riposte nerf is that ZOS didn't even bother giving a proper nerf to Sload's. It will still be a threat to magicka builds and they decided that a magicka class's one set to defend against Sload's was nerf worthy.