Lightspeedflashb14_ESO wrote: »mr_wazzabi wrote: »mr_wazzabi wrote: »Stupid that it's a 4man. We already have dsa. A 2man arena would have been awesome.
I know eso doesn't have 2 man content right now, but this could have opened the door for more to come.
No, it's not stupid. 4-man was the only way to go.
Think about it from a design standpoint. Okay, it's 2-man, great. Um, what's the group composition? 2x DD? Tank + DD? Healer + DD? If it's doable by 2x DD, then why would anyone want to bring a tank or a healer? You're also extremely limited in what kinds of mechanics that you can do if the content is designed to be done tankless.
If you add things that must be tanked, then what? Are you going to make content that makes all the healers felt left out? vMA v2 for the support roles. Are there even enough tanks to support a 1-to-1 tank-to-DD ratio?
You simply cannot design challenging and compelling mechanics and fights with just two people. You need 4. It had to be 4. The people calling for 2 never thought it through rationally.
Vma is the same. Everybody is a dd
For a 2man I would do 1dd, 1 healer. 1dd, 1tank would work too
With the difference noone expect solo content to be for tanks or healers. Yes You can go there with more tanky or surviving setup yet solo content have its own rules but when it comes to group content it's totally different story. When You come solo into the content it's pretty straight forward You'll have to do dmg to kill enemies , You cannot expect to tank them or heal them to death but when You come into group content You expect certain mechanics requiring certain group composition.
With 2 man content certain compositions will be always better then others which will discriminate other builds and roles and when in vMA You can create separate leaderboard for classes which prevents certain setups from feeling non competitive and left behind in group content it's much harder to do. It would basicly require to make few separate versions of same areana just to make it similarly competitive for different roles compositions. Like @code65536 previously said if You could do this 2 man content in 2 DDs team why would You want to bring healer or tank , if tank would be required then healers would be left behind and vice versa. So if You would want to make it competitve for everyone You would have to make atleast versions for 2x DD , DD+tank , DD+healer and later differencesd between classes comes to play because in 2 man content You can still feel class disbalance. Two man content idea looks nice only on the paper but in reality it raises lot of issues since group content have certain rules that cannot be bypassed and when you try to bypass them then there is a lot of mess and shortcuts on the way.
Why does it have to be either DD or tank or healer. Why cant it be content that requires something more from the players for example a DD that can take some hits or a tank that can heal or anything for that matter. You know, something different, something actually compelling and fun that isnt the same crap like everything else.
Because some of us don't like the way roles are blurred, some of us only want to play healer, some of us only want to play tank. Some of us only want to worry about killing things. All classes can be what you are saying, a tanky self healing damage dealer, some more then others and a lot of the time in this game, that is the best way to play. Look at all the threads that are saying tank(who is really just there to hold the bosses still and stack mobs for the dps to burn) and 3 DPS is the only way to go. We need more content that makes tanks be tanks and healers be healers. Not just a blur between them.
6 second major vitality.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
mr_wazzabi wrote: »
6 second major vitality.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
Logic.
mr_wazzabi wrote: »mr_wazzabi wrote: »Stupid that it's a 4man. We already have dsa. A 2man arena would have been awesome.
I know eso doesn't have 2 man content right now, but this could have opened the door for more to come.
No, it's not stupid. 4-man was the only way to go.
Think about it from a design standpoint. Okay, it's 2-man, great. Um, what's the group composition? 2x DD? Tank + DD? Healer + DD? If it's doable by 2x DD, then why would anyone want to bring a tank or a healer? You're also extremely limited in what kinds of mechanics that you can do if the content is designed to be done tankless.
If you add things that must be tanked, then what? Are you going to make content that makes all the healers felt left out? vMA v2 for the support roles. Are there even enough tanks to support a 1-to-1 tank-to-DD ratio?
You simply cannot design challenging and compelling mechanics and fights with just two people. You need 4. It had to be 4. The people calling for 2 never thought it through rationally.
Vma is the same. Everybody is a dd
For a 2man I would do 1dd, 1 healer. 1dd, 1tank would work too
With the difference noone expect solo content to be for tanks or healers. Yes You can go there with more tanky or surviving setup yet solo content have its own rules but when it comes to group content it's totally different story. When You come solo into the content it's pretty straight forward You'll have to do dmg to kill enemies , You cannot expect to tank them or heal them to death but when You come into group content You expect certain mechanics requiring certain group composition.
With 2 man content certain compositions will be always better then others which will discriminate other builds and roles and when in vMA You can create separate leaderboard for classes which prevents certain setups from feeling non competitive and left behind in group content it's much harder to do. It would basicly require to make few separate versions of same areana just to make it similarly competitive for different roles compositions. Like @code65536 previously said if You could do this 2 man content in 2 DDs team why would You want to bring healer or tank , if tank would be required then healers would be left behind and vice versa. So if You would want to make it competitve for everyone You would have to make atleast versions for 2x DD , DD+tank , DD+healer and later differencesd between classes comes to play because in 2 man content You can still feel class disbalance. Two man content idea looks nice only on the paper but in reality it raises lot of issues since group content have certain rules that cannot be bypassed and when you try to bypass them then there is a lot of mess and shortcuts on the way.
Why does it have to be either DD or tank or healer. Why cant it be content that requires something more from the players for example a DD that can take some hits or a tank that can heal or anything for that matter. You know, something different, something actually compelling and fun that isnt the same crap like everything else.
6 second major vitality.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
Logic.
6 second major vitality.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
Logic.
Most people who use Ward don't use any other major source of healing.
Logic.
Tommy_The_Gun wrote: »Wonder If they will introduce group finder for arenas... it would be great...
mr_wazzabi wrote: »mr_wazzabi wrote: »Stupid that it's a 4man. We already have dsa. A 2man arena would have been awesome.
I know eso doesn't have 2 man content right now, but this could have opened the door for more to come.
No, it's not stupid. 4-man was the only way to go.
Think about it from a design standpoint. Okay, it's 2-man, great. Um, what's the group composition? 2x DD? Tank + DD? Healer + DD? If it's doable by 2x DD, then why would anyone want to bring a tank or a healer? You're also extremely limited in what kinds of mechanics that you can do if the content is designed to be done tankless.
If you add things that must be tanked, then what? Are you going to make content that makes all the healers felt left out? vMA v2 for the support roles. Are there even enough tanks to support a 1-to-1 tank-to-DD ratio?
You simply cannot design challenging and compelling mechanics and fights with just two people. You need 4. It had to be 4. The people calling for 2 never thought it through rationally.
Vma is the same. Everybody is a dd
For a 2man I would do 1dd, 1 healer. 1dd, 1tank would work too
With the difference noone expect solo content to be for tanks or healers. Yes You can go there with more tanky or surviving setup yet solo content have its own rules but when it comes to group content it's totally different story. When You come solo into the content it's pretty straight forward You'll have to do dmg to kill enemies , You cannot expect to tank them or heal them to death but when You come into group content You expect certain mechanics requiring certain group composition.
With 2 man content certain compositions will be always better then others which will discriminate other builds and roles and when in vMA You can create separate leaderboard for classes which prevents certain setups from feeling non competitive and left behind in group content it's much harder to do. It would basicly require to make few separate versions of same areana just to make it similarly competitive for different roles compositions. Like @code65536 previously said if You could do this 2 man content in 2 DDs team why would You want to bring healer or tank , if tank would be required then healers would be left behind and vice versa. So if You would want to make it competitve for everyone You would have to make atleast versions for 2x DD , DD+tank , DD+healer and later differencesd between classes comes to play because in 2 man content You can still feel class disbalance. Two man content idea looks nice only on the paper but in reality it raises lot of issues since group content have certain rules that cannot be bypassed and when you try to bypass them then there is a lot of mess and shortcuts on the way.
Why does it have to be either DD or tank or healer. Why cant it be content that requires something more from the players for example a DD that can take some hits or a tank that can heal or anything for that matter. You know, something different, something actually compelling and fun that isnt the same crap like everything else.
Compelling and fun are subjective terms. Current DDs can take some hits same as current tanks can heal and they dont have to make any special investments for that. Your ideas are nothing new. It wouldnt be something different or new that would be excatly "same crap like everything else" just more imbalanced.
Like I said previously 2 man content idea looks nice only on the paper.
The arena should have been a 1-4 player arena that scales based on the number of players entering the arena. That's the problem with this game, there are no options. In this case, it's 4 players or nothing.
A lot of people don't seem to like that it's a four-man arena but I do. They stated in the live stream that it's only 5 stages and has sigils similar to vMA in attempt to make it around 30-40 minute runs. Not too shabby in my opinion.
exeeter702 wrote: »
Ragnarock41 wrote: »6 second major vitality.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
Logic.
Most people who use Ward don't use any other major source of healing.
Logic.
How does that justify 6 seconds of a buff that is ridicilously powerful?
And stop typing logic like your post has so much of it.
exeeter702 wrote: »
Then who is it intended for? Because healers who use healing ward aren't going to heal the people they just put it on because then they'll just be overheating which is a no-no
exeeter702 wrote: »
Then who is it intended for? Because healers who use healing ward aren't going to heal the people they just put it on because then they'll just be overheating which is a no-no
Joy_Division wrote: »Who cares game is broken
I do. I have fun playing the game.Silver_Strider wrote: »Ward lasts 6 seconds.
Buff lasts 3 seconds.
Logic.
If you can't see how strong the weapon already is, you're not being logical.
I agree.
It is already difficult for many to arrange a Dragonstar arena run, so adding this new arena which will ONLY be available by grouping is a bad design and will lock the content and the strong items behind an unbreakable barrier.
@ZOS_GinaBruno A small suggestion - It will be great if you will add difficulty scaling to Dragonstar and Blackrose arenas so fewer players than 4(even solo) will be able to complete those arenas(on all modes).
Content such as arenas should be available to all players, no matter if they are grouped or not.
The achievements should indicate the mode the arena was completed on.
Unbreakable? Overly dramatic much?
Tell me, how exactly do you scale 4 person content to be done by 1 person? You'd have to totally change every single boss and eery single mechanic they have because bosses in one person content can be "tanked" by a glass canon DPS whereas in 4 person content, it needs to provide an actual challenge if real tanks are to be necessary and be desired for the content (a problem ESO already has, especially with healers not feeling welcome in a lot of content). It's not just a matter of adjusting health and damage. In essence, ZoS would have had to make 4 different instances, which would have taken much longer.
It's an MMO. It not unreasonable nor is it an "unbreakable barrier" to make content for groups of 4.
We already have group dungeons, trials etc. which is intended for groups.
I believe arena type of content should have difficulty scaling option for 1-3 players(if not 4 players are in group).
All group arena content should allow the option to solo it.
Leaderboard scoring could have different options, solo, 2 players, 3 players and full group.
Does it require more work on behalf of the development team ? definitely, but it will be worth it.Facefister wrote: »Aka "I want stuff without doing something for it"I'm so happy! I can sell it for 82 gold via vendor!
Welcome to Uppercut's Cyrodiil train!The arena should have been a 1-4 player arena that scales based on the number of players entering the arena. That's the problem with this game, there are no options. In this case, it's 4 players or nothing.
I agree.
It is already difficult for many to arrange a Dragonstar arena run, so adding this new arena which will ONLY be available by grouping is a bad design and will lock the content and the strong items behind an unbreakable barrier.
@ZOS_GinaBruno A small suggestion - It will be great if you will add difficulty scaling to Dragonstar and Blackrose arenas so fewer players than 4(even solo) will be able to complete those arenas(on all modes).
Content such as arenas should be available to all players, no matter if they are grouped or not.
The achievements should indicate the mode the arena was completed on.
Get a decent guild. Anyone who is able to play his/her role above average can finish vDSA.
Easy to say than done.
The elites who are in the closed elite guilds always say the same
The majority of ESO player base are not in elite PVE guilds.
I'm not claiming the arenas should be casual, I ask that it should be scaled for 1-3 players too, besides the 4 players option.
It can also be challenging and more enjoyable for some
exeeter702 wrote: »exeeter702 wrote: »
Then who is it intended for? Because healers who use healing ward aren't going to heal the people they just put it on because then they'll just be overheating which is a no-no
Ward ally plus
Matriarch burst
Cauterize
Obsidian shard
Healthy offering
Bol
Shrooms
Point is, healers dont rely on HW when they run other burst heals. This weapon opens alot of doors when using ward ally for healers that run the various skill above.
If you are using HW as your primary selfish defensive option (which is very unreliable in pvp mind you) this staff will serve you no purpose. If you are using HW as a buffer to let you other heals work to keep people up, they are going to benefit from the major vitality regardless.