While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
What a joke.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
DCanadianBacon wrote: »I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
Someone is a little behind on the times......
Shields don't have a cast time anymore, they haven't for almost 2 weeks now.
Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.
Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).
But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.
While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.
Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about.
Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.
DCanadianBacon wrote: »I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
Someone is a little behind on the times......
Shields don't have a cast time anymore, they haven't for almost 2 weeks now.
Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.
Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).
But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.
While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.
Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about.
Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.
We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?
At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits
DCanadianBacon wrote: »I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
Someone is a little behind on the times......
Shields don't have a cast time anymore, they haven't for almost 2 weeks now.
Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.
Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).
But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.
While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.
Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about.
Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.
We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?
At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits
Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.
DCanadianBacon wrote: »I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
Someone is a little behind on the times......
Shields don't have a cast time anymore, they haven't for almost 2 weeks now.
Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.
Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).
But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.
While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.
Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about.
Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.
We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?
At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits
Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.
I've tested it in PTS and its nowhere near smooth as a LA. Certainly not worth removing the 3rd bar for
DCanadianBacon wrote: »I have ~21k of max health with blue food (max health/max magicka), pet and structured entropy slotted.
And I'm an Imperial magsorc (12% max health passive).
This (s)"chitty" shield is going to cost 1s to be conjured, weaker (9~10k hp shield, huge drop), and it can be critted.
While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went.
And there's Dark Exchange, 1s cast time, and then 20s to get the rest of the resources hahah
What a joke.
We don't have any defensive chit anymore
overload nerf that now deals chitty dmg as well
at least remove cast time of dark exchange and shields, awfully disgusting gameplay.
Someone is a little behind on the times......
Shields don't have a cast time anymore, they haven't for almost 2 weeks now.
Dark Exchange rework is more of a buff now imo. 3.6k Mag up front, and an effective 240 more regen that actually ticks for 120 per second, so all your skills will effectively cost 120 less mag for 20 seconds, and you get a free 120 regen between global cooldowns.
Overload rework is good except for the loss of the 3rd bar (that I will admit was a kick in the pants).
But cheesy Overload gank builds needed to die anyways. But don't worry, Overload on mag sorcs with be alive and well, as you can now regen magicka with FREAKING LIGHT ATTACK WEAVES, and you'll still be able to drop an Ice Comet on someone's head once you drop down to 170 ultimate.
While over here on my beloved Stam Sorc I'm forced to run the Heavy Armor meta and completely lost all viable usability from Overload, while every stam class I face is going to be taking 25% less damage from Hurricane, Cleave, Spin-to-Win, and Dawnbreaker.
Oh well, I guess I'll take the Dark Deal buff. Cheaper mag cost and stam recovery that works through sprint and block, which is a small consolation that I can stay optimistic about.
Edit: "While I spend the whole fight trying to break free from nightblade stuns and running around trying to figure out where the heck he went." Okay, you've got a point there. I least I can still Spin-to-Win and Hurricane to keep them out of stealth.
We always had that morph for overload, it's called "Energy Overload", restoring magicka from LA is the default mechanic now?
At least they removed the cast time, but it's still is a big nerf to shields, from ~18k to ~9k and crits
Key word there is weave. The morph is the same but you can weave it with skills now just like a regular light attack.
I've tested it in PTS and its nowhere near smooth as a LA. Certainly not worth removing the 3rd bar for
I don't disagree with either of those things just pointing out to the guy the new functionality
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?
I am not an accountant, with accurate logs of 4 years ago. I used AA gear and, later, Martial Knowledge. I don't think they have changed health / magicka ratio. I did have to regrind AA gear, because my original AA gear was considered a different set than IA we get now.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?
I am not an accountant, with accurate logs of 4 years ago. I used AA gear and, later, Martial Knowledge. I don't think they have changed health / magicka ratio. I did have to regrind AA gear, because my original AA gear was considered a different set than IA we get now.
I remember running 4x Martial Knowledge (with a VR 13 Hand piece at first) and 5x Warlock back then. Good ol times.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?
I am not an accountant, with accurate logs of 4 years ago. I used AA gear and, later, Martial Knowledge. I don't think they have changed health / magicka ratio. I did have to regrind AA gear, because my original AA gear was considered a different set than IA we get now.
I remember running 4x Martial Knowledge (with a VR 13 Hand piece at first) and 5x Warlock back then. Good ol times.
good old times
- Sorcs could streak and were mobile(not snared to dead or stuck in air or snared by gap closing )
- Sorc had some nice melee combos: dawnbreaker+proxi (really punishing against stacked players)
- Sorc had sustain
- Sorc could run dw
- Sorc did not need endless fury to kill something
- Sorc mines were dangerous
- Sorc did not have to farm vDSA for a staff to have a cc since frags did cc
- Sorc had a burst ulti with dawnbreaker that does not warn your enemy
- Sorcs did not have to spam shields every 4 sec out of combat just so a ganker could not instant kill them (It is really tired some to just stand there spamming shields because you know that the nb will just destroy you the moment you did not spam it)
The problem is that developers do not play their own game
Look at non CP PvP (BG's or Cyro) there is no problems with SORC's shields
The hint is clear? I hope
The problem is that developers do not play their own game
Look at non CP PvP (BG's or Cyro) there is no problems with SORC's shields
The hint is clear? I hope
No, there we have a fury problem that steals ppl's kills.
We always have a magsorc problem bro, since 2014 after DK was burried to the ground THIS game has magsorc problems.
Hint, nobody has L2P problems.
BrightOblivion wrote: »If my testing was correct earlier, the sweet spot to avoid the hardened ward bug while still getting as much mag as possible lies between 47,332 and 47,436 max mag. I basically took my standard 'stack max mag" petsorc build with necro, IA, and Ilambris on a bar with shield, liquid lightning, blockade, pet, aegis, and atro, and started fiddling with traits and enchants to lower mag and see if hardened ward worked. It didn't at 47,436. It did at 47,332.
BalticBlues wrote: »It's kinda obvious devs needs to take something away so they're choosing nerfing abilities.
If CP is the problem, instead of crippling the gameplay we love,
ZOS should rather abolish the ill-designed CP system.
What to do with a patient suffering from cancer?
Remove organs and amputate limbs where the cancer spreads to?
Or remove the cancer as the source of the problem?
problem is the game is designed around it, look what happened with the removed the champoin points from morrowind. now no one can sustain. theyve been making content harder to keep up with it and they remove it and were all screwed. not to mention they have nerfed literally everything to the ground to keep up with it
Problem is that people got use to new easier playstyles so quickly they've forgot around what gameplay game was oroginally designed in 2014. It was harsh and punishing , sustain was designed to be hard same as survivality and people really needed to make build decisions instead of brainlesly going for full offensive stats. Everyone cried and still cries that Morrowind nerfed sustain but in reality even after Morrowind sustain was 10 times better then before Tamriel Unlimited. The problem is community is just concerned when there is lot of nerfs at once but is totally ok when we're getting hugely overbuffed which later causes issues. Morrowind nerfs were the resuls of constant buffs we were getting since Tamriel Unlimited release and constant power creep increase caused by that. At certain point champion points combined with constant addition of new better sets and game mechanics improvements started to make content too easy but people simply got used to it and when developer decided to bring game back to the roots with Morrowind everyone started to complain because everyone got used to new easier and faster playstyle. Champion points issue itself is much more complex and to truly balance the game there would be need of huge rework to CP system.
I perfectly recall how it was in 2014, even in beta.
Ignoring the bugs, quest bugs and pets weakness, everything else in ESO felt perfect.
BUT
I did not suffer from regen / sustain at all and I could play smoothly as silk. Which is what originally made ESO a great, AAA MMO.
Sadly they nerfed NPCs so you could solo more than 2 of them (3 of them = you'd die even in simple outworld!) and nerfed Molag Baal to pulp.
Since 2014, ESO is only going DOWN, class gameplay and fun speaking. Only NBs started very mediocre and lackluster and became better. Even PvP was better and way more fluid.
@Vahrokh I think You slightly missed my point. I never said smooth gameplay was impossible before Tamriel Unlimited. I said quote "people really needed to make build decisions instead of brainlesly going for full offensive stats". Not suffering from sustain/regen issues was possible but it had some cost. Base sustain was hard especially in longer fights but You could make it better by building Your character properly and balancing stats out. You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality. That is the difference between now and then. That is the difference I was talking about.
I've done all the trials when we still had veteran levels (look at Alleviant's health bar showing her level).
Back at the time, I've soloed a ton of stuff: all world bosses but 1 and 4 men that did not have switches requiring 2 players and similar.
Never had sustain issues to be honest.
NOTA BENE
All of the above pertains to BEFORE Tamriel Unlimited.
Just in case any ZOS employee is reading this and his finger is already twitching into adding new nerfs.
Ehh I had some hopes but nvm You've missed the point entirely despite my explanation.
Oh, I have perfectly understood you. But you write:You couldnt build setup like the ones that started around 2016 where You heavily almost brainlesly invest into offensive statistics and You still have great sustain and survivality
... and my whole point is that it's simply not true. I've ALWAYS geared for maximum offensive statistics since open beta and it's done very well until today.
It's not pure DPS classes jobs to "be tanky", "slot heal staff" etc. etc. else we'd just be playing WoW druids or something and be hybrids.
The game - like WoW - should just make available proper gear sets to have tanks be optimal at tanking, healers be optimal at healing and DPS be optimal at DPS. Optimal at DPS includes "staying alive" with DPS gear, which so far has been quite possible.
It's been true for 4 years, I don't see why it should suddenly stop now.
Well actually You're lying here because with soft caps You simply couldnt build just for offensive statistics and if You did it was waste of stats. Using reduce cost or magicka regen parts of gear was a thing max magicka/stamina had a cap above whcih it was kinda pointlees to spend additional numbers in it. You simply were unable to stack just dmg stats and just dmg abilities and go for full burst rotation without backing up Your sustain. Telling that before tamriel Unlimited You were able to keep light attack rotation while investing fully into offensive statistics and beeing low health DD is simply a lie which can be disproved easily just by watching any hard mode trial clear video from 2014. I think Your memory can simply not work that great for remembering ESO early days.
I used AA set first and a mashup with Martial Knowledge later. I recall using 1 (one) regen enchant and that's it.
And what was Your max health/stamina/magicka ? Similar ratio to current ones ? Can Youi deny that average DD had around 1/3 more health then offensive resource ? How about wep/spell dmg (staves scaled from wep dmg back then) ? Were You able to reach similar values to current ones ? Also were You able to sustain easily light/medium attack rotation without using spell symetry or fast ulti gen on mag dk ?
I am not an accountant, with accurate logs of 4 years ago. I used AA gear and, later, Martial Knowledge. I don't think they have changed health / magicka ratio. I did have to regrind AA gear, because my original AA gear was considered a different set than IA we get now.