VaranisArano wrote: »For one, the Devs made it clear that the shield nerfs were for PVE and PVP.
Second, most major nerfs are intended for both PVP and PVE. Remember the Great Sustain Nerf of Morrowind? That was for PVP - too many tanky players with high damage and great sustain. It was also for PVE - great sustain makes for high DPS and PVE players were ripping through ZOS' hardest content and calling it easy peasy lemon squeezy.
Third, heavy armor is desirable in PVP because its possible to do decent damage with the resistances of heavy armor. ZOS has been trying to (mostly unsuccessfully) nerf this since Morrowind, so don't hold your breath for that to change.
Fourth, most people think the major expedition nerfs was overkill. But since Swift stacking with other stuff was messing up targeting, it had to get adjusted. Sometimes the devs adjust more than we think is necessary.
After a few months of absence I came back to the forum to inform myself about Murkmire and all I have to say that this is the first dlc I wished we all could just pass and move along like before.
The nerfs to shields and speed-buffs strongly hit PVE-gameplay although they were (badly, imo) designed for PVP!
Shields: First a casting time. You already reverted it, fine, keep that in mind for future nerfs. Nobody wants casting times, they make gameplay feel slower. Now you cut the shield strength in half, which makes the use of shields in PvE content absolutely pointless, as it's a waste of magicka and a skill slot. For PVP even worse: Resistance now adds to the shield strength. Almost everybody already runs a heavy armour build in PVP, why do you have to support them even more? I remember a year or two ago when you decided to do sth about all those heavy armour wearers in PVP. Keep this direction up! Most people don't want eternal duels in Cyrodiil and bgs.
People already mentioned that the shields themselves aren't the problem, but shield stacking is. Make stronger shields overwrite weaker ones and revert all the other changes back to status quo. Problem solved, everyone is happy.
Second address: Nerf of speed buffs. Speed currently is a prob in PVP; you are simply forced to wear swift jewelery. So touch the trait, but leave buffs untouched, because you are hitting PVE players that try to kite or evade dangerous situations in boss fights most! In PVE you don't use swift jewelry, steed and whatever you got, the limited-time-buffs are the only way you have! Leave the greater buffs untouched, adjust the rest. And finally penalise heavy armour wearers in fights, maybe lowering their cap to 25 percent or cut their overall movement speed in half. Either movement or resitance (and gap-closers)!
Two more points: The bear nerf needs sth to even out the suffered nerf to overall dps from wardens. Maybe a weapon respective spell dmg buff while active or upon using the ultimate. Or buff the ultimate. As of now, I fear the extinction of fluffy teddies and streams of tears from their cuddlers. Pet-AI is stupid enough, so warden dmg shouldn't rely on it, thats a point you've got there, though.
Heal morph of twisting path: I like the dmg, heal and speed buff, what I don't like is the new function of lesser/greater evasion. I can easily evade AOE trough some movement and even if you take 1-2 ticks, they are no 1-shotters. Nobody complained about this morph, only little people are even using it (due to some guides), so pls don't touch it. Place the new evasion buff somewhere else, where it doesn't harm anybody. I'd even do without it
Thanks for your attention!
I love how PvE players love to blame PvP for PvE nerfs.
Swift change? Yup that was a PvP change, but you complaining about how it affects PvE really tarnishes your credibility as a serious PvEer.
After a few months of absence I came back to the forum to inform myself about Murkmire and all I have to say that this is the first dlc I wished we all could just pass and move along like before.
The nerfs to shields and speed-buffs strongly hit PVE-gameplay although they were (badly, imo) designed for PVP!
Shields: First a casting time. You already reverted it, fine, keep that in mind for future nerfs. Nobody wants casting times, they make gameplay feel slower. Now you cut the shield strength in half, which makes the use of shields in PvE content absolutely pointless, as it's a waste of magicka and a skill slot. For PVP even worse: Resistance now adds to the shield strength. Almost everybody already runs a heavy armour build in PVP, why do you have to support them even more? I remember a year or two ago when you decided to do sth about all those heavy armour wearers in PVP. Keep this direction up! Most people don't want eternal duels in Cyrodiil and bgs.
People already mentioned that the shields themselves aren't the problem, but shield stacking is. Make stronger shields overwrite weaker ones and revert all the other changes back to status quo. Problem solved, everyone is happy.
Second address: Nerf of speed buffs. Speed currently is a prob in PVP; you are simply forced to wear swift jewelery. So touch the trait, but leave buffs untouched, because you are hitting PVE players that try to kite or evade dangerous situations in boss fights most! In PVE you don't use swift jewelry, steed and whatever you got, the limited-time-buffs are the only way you have! Leave the greater buffs untouched, adjust the rest. And finally penalise heavy armour wearers in fights, maybe lowering their cap to 25 percent or cut their overall movement speed in half. Either movement or resitance (and gap-closers)!
Two more points: The bear nerf needs sth to even out the suffered nerf to overall dps from wardens. Maybe a weapon respective spell dmg buff while active or upon using the ultimate. Or buff the ultimate. As of now, I fear the extinction of fluffy teddies and streams of tears from their cuddlers. Pet-AI is stupid enough, so warden dmg shouldn't rely on it, thats a point you've got there, though.
Heal morph of twisting path: I like the dmg, heal and speed buff, what I don't like is the new function of lesser/greater evasion. I can easily evade AOE trough some movement and even if you take 1-2 ticks, they are no 1-shotters. Nobody complained about this morph, only little people are even using it (due to some guides), so pls don't touch it. Place the new evasion buff somewhere else, where it doesn't harm anybody. I'd even do without it
Thanks for your attention!
After a few months of absence I came back to the forum to inform myself about Murkmire and all I have to say that this is the first dlc I wished we all could just pass and move along like before.
The nerfs to shields and speed-buffs strongly hit PVE-gameplay although they were (badly, imo) designed for PVP!
Shields: First a casting time. You already reverted it, fine, keep that in mind for future nerfs. Nobody wants casting times, they make gameplay feel slower. Now you cut the shield strength in half, which makes the use of shields in PvE content absolutely pointless, as it's a waste of magicka and a skill slot. For PVP even worse: Resistance now adds to the shield strength. Almost everybody already runs a heavy armour build in PVP, why do you have to support them even more? I remember a year or two ago when you decided to do sth about all those heavy armour wearers in PVP. Keep this direction up! Most people don't want eternal duels in Cyrodiil and bgs.
People already mentioned that the shields themselves aren't the problem, but shield stacking is. Make stronger shields overwrite weaker ones and revert all the other changes back to status quo. Problem solved, everyone is happy.
Second address: Nerf of speed buffs. Speed currently is a prob in PVP; you are simply forced to wear swift jewelery. So touch the trait, but leave buffs untouched, because you are hitting PVE players that try to kite or evade dangerous situations in boss fights most! In PVE you don't use swift jewelry, steed and whatever you got, the limited-time-buffs are the only way you have! Leave the greater buffs untouched, adjust the rest. And finally penalise heavy armour wearers in fights, maybe lowering their cap to 25 percent or cut their overall movement speed in half. Either movement or resitance (and gap-closers)!
Two more points: The bear nerf needs sth to even out the suffered nerf to overall dps from wardens. Maybe a weapon respective spell dmg buff while active or upon using the ultimate. Or buff the ultimate. As of now, I fear the extinction of fluffy teddies and streams of tears from their cuddlers. Pet-AI is stupid enough, so warden dmg shouldn't rely on it, thats a point you've got there, though.
Heal morph of twisting path: I like the dmg, heal and speed buff, what I don't like is the new function of lesser/greater evasion. I can easily evade AOE trough some movement and even if you take 1-2 ticks, they are no 1-shotters. Nobody complained about this morph, only little people are even using it (due to some guides), so pls don't touch it. Place the new evasion buff somewhere else, where it doesn't harm anybody. I'd even do without it
Thanks for your attention!