/signed. The biggest problem by far in this aspect though, is that snares are on literally everything and are completely without cooldown. If I would have my way, snares whould be a single purpose skill, not being tied to frakking spammables and ranged dots, and especially not to skill trees (looking at you, warmth passive). Reducing the duration is kind of pointless when you can just reapply them at will. This is terrible, terrible design and I have hated spammable snares in every other mmo I have played.
Sorry, I don't miss the speed meta so I can honestly say I disagree. Considering even on live right now with only 30% speed increase the target system is buggy when you move a certain way I'm not discussing on the forums, I don't think anyone should have it 100% up without REAL sacrifice.
Also, you can call yourself whatever you want and try to act like those pots weren't overpowered before Summerset, but if that is so, why does it make such a large difference in your gameplay? Why do you need to crutch on it if its not overpowered? If it's the sole difference between you winning or dying 1vX what does that really say about it?
The forums always are entertaining...Watch someone call me a noob or a zergling, can't wait to
HeroOfNone said that we have to be more skilled and tactical in 1vX and it shouldn't be easy. L O effing L. Who in the world said it was easy. I've been 1vXing in Sotha Sil ever since before Morrowind and I want to ask you 1 question. Have you seen the changes to the game ever since morrowind? The best patch was Clockwork City (if i'm not mistaken) cause it encouraged some non proc play but every other patch ever since One Tamriel has been proc heavy and less about skill. That sent 1vX down in the gutters. In the current patch you have dual wield users proccing their enchants every 2 seconds (or 1 if using Torug's Pact) which is arguably worse than the viper sting meta and, of course, the main skill that applies these is giving you a FIFTY PERCENT SNARE. When they implement stuff that require 0 effort and have high dps output we can't talk about skill. Speed is needed as a counterplay because right now there is none. Penetration is stronger bleeds are stronger so if a solo player can't reach line of sight easily to recover he's done, spent, down and out. Imagine that a singe rending slash has a 10k dps output on the span of it's duration on a dummy (which it does) and then u attack that player with a single target spammable ability, then place 3-4 more players attacking that same person regardless of class (doesnt have to be the same bleed set up I mentioned, just random players with half decent setups even). What I'm actually talking about here isn't like: "Aw you nerfed speed and my class blablabla". I'm saying that they've taken our way to fight back unless we do the same cheesy builds that you see all over the forums now. I've put a similar build together with 25% more speed ALL THE TIME but it's pure cheese and whoever fights it is going to feel it be it magicka or stamina but this isn't a good thing for pvp.
This is the overarching idea I have been so unsuccessfully trying to convey, 100% up time is not a buff by definition, it is just part of the character. Sure you may have to drink a potion every 35 seconds by hitting q, but its not the same thing as any other buff in the game, and if this buff is so important that people literally can not play the game in the way that they were used to playing it. Objectively that had to be addressed for the overall health of the game.
Did anyone say anything about it being easy? No.
HeroOfNone wrote: »Now if you want to 1vX you'll have to be a bit more skilled and tactical. The sets and pots you use won't do it for you. I like this sort of change where a majority can't simple 1vX players based on a few tactics. I'm not totally against 1vX players, but it shouldn't be easy either.
HeroOfNone wrote: »HeroOfNone said that we have to be more skilled and tactical in 1vX and it shouldn't be easy. L O effing L. Who in the world said it was easy. I've been 1vXing in Sotha Sil ever since before Morrowind and I want to ask you 1 question. Have you seen the changes to the game ever since morrowind? The best patch was Clockwork City (if i'm not mistaken) cause it encouraged some non proc play but every other patch ever since One Tamriel has been proc heavy and less about skill. That sent 1vX down in the gutters. In the current patch you have dual wield users proccing their enchants every 2 seconds (or 1 if using Torug's Pact) which is arguably worse than the viper sting meta and, of course, the main skill that applies these is giving you a FIFTY PERCENT SNARE. When they implement stuff that require 0 effort and have high dps output we can't talk about skill. Speed is needed as a counterplay because right now there is none. Penetration is stronger bleeds are stronger so if a solo player can't reach line of sight easily to recover he's done, spent, down and out. Imagine that a singe rending slash has a 10k dps output on the span of it's duration on a dummy (which it does) and then u attack that player with a single target spammable ability, then place 3-4 more players attacking that same person regardless of class (doesnt have to be the same bleed set up I mentioned, just random players with half decent setups even). What I'm actually talking about here isn't like: "Aw you nerfed speed and my class blablabla". I'm saying that they've taken our way to fight back unless we do the same cheesy builds that you see all over the forums now. I've put a similar build together with 25% more speed ALL THE TIME but it's pure cheese and whoever fights it is going to feel it be it magicka or stamina but this isn't a good thing for pvp.
Sorry you took the one comment:
"I'm not totally against 1vX players, but it shouldn't be easy either."
As meaning all 1vXers had it easy.
They haven't since ZOS took away a lot of the 1 shot builds that made Cyrodiil more like a counterstrike game. This comment in context was meant more that while I like seeing certain skills and sets lowered so we don't see over powered builds I'm not against seeing some 1vX builds- as long as its not easy.
Prior to last patch most players were running similar tactics and builds based around quick escapes to make up for reckless moves, bad plays, etc. That few nonspeed running characters were using. Like yodased has made a point of, a 100% speed uptime is more of a passive than an activatable skill that could be properly countered.
Now that margin is tighter and more of a challenge. It will not something to simply try and reset, you'll have to see players really commit to it and know what their doing Otherwise their mistakes will cost just as much as the people they are trying to fight, who are at an advantage numbers wise.
Now the issues with builds being too strong, as I agreed with torag's pact being over powered this patch, is an issue to address with the builds, not the speed. Even with the higher speed for example you'd still have infused torag's over performing given the changes with back bar procs. That stuff should be balanced and addressed. But keep in mind any tweaks you make there to weaken or strengthen a solo could do the same for a group.
Flame_of_Hades wrote: »i love this thread. its great. i knew the swift nerfs were coming, so i build my speedBlade (scummy, ik) with jailbreakers. i lost a total of 12% speed, so, what am i going to do? dodgeroll with a bow. wow, im back at speed cap!
does this mean that my damage is lower than most stam players? yes. but it SHOULD be, because i can move that fast.
I built for speed, if you want to move around stupid fast, you can do it as well. just drop x damage set for jail breakers, or drop your mundus for the steed. gone are the days of max damage max speed DB teams. have fun.
--- sincerely, a very annoyed magDk that constantly had people run from him 1v1.
Flame_of_Hades wrote: »i love this thread. its great. i knew the swift nerfs were coming, so i build my speedBlade (scummy, ik) with jailbreakers. i lost a total of 12% speed, so, what am i going to do? dodgeroll with a bow. wow, im back at speed cap!
does this mean that my damage is lower than most stam players? yes. but it SHOULD be, because i can move that fast.
I built for speed, if you want to move around stupid fast, you can do it as well. just drop x damage set for jail breakers, or drop your mundus for the steed. gone are the days of max damage max speed DB teams. have fun.
--- sincerely, a very annoyed magDk that constantly had people run from him 1v1.
Major expedition isn't really that fast, its just fast enough to compete with the 15 people chasing you with rapids being spammed. I think it only became a problem when people easily hit the speedcap with swift and didn't even need to sprint.
Far too long has alchemy been the bane of pvp.
Sure, you can say that the system allows for small scale and tree circiling, but thats not the overarching goal of openworld pvp.
The biggest problem is people got used to being on their zoom characters and loved the advantage it gave them over magicka classes.
Having major expedition, during combat, at 90-100% uptime is unbalanced and skewed.
Add into that several seconds of cc immunity with and a large boost to health regen and now its possible to not only be almost twice as fast, but also umable to be slowed down.
Remove your feelings and attachment to alchemy and honestly ask yourself, how is this "balanced".
Just because you can choose to not join a group and play by yourself does not mean you deserve a crutch to help you.
If you really are that talented to be able to fight solo, then you will adapt your strategy. If you find yourself unable to fight 5 or 6 people and win without speed pots, then it was speed pots making you able to do this, not skill.
The game is marketed towards, and paid for, by casual players. You know, the ones that all 1vX players dream about. If removing 100% uptime from major expedition makes it harder for you or any one person to kill a group of these money spenders, bet your ass they will do whatever they can to stop you from being able to do that.
Except its not 5 or 6 people. Its 20 or 30 people all with procs and infused enchants to instantly melt you. Those 20 or 30 dont need further advantagea over smaller numbers.
In what world or game is it ever a possibility to enter into a situation against 10 or 20 people alone, and EXPECT to win.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Edit:
Can anyone legitimately explain to me the logic of feeling entitled to win or escape if 20 people see you and charge at you? How is this even an acceptable answer to a problem?
Because you are alone you should be ignored? If they ignore you, you will pick them off from the back of the line and this is a conditioned response to solo players behavior.
I am not in large groups so I can't determine their mindset, but I doubt its a hivemind that simply has to kill everything in sight, if you are a known solo player that has the ability to "1vX" isn't it their responsibility to take you out of the equation as fast as possible?
Why is it always coming back to "i got zerged bro this is garbage"? It makes no sense, if 20 people see you, you made a mistake in being seen and are going to be killed.
Unless I am just ignorant of the situation, which is entirely possible, I can't wrap my head around it.
You can still build for speed:
My Nb uses steed mundus, cowards gear and 2 medium for at total of 110% base speed, 186% sprint speed.
My sorc uses steed mundus, hurricane and 6 medium for 110% base speed, 178% sprint speed. (and still has bolt escape for added maneouverability)
I kinda like that you need to build for speed instead of every stam build having it pretty much for free.
It's also a pretty big buff for medium compared to heavy.
You can still add a couple of swift (6% each) or be an orc (4%) if you want to reach 200% sprint speed.
You can still build for speed:
My Nb uses steed mundus, cowards gear and 2 medium for at total of 110% base speed, 186% sprint speed.
My sorc uses steed mundus, hurricane and 6 medium for 110% base speed, 178% sprint speed. (and still has bolt escape for added maneouverability)
I kinda like that you need to build for speed instead of every stam build having it pretty much for free.
It's also a pretty big buff for medium compared to heavy.
You can still add a couple of swift (6% each) or be an orc (4%) if you want to reach 200% sprint speed.
yeah but you only have to give up your sustain and damage for it.
You can still build for speed:
My Nb uses steed mundus, cowards gear and 2 medium for at total of 110% base speed, 186% sprint speed.
My sorc uses steed mundus, hurricane and 6 medium for 110% base speed, 178% sprint speed. (and still has bolt escape for added maneouverability)
I kinda like that you need to build for speed instead of every stam build having it pretty much for free.
It's also a pretty big buff for medium compared to heavy.
You can still add a couple of swift (6% each) or be an orc (4%) if you want to reach 200% sprint speed.
yeah but you only have to give up your sustain and damage for it.
My opinion that doesnt matter is that speed was a crutch much like earthgore. It allowed/s players to escape death most of the time without the use of skill or skills and heavily favors stamina chars. Just hit that button and gone. Taking things like zeros mounting and using rapid to chase ppl down into account is just plain stupid. The problem is the in combat speed. Causing players to miss attacks and engage disengage at will.
I decided to start this thread since I haven't seen any posts about it (maybe i'm blind).
To cut to the chase: Speed pots need to be reverted back to 47 secs of speed. Now before anyone gets triggered let me explain. I totally agree that speed needed a nerf and swift got nerfed as deserved because it brought the cap to 60% increased movement speed (70% for stamsorcs) basically making people unable to be hit by melee attacks most of the time which as we all understand was a problem. But as I see it the actual problem was the amount of speed u could stack, not the control over it.
I stepped into cyrodiil yesterday in the evening on my stamsorc (without speed pots), got in some fights and was barely able to move as I was snared to death drained of resources since I had to spam forward momentum and ball of lightning to get around as a solo player (even with a bow equipped). I dare not imagine what it is like for stamdks, stamplars since they have less mobility than a stamsorc. My point is that in this meta which consists of bleeds and snares (which has ben the case for a couple of patches actually) and now with enchant procs, the situation for stamina characters is "move or die".
Yes it has gotten out of hand with swift overperforming and that needed a change, but it would be MUCH better in my opinion if instead of nerfing control over speed Zenimax nerfed the values a little bit. For example if major expedition went from 30% to 20% the maximum speed one could get would be 38% (48% for stamsorcs) with 3 swift jewelry and major expedition, which isn't that great if you think about it. Most players can't afford to have 3 swift in their builds in both CP and No CP (bgs/sotha sil).
I truly believe that if this change was to be made instead of the current state, it would benefit balance greatly.
P.S: In my opinion Forward momentum is fine as it is
rfennell_ESO wrote: »I decided to start this thread since I haven't seen any posts about it (maybe i'm blind).
To cut to the chase: Speed pots need to be reverted back to 47 secs of speed. Now before anyone gets triggered let me explain. I totally agree that speed needed a nerf and swift got nerfed as deserved because it brought the cap to 60% increased movement speed (70% for stamsorcs) basically making people unable to be hit by melee attacks most of the time which as we all understand was a problem. But as I see it the actual problem was the amount of speed u could stack, not the control over it.
I stepped into cyrodiil yesterday in the evening on my stamsorc (without speed pots), got in some fights and was barely able to move as I was snared to death drained of resources since I had to spam forward momentum and ball of lightning to get around as a solo player (even with a bow equipped). I dare not imagine what it is like for stamdks, stamplars since they have less mobility than a stamsorc. My point is that in this meta which consists of bleeds and snares (which has ben the case for a couple of patches actually) and now with enchant procs, the situation for stamina characters is "move or die".
Yes it has gotten out of hand with swift overperforming and that needed a change, but it would be MUCH better in my opinion if instead of nerfing control over speed Zenimax nerfed the values a little bit. For example if major expedition went from 30% to 20% the maximum speed one could get would be 38% (48% for stamsorcs) with 3 swift jewelry and major expedition, which isn't that great if you think about it. Most players can't afford to have 3 swift in their builds in both CP and No CP (bgs/sotha sil).
I truly believe that if this change was to be made instead of the current state, it would benefit balance greatly.
P.S: In my opinion Forward momentum is fine as it is
Make better "friends".
The usual suspects are still zipping around at warp speed. Nearly untargetable and avoiding damage even though they are clearly not behind anything.
How's that you ask? It was never legit in the first place and the speed nerfs only affects honest players.