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
It says that snares have gotten really strong and now their counterpart has been nerfed down so they're stronger
Plus before swift nobody complained about speed pots cause it wasn't that op if you really think about it
Right, so first of all I'd like to say that I play only no cp pvp 90% of the time in open world, as a solo player most of the time and sometimes in 4-6 man groups.
I've been watching NA streams of people playing in No CP and talked to people who moved to EU from NA to play here for a bit and also played with me in no cp. I wish you could play EU with my ping (80-100 and not 200 which you would have if you were to play EU from the U.S) and try it out and see if snares aren't op still because the situation there compared to the one here is very different. I'm not going to pretend that class balance is ok and therefore I agree that in 1v1s snare immunity was overtuned and speed as well (and obviously not only on 1v1s but open world as well) which I have expressed before in this thread and also typed down my ideas on how it would be better for everyone (magicka and stamina). Duels are probably more balanced right now as far as snares, immunity and speed are concerned but open world isn't.
I'm not arguing that speed was op in summerset. My point is that nerfing control over it gimped solo player and smallscalers.
I'm a stamina sorcerer main and had 40% more speed in summerset 100% up, despite that some people were able to keep up with me and they weren't only stamina characters. Because snares aren't the only way to do that. ranged stuns and gap closers are going out ever second in open world. In my opinion speed is not something that should allow players to zoom around untouchable. It's only needed to get to line of sight quicker. Which is presicely why I explained that it would be better to nerf the values. Now I can't imagine how it would be so hard for people to keep up with anyone that has major expedition with a 20% increased speed value instead of 30%. I may not have the correct numbers but If people could keep up with me at 40% increased speed (minor and major expedition) and steak/ball of lighting they would be able to keep up with me and everyone else with lower speed values but 100% uptime especially with someone who isn't a stamsorc.
As far as your money spending point is concered, I'm sorry mate but it means nothing to me and that's because there are many ways for making gold and there are a lot of guides on the internet, there are farming spots, Imperial CIty for whoever has the DLC. I've seen people that aren't even 160 cp and had 100k gold in their inventory. Now if someone is new and doesn't know how to make that gold to get speed pots it doesn't matter cause they'll probably die vs an experienced player even if he/she was standing still
Again I think there's not that much class balance and for example in a matter of kiting a magicka warden wouldn't be able to catch up which sucks and I have to put it out there so I'm as fair as possible.Speed was oveperforming in Summerset, it's totally gimped now and with the current forward momentum I don't think it would be op on any aspect the way i've described it when I started this thread.
P.S: It sucks that they put the best snare removal/immunity under 2h but as it is now it's fine and i think that every class should have 4 seconds of that.
Right, so first of all I'd like to say that I play only no cp pvp 90% of the time in open world, as a solo player most of the time and sometimes in 4-6 man groups.
I've been watching NA streams of people playing in No CP and talked to people who moved to EU from NA to play here for a bit and also played with me in no cp. I wish you could play EU with my ping (80-100 and not 200 which you would have if you were to play EU from the U.S) and try it out and see if snares aren't op still because the situation there compared to the one here is very different. I'm not going to pretend that class balance is ok and therefore I agree that in 1v1s snare immunity was overtuned and speed as well (and obviously not only on 1v1s but open world as well) which I have expressed before in this thread and also typed down my ideas on how it would be better for everyone (magicka and stamina). Duels are probably more balanced right now as far as snares, immunity and speed are concerned but open world isn't.
I'm not arguing that speed was op in summerset. My point is that nerfing control over it gimped solo player and smallscalers.
I'm a stamina sorcerer main and had 40% more speed in summerset 100% up, despite that some people were able to keep up with me and they weren't only stamina characters. Because snares aren't the only way to do that. ranged stuns and gap closers are going out ever second in open world. In my opinion speed is not something that should allow players to zoom around untouchable. It's only needed to get to line of sight quicker. Which is presicely why I explained that it would be better to nerf the values. Now I can't imagine how it would be so hard for people to keep up with anyone that has major expedition with a 20% increased speed value instead of 30%. I may not have the correct numbers but If people could keep up with me at 40% increased speed (minor and major expedition) and steak/ball of lighting they would be able to keep up with me and everyone else with lower speed values but 100% uptime especially with someone who isn't a stamsorc.
As far as your money spending point is concered, I'm sorry mate but it means nothing to me and that's because there are many ways for making gold and there are a lot of guides on the internet, there are farming spots, Imperial CIty for whoever has the DLC. I've seen people that aren't even 160 cp and had 100k gold in their inventory. Now if someone is new and doesn't know how to make that gold to get speed pots it doesn't matter cause they'll probably die vs an experienced player even if he/she was standing still
Again I think there's not that much class balance and for example in a matter of kiting a magicka warden wouldn't be able to catch up which sucks and I have to put it out there so I'm as fair as possible.Speed was oveperforming in Summerset, it's totally gimped now and with the current forward momentum I don't think it would be op on any aspect the way i've described it when I started this thread.
P.S: It sucks that they put the best snare removal/immunity under 2h but as it is now it's fine and i think that every class should have 4 seconds of that.
I agree snares are still too strong in 1vX. I wouldn't mind if ZOS gave more immunity for snares or nerfed the values more by introducing major/minor system of 30%/10%. Excessive snares make the game super unfun.
My argument is against people who think speed pots were not OP. They were, I was just explaining why no one complained about them.
I wouldn't mind if ZOS gives everyone 30% extra speed, I'd be fine with that because it would be available for everyone, not only rich stam players. If you disagree with this, then you implicitly agree that speed pots (prenerf) were not usable/affordable by the majority except for a small group of elitist stam pvpers.
Would love to hear your response regarding everyone getting 30% increased speed across the board.
1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
Just because you can choose to not join a group and play by yourself does not mean you deserve a crutch to help you.
Or speed pots....If a new player comes to the game and says, oh that guy is so fast how does he do it, the invariable answer would be bow on back bar and rapids/stam sorc.BlackMadara wrote: »Alright, here I go.
The nerfs to overall speed with swift and major expo duration with skills and pota makes sense balance wise. Now balance for a video game doesnt mean that literally you scale one person to another. If everyone can be op, it is not balance. Balance is weighing the advantage and power that one aspect of a playstyle gives compared to another aspect of a playstyle. In this regard, overall speed and duration was over performing compared to other movement and defensive mechanics
Issues with speed. In many games, speed comes at a high cost. Whether that be neglecting defenses, damage, or sustain. 30% movement speed with 3 swift in exchange for 2600 max resource (about 250 we equivalent) is not an equal tradeoff. Moving 30% faster at all times and taking 150ish damage off your spammable is a massive advantage, even disregarding the targeting issues. Now, you can still reach high levels of speed, but you have to change mundus, sets, armor types, and/or use sprint. These are more valid tradeoffs to be THE FAST.
Major expo uptime on pots was ridiculous compared to abilities or sets that gave the buff. Straight comparison is enough to see that. The ability nerfs just goes to show that they want speed to be in bursts, specifically built for, or to come at a higher cost.
No matter what they change, coordinated large groups will function better in cyro. That is how it will always be. Cyro is AvAvA. It is not designed to be for small group or solo players. Small group and solo do play a role though when it comes to disruption of the war, or just having fun. Even if ZoS made design choices specifically tailored for small group or solo, coordinated zergs will find a way to turn that into their advantage. PUG zergs can still be picked off or you die due to mispositioning. That's that.
What sources of snares are affecting you so heavily? afaik, the only passive snare is on dk warmth passive, the control and cc class. As a mDK player myself, other DKs are my biggest weakness due to this. It sucks but I'm trying to adapt. Other sources of snares should have a cost associated, which you counter with counter snare if building for immunity.
Bleeds and nee enchant mechanics suck.
That's my opinion over speed changes. Speed is still doable and effective, just gotta give up more for it.
First of all, I agree with what you said about the trade off which is why I suggested a value change as done to swift, so people dont move as fast. I said that the problem was the amount of increased speed you can stack, not control over it. The numbers can be adjusted in order to invite more build ideas with mundus stones etc for meaningful trade offs. But you forget something really important. What I will have to give up for speed in this patch as it is now (which i have done and tried non stop ever since Murkmire went live) will be the difference between being relevant or not because there are so many mechanics that are overpowered in this game. I'm with you on what you say but if I have to give up warrior (for example) and go steed for the speed, I won't be able to kill anyone rocking pirate skeleton or earthgores etc which are band aid mechanics saving people from mistakes. And that goes for everyone really. Because the game works with % dmg and dmg reduction which is a broken mechanic ignored. Plus before swift nobody complained about speed pots cause it wasn't that op if you really think about it
ximelolagnia wrote: »Forward momentum even with the nerf to 4 seconds is plenty enough to move around as a sorc or any class with minor/major expedition. I also think maybe it isn't as broken in no-cp where you play sure, i have chased you many times and know you are still pretty catchable and killable, however you should have seen what speed pots were like in vivec my dude.
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.
1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
IZZEFlameLash wrote: »1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
Do you not play as a small group against larger groups to have fun and challenge? If not, then, I am afraid you are playing a wrong game.
How can one enjoy a 'challenge' against a big group when the one counter they had (being outmaneuvered) is taken away, yet THEY get to keep their speed and mobility to completely swarm you and wreck you with snares and roots. The current game is a *** drag! It's not fun at all anymore. I hope ZOS is happy now that complete and utter zergling trash players have become empowered enough to compete against people who have evolved past spamming light attacks and mutagen.IZZEFlameLash wrote: »1. 100% Major Expedition uptime for stam characters is imbalanced. It means they dont need to run gap closers and allows heavy to be too strong. Medium to heavy speed difference is much larger now because of the sprint passives. Heavy is more of a choice to be slow but tanky.
2. Attacking a Ranged magicka player is harder because the time to cover 40 meters is longer. After that gap is closed, stam players have a massive advantage now that shields take crits.
I ran heavy last patch, but I'm not now because of this speed change. Medium is much harder without passive dodge but doable. Only my magblade is in light and its debatable how well that works right now because of the swift nerf. But the root issue there has more to do with magblade being an antique from a different age of ESO when they were building a stealthy high damage melee range class and all class skills were magicka. They achieved their goals via stamina morphs and now with stamblade have forgot about furthering the magblade PvP identity. It's either a knockoff stamblade, a knockoff sorc, or a bomber.
It is still unfair that zergs can easily run over smaller groupa by having someone spam rapids.
Do you not play as a small group against larger groups to have fun and challenge? If not, then, I am afraid you are playing a wrong game.