Joy_Division wrote: »Ragnarock41 wrote: »Heres my 2 cents. Bleeds are balanced in CP and too strong in no-CP, I would like to see more of a middle by keeping bleeds the same in CP and nerfing them in no-CP. I think bleeds in CP could be strong but with how overturned healing is in CP you don't notice the DoT pressure as you do in no-CP. Bleed stacking in no-CP (particularly battlegrounds), against any class besides templars is absurd. Throw on 2-master axes, double DoT poisons, valkyn skoria, your choice of two bleed abilities (typically rending, poison injection, carve unless playing DK) and watch people just melt. You don't even need a spammable, make reverse slice or spin2win your spammable and if you're a DK add petrify, if not add reverb bash. #Outskilled
Once again the issue is CP being a crutch for any build and the game is being balanced on that crutch. Me and many of my friends playing in no-cp ended up using bleed builds because everything else is just inferior in no-cp. Bleeds provide the easiest damage with little to no sustain hits, while troll king provides the easiest healing with again little to no sustain hits.
Again, you can use a bow or SnB or 2h uppercut, but lets get real, why bother when you can have a free spammable via bleeds? Or why not combine bleeds with a spammable? There is no reason not to use axes.
This creates a situation where a player not using TK and bleeds is at a MASSIVE disadvantage compared to one using them. Both of these things need a nerf, and no, buffing other things won't solve this issue. Both doing damage and healing should require an effort, a player not using his vigor correctly should price the pay, a player who can't properly use spammables should not beat the one who does.
Not to mention these bleed procs are literally RNG. And everybody knows what people think of RNG in any somewhat competitive game.
As for the problematic, very low TTK in CP campaign; I think its obvious that CP is to blame for this. Its too much power, too much sustain, too much healing. This whole system needs a rework. It can stay the same in PvE, however it should be seriously tuned down for PvP.
How is it obvious? When I group que for no CP BGs, its a snoozefest if I'm matched-up Vs a premade because they and other people who know what they are doing usually don;t die unless it's an ultimate bomb or proc sets. You're making that assertion because of your own personal biases, which you made quite clear by calling CP a "crutch."
The Morrowind patch with all of it's nerfs was awful and now you want to "seriously tune down" sustain and power even more? How exactly is that going to improve the game? Do you envision after nerfing the crap out of people's power, sustain, and healing, they are going to all of a sudden run out a farm offensive glass cannon oriented sets and everyone will kill and die faster? Why would they do that? If I have no sustain, I'm farming sustain sets. If you nerf my healing, I'm wearing Earth-gore or Troll King. If you nerf my power, I'm going to wear a proc set because now it's the only way I can get power because of all the nerfs. It's not a bug mystery that gear sets, specially procs, are huge problems in a no CP environment because our power and sustain is too limited to rely on our (already) nerfed abilities. You'd just make the problem worse.
Joy_Division
The Morrowind patch with all of it's nerfs was awful and now you want to "seriously tune down" sustain and power even more? How exactly is that going to improve the game? Do you envision after nerfing the crap out of people's power, sustain, and healing, they are going to all of a sudden run out a farm offensive glass cannon oriented sets and everyone will kill and die faster? Why would they do that? If I have no sustain, I'm farming sustain sets. If you nerf my healing, I'm wearing Earth-gore or Troll King. If you nerf my power, I'm going to wear a proc set because now it's the only way I can get power because of all the nerfs. It's not a bug mystery that gear sets, specially procs, are huge problems in a no CP environment because our power and sustain is too limited to rely on our (already) nerfed abilities. You'd just make the problem worse.
Just curious did you just say, that high heal/dmg procs are okay if ppl cant manage to play without it xD?
The Problem is that the game ALLOWS those high procs....
Regarding the dmg that was "lost" with morrowind, the dmg never was higher... (in pve AND pvp)
But if i interpret your "Zos please update Templars" thread right you are maining a templar, so i understand why you dont see the problem with bleeding dmg ;D
Ragnarock41 wrote: »Joy_Division wrote: »Ragnarock41 wrote: »Heres my 2 cents. Bleeds are balanced in CP and too strong in no-CP, I would like to see more of a middle by keeping bleeds the same in CP and nerfing them in no-CP. I think bleeds in CP could be strong but with how overturned healing is in CP you don't notice the DoT pressure as you do in no-CP. Bleed stacking in no-CP (particularly battlegrounds), against any class besides templars is absurd. Throw on 2-master axes, double DoT poisons, valkyn skoria, your choice of two bleed abilities (typically rending, poison injection, carve unless playing DK) and watch people just melt. You don't even need a spammable, make reverse slice or spin2win your spammable and if you're a DK add petrify, if not add reverb bash. #Outskilled
Once again the issue is CP being a crutch for any build and the game is being balanced on that crutch. Me and many of my friends playing in no-cp ended up using bleed builds because everything else is just inferior in no-cp. Bleeds provide the easiest damage with little to no sustain hits, while troll king provides the easiest healing with again little to no sustain hits.
Again, you can use a bow or SnB or 2h uppercut, but lets get real, why bother when you can have a free spammable via bleeds? Or why not combine bleeds with a spammable? There is no reason not to use axes.
This creates a situation where a player not using TK and bleeds is at a MASSIVE disadvantage compared to one using them. Both of these things need a nerf, and no, buffing other things won't solve this issue. Both doing damage and healing should require an effort, a player not using his vigor correctly should price the pay, a player who can't properly use spammables should not beat the one who does.
Not to mention these bleed procs are literally RNG. And everybody knows what people think of RNG in any somewhat competitive game.
As for the problematic, very low TTK in CP campaign; I think its obvious that CP is to blame for this. Its too much power, too much sustain, too much healing. This whole system needs a rework. It can stay the same in PvE, however it should be seriously tuned down for PvP.
How is it obvious? When I group que for no CP BGs, its a snoozefest if I'm matched-up Vs a premade because they and other people who know what they are doing usually don;t die unless it's an ultimate bomb or proc sets. You're making that assertion because of your own personal biases, which you made quite clear by calling CP a "crutch."
The Morrowind patch with all of it's nerfs was awful and now you want to "seriously tune down" sustain and power even more? How exactly is that going to improve the game? Do you envision after nerfing the crap out of people's power, sustain, and healing, they are going to all of a sudden run out a farm offensive glass cannon oriented sets and everyone will kill and die faster? Why would they do that? If I have no sustain, I'm farming sustain sets. If you nerf my healing, I'm wearing Earth-gore or Troll King. If you nerf my power, I'm going to wear a proc set because now it's the only way I can get power because of all the nerfs. It's not a bug mystery that gear sets, specially procs, are huge problems in a no CP environment because our power and sustain is too limited to rely on our (already) nerfed abilities. You'd just make the problem worse.
Morrowind was awful cause it did nerf classes, items and other not cp related things to deal with the power creep created via the CP system.
Non-CP PvP was really fun outside of all the proc sets, classes were strong, It was easy to stack penetration, ttk was a lot higher in cp while it was a lot lower in no-cp and I never felt like bleeds were an issue back then cause other dots would also ignore a big chunk of resists aswell, due to penetration being easy to access. It was balanced that way.
Now you are here calling me biased for telling my personal opinion despite the fact you think bleeds should stay the way they are cause TTK is too long in CP campaign, which is what I believe you said in a previous post. Why do I get labeled as biased for telling my opinion but yours is fact again?
Yes, those coordinated groups won't die to them cause they have dedicated templar healers with them.
You didn't even read my post properly or you are bending the facts on purpose, I said cp makes this all a problem, yes abilities and healing is too weak in no-cp, because it was nerfed to make CP feel more balanced.
I want those things to be strong again, I couldn't care less about the lame CP system which slowly killed this game.
But go ahead, call me biased and whatever you want for having an actual taste when it comes to gameplay. Its too late to change this anyways.
Joy_Division wrote:I may hold an unpopular opinion, but I think cyrodiil needs strong, particularly damage, mechanics.
More tripe. Lowering the damage and/or healing numbers on various abilities would most certainly be considered nerfing, but wouldn't necessarily mean "dumbing down" the game. In fact, it could be quite the opposite; the difference between facerolling your keyboard for super fast kills, vs having to set up your burst, CC, positioning, etc...properly. Your frequent contention that all nerfs are called for only by "bad" players is just laughable nonsense.Hochstapler wrote: »Just to sum things up in a non-diplomatic blunt way, since I don't care about opinions of delicate snowflakes on a forum:
Nerfing stuff to accommodate the lowest common denominator's inabilities to play video games = dumbing down the game and if it continues for long, it will reach autistic levels at which point there's an exodus and game slowly dies.
This is what we see time and time again, MMOs that've survived for decades are the ones that haven't followed the pattern that much.
Your frequent contention that all nerfs are called for only by "bad" players is just laughable nonsense.
More tripe. Lowering the damage and/or healing numbers on various abilities would most certainly be considered nerfing, but wouldn't necessarily mean "dumbing down" the game. In fact, it could be quite the opposite; the difference between facerolling your keyboard for super fast kills, vs having to set up your burst, CC, positioning, etc...properly. Your frequent contention that all nerfs are called for only by "bad" players is just laughable nonsense.Hochstapler wrote: »Just to sum things up in a non-diplomatic blunt way, since I don't care about opinions of delicate snowflakes on a forum:
Nerfing stuff to accommodate the lowest common denominator's inabilities to play video games = dumbing down the game and if it continues for long, it will reach autistic levels at which point there's an exodus and game slowly dies.
This is what we see time and time again, MMOs that've survived for decades are the ones that haven't followed the pattern that much.
PS
WoW has nerfed a lot of things over the years, and as far as I know is still the most-played MMO around...14 years after release.
Hochstapler wrote: »Just to sum things up in a non-diplomatic blunt way, since I don't care about opinions of delicate snowflakes on a forum:
Nerfing stuff to accommodate the lowest common denominator's inabilities to play video games = dumbing down the game and if it continues for long, it will reach autistic levels at which point there's an exodus and game slowly dies.
This is what we see time and time again, MMOs that've survived for decades are the ones that haven't followed the pattern that much.
Joy_Division wrote: »Ragnarock41 wrote: »Joy_Division wrote: »Ragnarock41 wrote: »Heres my 2 cents. Bleeds are balanced in CP and too strong in no-CP, I would like to see more of a middle by keeping bleeds the same in CP and nerfing them in no-CP. I think bleeds in CP could be strong but with how overturned healing is in CP you don't notice the DoT pressure as you do in no-CP. Bleed stacking in no-CP (particularly battlegrounds), against any class besides templars is absurd. Throw on 2-master axes, double DoT poisons, valkyn skoria, your choice of two bleed abilities (typically rending, poison injection, carve unless playing DK) and watch people just melt. You don't even need a spammable, make reverse slice or spin2win your spammable and if you're a DK add petrify, if not add reverb bash. #Outskilled
Once again the issue is CP being a crutch for any build and the game is being balanced on that crutch. Me and many of my friends playing in no-cp ended up using bleed builds because everything else is just inferior in no-cp. Bleeds provide the easiest damage with little to no sustain hits, while troll king provides the easiest healing with again little to no sustain hits.
Again, you can use a bow or SnB or 2h uppercut, but lets get real, why bother when you can have a free spammable via bleeds? Or why not combine bleeds with a spammable? There is no reason not to use axes.
This creates a situation where a player not using TK and bleeds is at a MASSIVE disadvantage compared to one using them. Both of these things need a nerf, and no, buffing other things won't solve this issue. Both doing damage and healing should require an effort, a player not using his vigor correctly should price the pay, a player who can't properly use spammables should not beat the one who does.
Not to mention these bleed procs are literally RNG. And everybody knows what people think of RNG in any somewhat competitive game.
As for the problematic, very low TTK in CP campaign; I think its obvious that CP is to blame for this. Its too much power, too much sustain, too much healing. This whole system needs a rework. It can stay the same in PvE, however it should be seriously tuned down for PvP.
How is it obvious? When I group que for no CP BGs, its a snoozefest if I'm matched-up Vs a premade because they and other people who know what they are doing usually don;t die unless it's an ultimate bomb or proc sets. You're making that assertion because of your own personal biases, which you made quite clear by calling CP a "crutch."
The Morrowind patch with all of it's nerfs was awful and now you want to "seriously tune down" sustain and power even more? How exactly is that going to improve the game? Do you envision after nerfing the crap out of people's power, sustain, and healing, they are going to all of a sudden run out a farm offensive glass cannon oriented sets and everyone will kill and die faster? Why would they do that? If I have no sustain, I'm farming sustain sets. If you nerf my healing, I'm wearing Earth-gore or Troll King. If you nerf my power, I'm going to wear a proc set because now it's the only way I can get power because of all the nerfs. It's not a bug mystery that gear sets, specially procs, are huge problems in a no CP environment because our power and sustain is too limited to rely on our (already) nerfed abilities. You'd just make the problem worse.
Morrowind was awful cause it did nerf classes, items and other not cp related things to deal with the power creep created via the CP system.
Non-CP PvP was really fun outside of all the proc sets, classes were strong, It was easy to stack penetration, ttk was a lot higher in cp while it was a lot lower in no-cp and I never felt like bleeds were an issue back then cause other dots would also ignore a big chunk of resists aswell, due to penetration being easy to access. It was balanced that way.
Now you are here calling me biased for telling my personal opinion despite the fact you think bleeds should stay the way they are cause TTK is too long in CP campaign, which is what I believe you said in a previous post. Why do I get labeled as biased for telling my opinion but yours is fact again?
Yes, those coordinated groups won't die to them cause they have dedicated templar healers with them.
You didn't even read my post properly or you are bending the facts on purpose, I said cp makes this all a problem, yes abilities and healing is too weak in no-cp, because it was nerfed to make CP feel more balanced.
I want those things to be strong again, I couldn't care less about the lame CP system which slowly killed this game.
But go ahead, call me biased and whatever you want for having an actual taste when it comes to gameplay. Its too late to change this anyways.
I didn't say my point of view was fact.
I'll quote:Joy_Division wrote:I may hold an unpopular opinion, but I think cyrodiil needs strong, particularly damage, mechanics.
How can I make it more any clearer? Hell I said it was unpopular because I know it's just that, an opinion that most people do not share.
So no, my opinion is not fact. It's the same thing as yours, an opinion.
I called yours biased because by using words like "crutch," you are going outside the boundaries of empirical observation and fact, and injecting snide remarks about a particular system in the game. Do you think that is not fair?
As far as your assessment of Morrowind and CP, you did not say anything about all those things to be strong again. You didn't. If you did, I would not have disagreed with you.
You just mentioned that because of CP players had "too much power, too much sustain, too much healing" and that "should be seriously tuned down for PvP". How am I - or the devs - supposed to interpret that in any other way that you much prefer no CP gameplay - with all the accompanying nerfs that came with it - and the game would be better if players had less power, less sustain, and less healing? Especially when we know those Morrowind nerfs came about because of precisely the complaints of the sort you're making: players have too much power and the CP is a "crutch." Go ahead and read the devs rationale again.
If what you mean is you feel it's the WAY in which that power is accessed (i.e., it's too easy from the CP system), well that is something very different. And something I agree with and something I have said for years that ZOS ought to do. But if that's what you want, then you ought to take the time to actually say that. Because we have ample evidence how ZOs has interpreted "CP is just a crutch that gives way to much power." Look at how no CP is set up: it's just no CP. We didn't get anything back that they nerfed. And again remember what they did in Morrowind: they nerfed CP and our classes.
From what you say now, we don;t really disagree as far as what we want. Our primary difference I am guessing is our assessment of what PvP would be like if ZOS nerfed the crap out of bleeds. Yeah, no CP gameplay would be really fun outside of all the proc sets, classes were strong. OK, but proc sets have always ruined no CP PvP (and will do so more if bleeds are nerfed) and our classes have only gotten weaker. How are you going to kill those coordinated groups with a dedicated healer? People are going to beg Wrobel to nerf heals, nerf tanking, and he will do so along with adding more cancerous proc sets. We know how this plays out. How do you think we got shield-breaker and Oblivion damage?
DUTCH_REAPER wrote: »Non faction locking and no ingame moderators is what’s killing pvp. Period.
AllegraLionheart wrote: »DUTCH_REAPER wrote: »Non faction locking and no ingame moderators is what’s killing pvp. Period.
Just restating this.
And it seems to me that having a buddy to help throw HoTs over the bleeds and CP to help mitigate DoTs/bleeds is the way for you to go. I don't have an answer for you for non-cp, however.
Thank you @Flame_of_Hades. Finally some constructive dialogue instead of mindless QQ. This is a great idea. But personally I’d rather axes be completely reworked and provide some kind of buff rather than proc damage.
It's that they're hands down better than all other DOTs, and you only need 1 bar slot/global cooldown with very low resource cost in order to stack up to 3 bleeds. The boost from Master DW is too strong, and the proc'd bleeds are way too good for "free" damage that only requires an axe to be equipped. There are reasons that essentially all Stamina builds are running axes over swords or maces in Battlegrounds, and it's not the aesthetics.My question, which I always post in the bleed nerf threads is, "Why is insane burst ok, but bleeds need a nerf?".
Besides the usual troll replies no one has ever given me a proper answer. Is the frustration of trying to heal through it vs just being dead? Or the annoyance that even if I die, the dots can still get you from beyond the grave?
It takes time to apply several bleeds/dots. The weapon ones are RNG. Then they have to actually tick... you have a chance to heal, shield, use potions, be saved by a team mate, pref a templar with extended ritual. And since BGs are not in a 1v1 vacuum, there will be damage coming my way. No shields, no cloak, speed and immov nerfed now too.
Meanwhile burst can be almost instant, 2-3s giving you almost no chance to heal.
So what's the difference. 20k instant vs over time.
It's that they're hands down better than all other DOTs, and you only need 1 bar slot/global cooldown with very low resource cost in order to stack up to 3 bleeds. The boost from Master DW is too strong, and the proc'd bleeds are way too good for "free" damage that only requires an axe to be equipped. There are reasons that essentially all Stamina builds are running axes over swords or maces in Battlegrounds, and it's not the aesthetics.
And no, I don't think all burst damage is totally balanced right now. But the bleeds are so strong that they often feel like you're being bursted, even if it's nothing but light attacks, Rending Slashes, Dawnbreaker, and execute spam.
My question, which I always post in the bleed nerf threads is, "Why is insane burst ok, but bleeds need a nerf?".
Besides the usual troll replies no one has ever given me a proper answer. Is the frustration of trying to heal through it vs just being dead? Or the annoyance that even if I die, the dots can still get you from beyond the grave?
It takes time to apply several bleeds/dots. The weapon ones are RNG. Then they have to actually tick... you have a chance to heal, shield, use potions, be saved by a team mate, pref a templar with extended ritual. And since BGs are not in a 1v1 vacuum, there will be damage coming my way. No shields, no cloak, speed and immov nerfed now too.
Meanwhile burst can be almost instant, 2-3s giving you almost no chance to heal.
So what's the difference. 20k instant vs over time.
The bleed builds have now reached absurd levels. It's also unacceptable to take 2.5k every tick of bleed damage in heavy armor while blocking.
My main character is a magicka dk and there's an excessive disproportion between bleed and fire dots.
I'm not the only one to complain about it, I hope ZOS decides to do something about it!
Well neither blocking nor heavy armor does reduce the bleed ticks....
basically we just need soft cap to come back on character stat like B4 & also we need to remove free damage sets, enchants, etc from the game ( if u want the pvp game to be alive and balanced) or from pvp at least so people can rely on there own skills.
now no one rely on skills just free damage base and bleed should be reduce process time and its should not be process multi times and dot for bleeding is so high no one can over heal this.
@ZOS_Wrobel
@ZOS_GinaBruno
@ZOS_JessicaFolsom
@ZOS_BrianWheeler
brandonv516 wrote: »Is it just confusing death recaps or is the Rending bleed effect really this powerful?
By all appearances it seems like a bigger issue than proc sets.
Don't forget rending has an initial tooltip applied. You also took 8 seconds worth of damage, and anyone of those ticks can crit (and for lot, since percentage based mitigation against a single DMG tooltip is not as powerful as a percentage off a giant number).brandonv516 wrote: »Is it just confusing death recaps or is the Rending bleed effect really this powerful?
By all appearances it seems like a bigger issue than proc sets.