Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
I honestly haven´t found any long term experienced player that doesn´t draw an overall positive conclusion from the whole package of changes in the notes.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
All of the end game content can be done with the proposed changes stop acting as its the end of the world. I believe some of these changes were done for performance reasons also. Im sorry but I think these changes are good.
one thing i will say about the set changes. Phoenix looks somewhat interesting, martial knowledge though.... lol what?. not like anyone used Martial knowledge much anymore but still, lol.
norrisnick wrote: »Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
I honestly haven´t found any long term experienced player that doesn´t draw an overall positive conclusion from the whole package of changes in the notes.
Have you talked to any healers?
I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
So come up with new setups and theory craft new builds/strats. It’s a part of the game. Gotta keep things interesting.
Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
So come up with new setups and theory craft new builds/strats. It’s a part of the game. Gotta keep things interesting.
Hmm. Maybe PvPers come up with strategies and builds?
Sets "too strong"? Build around it.
Groups "too strong"? Get into a group yourself.
Some classes "too strong"? Change your class to that one.
Apparently, you expect PvErs to do exactly those things. Get to work yourself for once.
leepalmer95 wrote: »Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.
norrisnick wrote: »leepalmer95 wrote: »Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.
Then why bring healers? That's the issue here. This patch is potentially killing off dedicated group healers in end-game PVE because their toolkits will not allow them to heal a 12 man raid through some of the more severe healing checks. So if all the DDs have to slot their own heals for that check, and build for sustain because there aren't enough orbs to go around, what are the healers there for?
Can you see why that might be distressing to people that main as PVE healer/supports? They already aren't invited to 4-man content anymore because ZOS' fix to not bringing tanks was just building in one-shots mechanics that only tanks could block or everyone had to get out of. Can't heal through a one-shot so why bring a healer?
Yeah, I'm not gonna lie, these changes make me seriously question my subscription to this game.
I'll leave final judgement for patch day, but given the ZOS track record of not listening to decent feedback at all, I won't hold out any hope on anything.
I mean there's a few good adjustments in there.. but 90% nerfs is what I'm reading.
And the Orbs change.. just wow.
Yes there are a lot of nerfs but much of it was seriously needed. God mode needs to end and people need to get back to actually working to survive and be punished when they make mistakes.
leepalmer95 wrote: »I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
To be fair, ones is melee and one a ranged.
The melee one should be stronger because it's got far more risk than a 28m execute.
leepalmer95 wrote: »Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.
leepalmer95 wrote: »norrisnick wrote: »leepalmer95 wrote: »Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.
Then why bring healers? That's the issue here. This patch is potentially killing off dedicated group healers in end-game PVE because their toolkits will not allow them to heal a 12 man raid through some of the more severe healing checks. So if all the DDs have to slot their own heals for that check, and build for sustain because there aren't enough orbs to go around, what are the healers there for?
Can you see why that might be distressing to people that main as PVE healer/supports? They already aren't invited to 4-man content anymore because ZOS' fix to not bringing tanks was just building in one-shots mechanics that only tanks could block or everyone had to get out of. Can't heal through a one-shot so why bring a healer?
To support tanks? To keep dd's alive through the non hard hitting heal checks so they can actually DD. For support sets, certain buffs etc...
leepalmer95 wrote: »I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
To be fair, ones is melee and one a ranged.
The melee one should be stronger because it's got far more risk than a 28m execute.
one is instant and gets 1 additional light attack every 2 seconds so it evens out (considering this, it is even stronger than radiant on the live server). On top of that, range/melee-discussion doesn't matter at all in pve.
leepalmer95 wrote: »leepalmer95 wrote: »I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
To be fair, ones is melee and one a ranged.
The melee one should be stronger because it's got far more risk than a 28m execute.
one is instant and gets 1 additional light attack every 2 seconds so it evens out (considering this, it is even stronger than radiant on the live server). On top of that, range/melee-discussion doesn't matter at all in pve.
Ranged/ melee 100% matters in pve.
The fact that melee are so much subject to being one shot and have to constantly stop DD's because of some sort of close range AOE 100% matters.
The boss moves, the ranged can just keep executing the melee has to run up to the boss again.
kypranb14_ESO wrote: »From a PVP-Battlegrounds perspective, and from a Veteran Hard Mode Dungeon perspective, these changes look excellent.
I can't speak from a trial perspective, as I've only done a few normal trials.
I was thinking though, if the springs changes alone could be so game changing for trial-goers, do you think that maybe springs was over-tuned to begin with?
Let'a use our heads for a moment here without getting heated. If not being able to stack healing springs would make certain trials impossible, what if these changes are designed for force endgame trial-goers to stack more resistance, in turn lowering DPS?
Just thinking out loud here, I don't even know if the "Heal-check" damage can be mitigated.
kypranb14_ESO wrote: »From a PVP-Battlegrounds perspective, and from a Veteran Hard Mode Dungeon perspective, these changes look excellent.
I can't speak from a trial perspective, as I've only done a few normal trials.
I was thinking though, if the springs changes alone could be so game changing for trial-goers, do you think that maybe springs was over-tuned to begin with?
Let'a use our heads for a moment here without getting heated. If not being able to stack healing springs would make certain trials impossible, what if these changes are designed for force endgame trial-goers to stack more resistance, in turn lowering DPS?
Just thinking out loud here, I don't even know if the "Heal-check" damage can be mitigated.
You are exactly right! It's just that people don't want to give up their perfect little toys. They never do.
Instead of looking for new and fun ways to adapt, they'll just cry like little children cause they gotta try harder. Actually baffles me.
leepalmer95 wrote: »leepalmer95 wrote: »I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
To be fair, ones is melee and one a ranged.
The melee one should be stronger because it's got far more risk than a 28m execute.
one is instant and gets 1 additional light attack every 2 seconds so it evens out (considering this, it is even stronger than radiant on the live server). On top of that, range/melee-discussion doesn't matter at all in pve.
Ranged/ melee 100% matters in pve.
The fact that melee are so much subject to being one shot and have to constantly stop DD's because of some sort of close range AOE 100% matters.
The boss moves, the ranged can just keep executing the melee has to run up to the boss again.
there are exactly 2 raids in this game where you just cannot play melee efficiently. other than that...l2p. Sry if it sounds hard, but thats it.
Craglorn trials? maybe warrior in hardmode...but even there you can adjust tactic to not move that much (and even if you move, ranged will have to move too)
MoL: stationary bosses apart from some repositioning, but easy to play melee
vAS/vCR: RIP melee
vHoF: no reason not to melee
vSS: melee ftw
leepalmer95 wrote: »leepalmer95 wrote: »leepalmer95 wrote: »I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
True, Executioner already did as much Damage as radiant destruction while being instant...now it's even stronger and imo too strong.
To be fair, ones is melee and one a ranged.
The melee one should be stronger because it's got far more risk than a 28m execute.
one is instant and gets 1 additional light attack every 2 seconds so it evens out (considering this, it is even stronger than radiant on the live server). On top of that, range/melee-discussion doesn't matter at all in pve.
Ranged/ melee 100% matters in pve.
The fact that melee are so much subject to being one shot and have to constantly stop DD's because of some sort of close range AOE 100% matters.
The boss moves, the ranged can just keep executing the melee has to run up to the boss again.
there are exactly 2 raids in this game where you just cannot play melee efficiently. other than that...l2p. Sry if it sounds hard, but thats it.
Craglorn trials? maybe warrior in hardmode...but even there you can adjust tactic to not move that much (and even if you move, ranged will have to move too)
MoL: stationary bosses apart from some repositioning, but easy to play melee
vAS/vCR: RIP melee
vHoF: no reason not to melee
vSS: melee ftw
Imagine saying learn to play after saying there is no difference between ranged and melee.
I'm sorry but if you can't see the obvious advantage of ranged vs melee that why would I bother.
WhiteCoatSyndrome wrote: »one thing i will say about the set changes. Phoenix looks somewhat interesting, martial knowledge though.... lol what?. not like anyone used Martial knowledge much anymore but still, lol.
I did. It was useful enough and easy to acquire.
Probably not anymore though, seeing as it's now triggering on Stamina and that character is Magicka...
leepalmer95 wrote: »
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.