@ZOS_BrianWheelerZOS_BrianWheeler wrote: »Heyo gang!
We wanted to quickly provide some additional context for many of the combat changes in this update so that everyone has a better idea of our goals.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it. This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds such as running more defensive Ultimates rather than offensive ones, or running more survival enhancing sets, rather than pure damage or buff oriented ones. Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
leepalmer95 wrote: »Onefrkncrzypope wrote: »leepalmer95 wrote: »[Quoted post has been removed.]
Why is that dumb lmao.
Is doing anything other than going 100% pure dmg really so stupid to you? Have some dd's slot a aoe heal?, have some slot some type of defensive ult for heal checks? A permafrost would be very useful with its aoe protection.
Anti-fun = not hitting 100k dps anymore?
Less DPS mean more time in the mechanic that less healing can't heal through. I am neither for or against changes until numbers but that's what I am seeing as a possible outcome.
Less dps means you can't burn bosses past mechanics and will have to do them.
If you slot more healing then you can heal it, this is a counter to power creep and overhealing carrying people and its a good change. You'll need less healing if you aren't all 18k hp glass cannons, even just swapping pure dmg ults in certain situations for a DD to instead use something like nova or perma for 30% dmg reduction will make it possible.
ZOS_BrianWheeler wrote: »This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds
ZOS_BrianWheeler wrote: »Heyo gang!
We wanted to quickly provide some additional context for many of the combat changes in this update so that everyone has a better idea of our goals.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it. This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds such as running more defensive Ultimates rather than offensive ones, or running more survival enhancing sets, rather than pure damage or buff oriented ones. Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
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.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
ZOS_BrianWheeler wrote: »Heyo gang!
We wanted to quickly provide some additional context for many of the combat changes in this update so that everyone has a better idea of our goals.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it. This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds such as running more defensive Ultimates rather than offensive ones, or running more survival enhancing sets, rather than pure damage or buff oriented ones. Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
ZOS_BrianWheeler wrote: »Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
leepalmer95 wrote: »Onefrkncrzypope wrote: »leepalmer95 wrote: »[Quoted post has been removed.]
Why is that dumb lmao.
Is doing anything other than going 100% pure dmg really so stupid to you? Have some dd's slot a aoe heal?, have some slot some type of defensive ult for heal checks? A permafrost would be very useful with its aoe protection.
Anti-fun = not hitting 100k dps anymore?
Less DPS mean more time in the mechanic that less healing can't heal through. I am neither for or against changes until numbers but that's what I am seeing as a possible outcome.
Less dps means you can't burn bosses past mechanics and will have to do them.
If you slot more healing then you can heal it, this is a counter to power creep and overhealing carrying people and its a good change. You'll need less healing if you aren't all 18k hp glass cannons, even just swapping pure dmg ults in certain situations for a DD to instead use something like nova or perma for 30% dmg reduction will make it possible.
forthwinds wrote: »You're telling us to wear more defensive sets but at the same time set the speedrun for Sunspire at 30 minutes which requires class stacking stamnecros in glass cannon builds. Even then only 1 group has done a HM run in the allotted speed run time 4 months after release... these changes have to be a joke right?
Did you even think about the average player with regards to these changes?
Some of us are still progressing through vet dlc trials, not everyone can clear with the speed and ease of Hodor.
What these changes will do is flat out kill progression runs.
@ZOS_BrianWheeler As a PvPer with experience, looking into the changes I can say that bleed damage needs another adjustment apart from respecting resistances. Maybe scaling with the target's hp is a good one. A good idea would be to have a range of max hp where bleeds will do normal damage but if you're lower than that they will do less (scaling down the less you have) and of you're above that they will do more damage (scaling up the more you have). Caps are needed of course and the numbers are yours to decide should you think this suggestion is worth implementing.
I think this change wouldn't cause an over-performance in pve but would cause bleed damage to be a counter to tanks and less effective Vs normal PvP builds that have an average of 26k hp or so.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.