brandoncoffmannub18_ESO wrote: »brandoncoffmannub18_ESO wrote: »Different teams, Different skill set
Presumably you're responding to the comment above yours, in which case this is such a stupid answer. Nobody here cares what the teams are who do different things. The point stands that zos can choose to spend its resources in different ways and the way that they are currently doing so is not to resolve long-standing issues that severely detract from the game for a huge number of players. If they're different teams, great - change the size and makeup of those teams.
That being said, it will never happen so it's not worth discussing.
But using the correct forums and discussions will get you to the right people rather than posting on a forum rather than them writing it off because it's not their problem or job.
@ZOS_BrianWheeler
If your concern is too much DPS of some players you should take in mind that you can't combat it with nerfs. Those players will adapt. Others will be hit by collateral damage much harder. If your concern is too much DPS of some players then you should implement a hard cap of damage from one character to one enemy in one second (or in half a second). All extra damage should be treated as overdamage and ignored. That way you can choose a fixed number, limit DPS to it and balance all dungeons and trials with this number in mind.
@ZOS_BrianWheeler
If your concern is too much DPS of some players you should take in mind that you can't combat it with nerfs. Those players will adapt. Others will be hit by collateral damage much harder. If your concern is too much DPS of some players then you should implement a hard cap of damage from one character to one enemy in one second (or in half a second). All extra damage should be treated as overdamage and ignored. That way you can choose a fixed number, limit DPS to it and balance all dungeons and trials with this number in mind.
I have doubts they realise that this patch will hit casual 10-30k dps players most (which I believe is majority of this game), not the 60+k ones they're trying to nerf. 60+k ones will shrug it off and adapt in weeks and then do top damage again like no patch ever happened.
Now low/average dps players will suffer most. And some of them will put away their money. Like me - what point in sub or dlc dungeons/trials where I'll be struggling? I better finish story content and be done with the game.
@ZOS_BrianWheeler
If your concern is too much DPS of some players you should take in mind that you can't combat it with nerfs. Those players will adapt. Others will be hit by collateral damage much harder. If your concern is too much DPS of some players then you should implement a hard cap of damage from one character to one enemy in one second (or in half a second). All extra damage should be treated as overdamage and ignored. That way you can choose a fixed number, limit DPS to it and balance all dungeons and trials with this number in mind.
I have doubts they realise that this patch will hit casual 10-30k dps players most (which I believe is majority of this game), not the 60+k ones they're trying to nerf. 60+k ones will shrug it off and adapt in weeks and then do top damage again like no patch ever happened.
Now low/average dps players will suffer most. And some of them will put away their money. Like me - what point in sub or dlc dungeons/trials where I'll be struggling? I better finish story content and be done with the game.
So only those that have the VMA weapons will not suffer in DPS loss.
I have doubts they realise that this patch will hit casual 10-30k dps players most (which I believe is majority of this game), not the 60+k ones they're trying to nerf. 60+k ones will shrug it off and adapt in weeks and then do top damage again like no patch ever happened.
Now low/average dps players will suffer most. And some of them will put away their money. Like me - what point in sub or dlc dungeons/trials where I'll be struggling? I better finish story content and be done with the game.
Girl_Number8 wrote: »So you're revamping things with nerfs and buffs to certain classes, so it is Year of the Stam but not the game's Performance?
Which is the most unbalanced thing in the whole game. Wouldn't it be better to focus on fixing that before anything else, that way people could actually play the content?
My stam toons are happy but this is not close to balanced. Please don't nerf things again when the zergilings die en masse and start crying.
@ZOS_BrianWheeler
If your concern is too much DPS of some players you should take in mind that you can't combat it with nerfs. Those players will adapt. Others will be hit by collateral damage much harder. If your concern is too much DPS of some players then you should implement a hard cap of damage from one character to one enemy in one second (or in half a second). All extra damage should be treated as overdamage and ignored. That way you can choose a fixed number, limit DPS to it and balance all dungeons and trials with this number in mind.
I have doubts they realise that this patch will hit casual 10-30k dps players most (which I believe is majority of this game), not the 60+k ones they're trying to nerf. 60+k ones will shrug it off and adapt in weeks and then do top damage again like no patch ever happened.
Now low/average dps players will suffer most. And some of them will put away their money. Like me - what point in sub or dlc dungeons/trials where I'll be struggling? I better finish story content and be done with the game.
Izanagi.Xiiib16_ESO wrote: »@ZOS_BrianWheeler thanks for the update, anything on Cyro performance and content you can share?
Specifically the 3 major issues in pvp:
1. Combat bug - you keep allowing (good) then removing (bad) ability changing which worsens the frustration
2. Crashing coming near to keeps with high number of player characters due to player loading and view distance.
3. Desyncing on player locations during combat due to knockbacks and stuns.
And the point of coordinated group content on a MMO--trials specifically--is role specialization. Yes, you can have DDs run defensive sets and slot more self-healing while also nerfing the incoming damage. But then what does that do to the role of the healer?
This isn't a "consistency" balance. This is a "let's re-imagine the existence of certain roles" balance. Either you are not being straight with us and calling it just a "consistency" pass, or you don't realize just how radical these changes are. And I'm not sure which of those two is worse.
leepalmer95 wrote: »
You can't just "Buy It". At least one of your characters has to have leveled the Alliance skill line to purchase the assault or support skills, and even then, I never leveled one character beyond what it took just to get Vigor or Caltrops. So will that allow us to purchase the alliance skills that we desire, or will we have to be at the max level to do so? If the latter, then ZOS can KMA
With all respect Mr. Wheeler,
Isn't it about time (after 5 years of this balance crap) to roll up your sleeves along with the rest of the Dev team and just figure out a way to separate PvE and PvP skills? Make the skills work differently/or have different tooltips depending on what content your doing? I mean, isn't it frustrating patch after patch, forum post after post by us, and the headaches for EVERYONE to keep trying to balance both styles of play at the same time?
Each patch brings new problems. Each patch brings new turmoil over every little change that effects both styles of play. I can't see why your Dev team can't understand this is a futile battle. Maybe something can be revamped with the CP system to bring this change to life? Either you spec your toon for PvP or PvE. Maybe needing to do a little of both so that we can finally have a patch where most everyone is happy? If you really honestly read our feedback, and you truly love what you do and want to give us the best experience possible. Then it's time. Please find a way to make this happen. I think I speak for all when I say this is really getting old.
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.
brandoncoffmannub18_ESO wrote: »You can't speak for someone who isn't in your experience, nor can you use something opinionated such as one will suffer more than the other, instead of targeting them make your argument more clear, concise, and give reasons as to why and what pieces will be hitting you, otherwise a blanket explanation will just be looked at and then overlooked because the devil is in the details.
I was fearing I lost damage on my (still irrevelant in score runs) mDK and after few parses was confirming it. Then I changed morph of Blockade to Unstable and slotted new Soul Trap and my damage went back to previous levels.
You need to test people. There are too much skills that look nerfed in first place but combined with others that changed it evens each out or even buffs them in some cases.