If you watched the stream, it seems the combat changes were from the Lead combat PvP designers who don’t consider the PvE side
If you watched the stream, it seems the combat changes were from the Lead combat PvP designers who don’t consider the PvE side
maddiniiLuna wrote: »Not sure if this belongs here, but a little question to necromancer. What do these changes mean?
First the Information from the developer:Due to many of the current targeting issues with corpses and tether abilities, we are allowing Shocking Siphon and its morphs, as well as Restoring Tether and its morphs, to bypass the global cooldown. We are currently working on alternative methods to improve the targeting for these abilities, as well as improving the reliability of created corpses and their durations, but are not ready to implement them quite yet. We’re aware of the frustrating nature of attempting to use these abilities, which is why we have added a small stop-gap measure in the meantime until we can properly solve the issue.
Basically saying "Shocking Siphon is bugged and we won't fix it yet". Then it goes:
Shocking Siphon: Decreased the damage per tick of this ability and its morphs by approximately 33%.
So a broken ability that has never worked correctly and will not work correctly after the patch will now also have a damage reduction (same for Skeletal Mage by the way). Which leaves the necromancer with exactly one ability that is partially functioning (terrorist bomber). How exactly are they supposed to actually kill stuff?
That class has no execute. No dmg buff. No burst damage. No damage over time (because bugged) and complete garbage healing, but you still expect people to pay for it? lol...
given its PTS v1, why not give constructive feedback, which might have some effect.
Going rage quit at this point seems somewhat counterproductive.
MojaveHeld wrote: »Vet trials groups are furious right now. Making us adjust our rotation and adapt to a new, but equally as good one, is one thing. But just flat out nerfing the amount of dps? Completely unacceptable. That idea was always a non-starter. So who on earth thought it was okay to clearly aim for doing exactly that with the latest design changes? This wasn't a direction the playerbase was willing to go, so whoever at ZOS thought this was a good idea probably shouldn't have a job anymore. Absolutely despicable. The only way to fix it is to admit you were wrong and immediately scrap these plans. Hopefully ZOS will come to its senses and do just that, but most of us aren't real hopeful.
As many people multiple times said, the main problem is not the power creep or increasing dps numbers, but the ever widening gap between floor and ceiling. While the top groups simply breeze through the content, your average player has much more difficulty clearing vet content. Just go to a vet crag trial pug and see what's the pug dps there, it's not something which really need to be nerfed...
Flat dps nerfs not gonna do anything good, if ZOS want to solve the "dps in the sky" issue, they need to make nerf in a way which cuts top dps much more than average players dps, to bring the ceiling closer to the floor. Which would require a bit more thoughtful approach, like actually looking at the trial logs and analyse what the major sources of the differences in the dps between top and average groups, and find measurements which would affect the type of damages more prevalent in top groups.
One very radical idea as an example, taking that light attack weaving contribute to much bigger part of the damage in top groups than in average player groups is to either put the light attack under the GCD which would effectively remove light attack weaving or drastically cut down the light attack damage to be like 10-15% of the normal one if there was a skill cast in the previous 1-2 seconds. Steps like this would reduce the gap between floor and ceiling but since they would cause a very loud protest from influencer top players, they never going to happen...
MojaveHeld wrote: »Vet trials groups are furious right now. Making us adjust our rotation and adapt to a new, but equally as good one, is one thing. But just flat out nerfing the amount of dps? Completely unacceptable. That idea was always a non-starter. So who on earth thought it was okay to clearly aim for doing exactly that with the latest design changes? This wasn't a direction the playerbase was willing to go, so whoever at ZOS thought this was a good idea probably shouldn't have a job anymore. Absolutely despicable. The only way to fix it is to admit you were wrong and immediately scrap these plans. Hopefully ZOS will come to its senses and do just that, but most of us aren't real hopeful.
wavingblue wrote: »Meh, the playerbase made it clear to ZOS multi-bidding wasn't ready for primetime nor really wanted at many levels by many people on many different threads.. they did it anyways.
HalvarIronfist wrote: »wavingblue wrote: »Meh, the playerbase made it clear to ZOS multi-bidding wasn't ready for primetime nor really wanted at many levels by many people on many different threads.. they did it anyways.
This is completely accurate. I'm not exactly sure what this process of back and forth nerfs is set to accomplish. A skill may be buffed one patch, and then the next it's nerfed back into irrelevancy. ZOS, (especially with the example of Multi-midding) has shown to have no regard for the feedback they requested over changes they planned to implement. So it's pretty easy to assume at this point they either aren't reading, or they simply don't care about said feedback. (IMO)
I never saw anyone seriously in favor of multi bidding. Not large trade guild GMS, not medium or small trade guild GMs, nor players who had any interest in trader or otherwise. Every thread I ever read about it was mostly in depth explaining why multi-bidding wasn't a good idea, why the playerbase didn't want it, and so forth.
It's getting to the point I see PVP and PVE players alike also responding similarly to these types of patches. Will players adapt, will some quit? Will they be pushed through regardless of our opinions? Yeah. Those things will likely all happen. But the real underlying question: Why?
Hazurko_RaShan wrote: »Nerf dps. Thank you. I'm all for nerfing dps. Then maybe healer will be relevant again and get some props. For the dps to not slot vigor as often so they have to use another dps skill in their rotation and actually rely on healers again. I;m all for that. Thank you Zos.
Hazurko_RaShan wrote: »Nerf dps. Thank you. I'm all for nerfing dps. Then maybe healer will be relevant again and get some props. For the dps to not slot vigor as often so they have to use another dps skill in their rotation and actually rely on healers again. I;m all for that. Thank you Zos.
Hazurko_RaShan wrote: »Nerf dps. Thank you. I'm all for nerfing dps. Then maybe healer will be relevant again and get some props. For the dps to not slot vigor as often so they have to use another dps skill in their rotation and actually rely on healers again. I;m all for that. Thank you Zos.
As many people multiple times said, the main problem is not the power creep or increasing dps numbers, but the ever widening gap between floor and ceiling. While the top groups simply breeze through the content, your average player has much more difficulty clearing vet content. Just go to a vet crag trial pug and see what's the pug dps there, it's not something which really need to be nerfed...
Flat dps nerfs not gonna do anything good, if ZOS want to solve the "dps in the sky" issue, they need to make nerf in a way which cuts top dps much more than average players dps, to bring the ceiling closer to the floor. Which would require a bit more thoughtful approach, like actually looking at the trial logs and analyse what the major sources of the differences in the dps between top and average groups, and find measurements which would affect the type of damages more prevalent in top groups.
One very radical idea as an example, taking that light attack weaving contribute to much bigger part of the damage in top groups than in average player groups is to either put the light attack under the GCD which would effectively remove light attack weaving or drastically cut down the light attack damage to be like 10-15% of the normal one if there was a skill cast in the previous 1-2 seconds. Steps like this would reduce the gap between floor and ceiling but since they would cause a very loud protest from influencer top players, they never going to happen...
Nobody but ZoS knows what the player base thinks and even they may not know completely.
The forums are not a representation of the player base.
norrisnick wrote: »Did you see the 14min vMOL that was posted recently? When you see 141k parses on a trial boss you have eclipsed the reasonable window...
TequilaFire wrote: »Why couldn't they have reduced damage by 25% without the cost increase and see how it went, no they have to slash and hack by 50 to 60% and make abilities cost more on top of that.
I agree with this, this right here^^^^, I don't think anyone has a clue at ZoS. The only thing I can even begin to imagine is they're trying to drastically scale back sustain across the board. Less damage, Higher costs, means having to use more skills over time to achieve the same current effect, which means needing more sustain?!? My other thought is absolutely NEEDING the new sets to retain some of the damage we have now?? /shakes head...maybe some number cruncher will youtube some answers, cause I for one am totally lost =/
Also, agree with what others have said about the floor and ceiling. I've mained a healer since beta and am not ashamed to admit that I struggle to get my DPS to 30K.
MasterSpatula wrote: »norrisnick wrote: »[snippity snip]
When the problem they are trying to fix is dmg that has gotten completely out of hand what do you suggest? Buff something not currently used (a la soultrap and entropy) to shift the problem but not fix it?
I would say the problem isn't fixing damage that's gotten completely out of control.. The problem is that they consistently, consistently, consistently attempt to fix out-of-control damage among top-tier players in ways that barely affect these top-tier players but hit mid-and-lower-tier players, casuals, and newbies the hardest.
I'm not up on the PTS changes and haven't seen the data on what the results will be yet. But I do know that the last two years have been a string of attempts to address the excesses of the few by punishing the many who are not guilty of those excesses. This is a thing that you do when you're bad.
(Of course, I'll admit to some bias, as the Scalebreaker changes negatively affected my enjoyment of the gameplay so severely that I've lost any ability I ever had to give ZOS the benefit of the doubt.)
norrisnick wrote: »Did you see the 14min vMOL that was posted recently? When you see 141k parses on a trial boss you have eclipsed the reasonable window...
Did you see the Monaco GP this year? If those dudes can blast through the streets of Monaco at 300km/h inches away from walls, I can too!
MasterSpatula wrote: »norrisnick wrote: »[snippity snip]
When the problem they are trying to fix is dmg that has gotten completely out of hand what do you suggest? Buff something not currently used (a la soultrap and entropy) to shift the problem but not fix it?
I would say the problem isn't fixing damage that's gotten completely out of control.. The problem is that they consistently, consistently, consistently attempt to fix out-of-control damage among top-tier players in ways that barely affect these top-tier players but hit mid-and-lower-tier players, casuals, and newbies the hardest.
I'm not up on the PTS changes and haven't seen the data on what the results will be yet. But I do know that the last two years have been a string of attempts to address the excesses of the few by punishing the many who are not guilty of those excesses. This is a thing that you do when you're bad.
(Of course, I'll admit to some bias, as the Scalebreaker changes negatively affected my enjoyment of the gameplay so severely that I've lost any ability I ever had to give ZOS the benefit of the doubt.)
^THIS.
Even back when ESO was going up in VR stages (was it 9 - 16?) ZOS would knee jerk to the 1%ers. But yeah, for those of us that have been around since the beginning this isn't the first time, nor will it be the last. Looking forward to 2020....
TirantLoBlanch wrote: »it´s simple.
ZOS is saying that we have to waste insane amounts of time leveling skills and learning new rotations, doing boring parses in skeletons, to be rewarded with a lose of only the 30 per cent of our dps, or the 60 if we dont use our free time in front of the dummies.
And worst, you know it´s really throw your time, because they will put upside down the meta a month later.
Games are suposed to be fun an rewarding.
So bye bye eso plus suscription.
I pay for fun, for feel obliged to do boring things i dont enjoy, i expect to be payed