ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
does this qualify as baiting?ZOS_BrianWheeler wrote:We hope these updates enhance your day to day adventures in ESO
Is this a late April fools joke? Come on BrianZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
ZOS_BrianWheeler wrote: »Greetings Gang!
We’d like to take a moment to share a preview of combat updates coming with Update 26 (Greymoor). The full list of changes will be revealed with the patch notes next week, but for now we’d like to provide some insight on our goals. This update is primarily focused on reinforcing itemization standards, improving quality of life for werewolves, and a few adjustments regarding PvP balance. As many of you are already aware, the team recently experimented with some significant changes to Light and Heavy Attacks. We’d like to again thank everyone who participated in the off-cycle PTS test of those changes, and remind you all that those changes will not be included with Update 26. Today, we’ll be focusing on the other changes that will be appearing next week on the PTS for Update 26.
U26 not only has Vampire updates, but Werewolf updates as well! We want to keep the “in your face” action of the Werewolf and also want to add rotation options when you’ve transformed into this ferocious form. For example, Pounce now has a follow up attack afterwards that also has an execute scaled on Bleed. We’re also making adjustments to allow buffing and debuffing to give a sense of being a pack leader. Sustain for werewolves is also something we noted needs an adjustment, so Hircine’s Bounty now has some added functionality if you’re already at full health and don’t need the heal from the ability. We believe these changes will keep the Werewolf playstyle competitive and entertaining for all players!
About a year ago, we started our standardization pass and we’re finishing that off in U26 with Monster Masks/Shoulders. Remember standards aren’t written in stone, but we now have equal measures of power and performance from these 2 piece sets; some are having their 1 piece adjusted to better suit the function of the set. Valkyn Skoria, for example, now gives Spell Penetration rather than Max Health as this is a damage-based set.
Other sets are receiving functionality adjustments (damage values, trigger conditions, cooldowns, etc.) to follow their intended functionality based on their sourcing. A good example of this is Tremorscale: enemies hit by the damaging effect of this ability are no longer snared, but instead have their Physical Resistance reduced. To help with performance, some sets are having their “chance to proc” removed and instead now have a cooldown. Again, we’ll look at Tremorscale as an example: we are removing the proc chance from this set and increasing the cooldown damage. Note that because the cooldown is increasing, the damage is also increasing.
Continuing on itemization, we are also introducing Perfected Veteran Maelstrom and Perfected Dragonstar Arena weapons. This has been a long standing request by the players, and it finally brings these two arenas up to par with others that add Perfected versions. These are earned by completing Veteran mode in each of those arenas and will have additional bonuses much like other Perfected sets. Completing Maelstrom or Dragonstar Arena will now grant Blue versions of the non-perfected weapons from these arenas. In this pass, we are making a few adjustments to ALL Arena weapons to meet standards. One example of this is the BRP weapon set Spectral Cloak: this item set now increases your damage done and reduces your damage taken whenever you deal damage with Blade Cloak, rather than granting Major Protection for 3 seconds after casting. This fits the concept of Blade cloak as it deals with damage as well as protection.
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
madarame_77 wrote: »Why does everyone feel punished about not being upgraded on their VMA weapons? No one is taking them away from you. They are just adding the upgraded versions into the game. Also, they give the opportunity to use vma weapons for 99% of playerbase who can't beat vma. I applaud this move to reduce the dps gap between top players and the base which everyone is talking about. I actually wrote a while ago with the suggestion to let people buy vma weapons. This upcoming decision is actually much better.
They don't even need to do that. Just make the existing item ids the perfected ones, and create new item ids for the new nMA, nDSA weapons. Problem solved with a minimum of effort.Kingslayer513 wrote: »It's not the name of the item but the item ID that ties to the database backend. I'm sure ZOS added new item IDs for the new perfected weapons, and considers it too much trouble to go swap everyone's old weapons to the new item IDs.
madarame_77 wrote: »Why does everyone feel punished about not being upgraded on their VMA weapons? No one is taking them away from you. They are just adding the upgraded versions into the game. Also, they give the opportunity to use vma weapons for 99% of playerbase who can't beat vma. I applaud this move to reduce the dps gap between top players and the base which everyone is talking about. I actually wrote a while ago with the suggestion to let people buy vma weapons. This upcoming decision is actually much better.
madarame_77 wrote: »Why does everyone feel punished about not being upgraded on their VMA weapons? No one is taking them away from you. They are just adding the upgraded versions into the game. Also, they give the opportunity to use vma weapons for 99% of playerbase who can't beat vma. I applaud this move to reduce the dps gap between top players and the base which everyone is talking about. I actually wrote a while ago with the suggestion to let people buy vma weapons. This upcoming decision is actually much better.
It’s clear you haven’t beaten vma and had to farm a weapon from there.
@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Sneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
AlienatedGoat wrote: »ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
I get you think you're making a helpful change to the meta to aid newer players.
What you need to understand is you're doing it at the expense of the vets who've grinded vMA over the past 4+ years.
Don't screw us over. Upgrade the damn weapons.
Sneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit. What this will do is effectively killing off no-CP PVP Cyro and BGs. It encourages people to ball up and zerg up to do skirmishes. Small scales will not stand a chance against medium sized group in Cyro.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many 'foreign' sources can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
MLGProPlayer wrote: »Healing in PvE should not be touched. Healers are already unnecessary in all but the most difficult content.
madarame_77 wrote: »Why does everyone feel punished about not being upgraded on their VMA weapons? No one is taking them away from you. They are just adding the upgraded versions into the game. Also, they give the opportunity to use vma weapons for 99% of playerbase who can't beat vma. I applaud this move to reduce the dps gap between top players and the base which everyone is talking about. I actually wrote a while ago with the suggestion to let people buy vma weapons. This upcoming decision is actually much better.
@John_FalstaffJohn_Falstaff wrote: »Sneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
Nah. I rather welcome the way that doesn't touch PvE. Enough PvE nerfs already, healing in PvE is fine and doesn't need to be touched. Unless all your proposals will be done through Battle Spirit as well (though not sure how you would adjust CPs with that).
@DracaneSneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit. What this will do is effectively killing off no-CP PVP Cyro and BGs. It encourages people to ball up and zerg up to do skirmishes. Small scales will not stand a chance against medium sized group in Cyro.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many 'foreign' sources can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
This statement that is brought up over and over is quite ignorant. Cross healing is not nearly the only reason or the reason why we have a tank meta.
Everyone but potatoes has over the top healing even without the help of others. To a point where any sustained damage pressure is pointless and due to the high mitigation Necromancers, Wardens and Templars have, not even burst really works anymore.
A 10% base reduction is justified to bring the general level down. But I agree, this can't be all. Because it will not change anything about the power ratio. Everyone will have weaker heals, but it won't change that overperforming builds are still overperforming over others or that cross healing does not care about a 10% decrease at all.
I think we need the proposed changes and changes in detail to specifically overperforming stuff and cross healing. Yet the start is good.
Sneaky-Snurr wrote: »@John_FalstaffJohn_Falstaff wrote: »Sneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
Nah. I rather welcome the way that doesn't touch PvE. Enough PvE nerfs already, healing in PvE is fine and doesn't need to be touched. Unless all your proposals will be done through Battle Spirit as well (though not sure how you would adjust CPs with that).
I understand your reasoning behind the CP suggestion. In that case, I vouch for my 1st alternative suggestion. As for the 2nd one, I think a better way is to just remove CP out of PvP. That way, PvE works almost completely independent to PvP in terms of extra 'buffs' gained from CP trees.@DracaneSneaky-Snurr wrote: »@ZOS_BrianWheeler @ZOS_wrobel @ZOS_GinaBruno @ZOS_JessicaFolsomZOS_BrianWheeler wrote: »Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
Dear, Brian. I disagree with your proposed 20% effective healing nerf by way of Battle Spirit. What this will do is effectively killing off no-CP PVP Cyro and BGs. It encourages people to ball up and zerg up to do skirmishes. Small scales will not stand a chance against medium sized group in Cyro.
May I suggest an alternative solution to the Battle Spirit adjustments.
Alternatives to the healing nerfs:
1. Limiting the number of cross heals or reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals). Maybe a limit to how many 'foreign' sources can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2. CP adjustments - Reduce significantly the amount of healing % bonus from red and blue CP trees to 5% each for a total of 10% more extra healing compared to the current Live 30% heal buff.
This statement that is brought up over and over is quite ignorant. Cross healing is not nearly the only reason or the reason why we have a tank meta.
Everyone but potatoes has over the top healing even without the help of others. To a point where any sustained damage pressure is pointless and due to the high mitigation Necromancers, Wardens and Templars have, not even burst really works anymore.
A 10% base reduction is justified to bring the general level down. But I agree, this can't be all. Because it will not change anything about the power ratio. Everyone will have weaker heals, but it won't change that overperforming builds are still overperforming over others or that cross healing does not care about a 10% decrease at all.
I think we need the proposed changes and changes in detail to specifically overperforming stuff and cross healing. Yet the start is good.
I'm confused. So what exactly are you proposing instead? You do realise that 20% healing nerf is waay too much.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
MLGProPlayer wrote: »Healing in PvE should not be touched. Healers are already unnecessary in all but the most difficult content.
I do not feel that way. I feel impactful and needed even in dungeons. A healer not only heals, but provides so much other useful stuff. Even when I run with good players, those rarely have any healing on their own and I allow them to go fully offensive. And with pugs, well they definately need healing in any content. I do not put anything into blessed (do not want to respec for trash content) and I overheal alot anyway. Healing is so immense in pve, your ally needs to get 1 shotted in order to die.
Even when I tank, I appreciate healers more than I used to. Synergies and sustain sets are so valueable. I thank everyone who decides for this playstyle.
John_Falstaff wrote: »@Sneaky-Snurr , maybe; I can't see all possible complications it can cause, but making all PvP no-CP might actually be an interesting experiment. Though I'm curious to hear from people about state of no-CP now. Is healing not too strong there? No super tanky builds dominating everything?MLGProPlayer wrote: »Healing in PvE should not be touched. Healers are already unnecessary in all but the most difficult content.
I do not feel that way. I feel impactful and needed even in dungeons. A healer not only heals, but provides so much other useful stuff. Even when I run with good players, those rarely have any healing on their own and I allow them to go fully offensive. And with pugs, well they definately need healing in any content. I do not put anything into blessed (do not want to respec for trash content) and I overheal alot anyway. Healing is so immense in pve, your ally needs to get 1 shotted in order to die.
Even when I tank, I appreciate healers more than I used to. Synergies and sustain sets are so valueable. I thank everyone who decides for this playstyle.
With a heavy heart, as a PvE tank main, I have to tell you that I've just caved in and transmuted a set of Olorime jewelry for 3DD runs. ^^ They're indeed plain faster and more efficient in most dungeons. Granted, pugs die, but they're not a good measurement of how needed healer is. You can't heal a pug that stands in stupid, and there are a lot of one-shots anyway. Drop healing in PvE, and 3DD runs will only grow in popularity, and from the other side of the spectrum, things like vHoF HM final phase will become more annoying as it's a heal check (as well as damage check).
@John_FalstaffJohn_Falstaff wrote: »@Sneaky-Snurr , maybe; I can't see all possible complications it can cause, but making all PvP no-CP might actually be an interesting experiment. Though I'm curious to hear from people about state of no-CP now. Is healing not too strong there? No super tanky builds dominating everything?