Wodensbeard wrote: »WrathOfInnos wrote: »Wodensbeard wrote: »Moving rapids further away up the assault tree will mean that lower level characters will be missing out of AP from their group captures and as well as forcing them to linger behind the group without a babysitter.
I play all aspects of the game to some degree and often bring inexperienced players into new aspects with me so they don't feel completely overwhelmed.This past event I brought 3 players who were new to Cyrodiil into the 7 day campaigns and they had a blast capturing and defending. We started to lose members when they were lagging behind and got wiped by yet another stealthed gankblade time and time again only to have to respawn even further from the group and miss the captures.
It's easy enough to get vigor if you can keep up, but making a change that forces Non-PVP speced characters to be innately slower than their experienced counterparts is just going to hinder newer and less experienced players.
For those Wanting to swap vigor for siege shield, that would also have to overhaul the Meritorious Service set, otherwise every small man group will have an extra 3010 resistance essentially permanently.
That’s already achievable with purge. IMO it doesn’t really matter if Vigor can also proc Meritorious, just gives another option.
Purge is almost 3x as expensive as vigor... plus vigor can be a group HOT, draws from stam, and is already slotted in over half the stam builds out there. A healer wearing this with a 14k stam pool can proc it 3x with vigor and still sprint or dodge roll and have a full magica pool to heal or buff.
Wodensbeard wrote: »WrathOfInnos wrote: »Wodensbeard wrote: »Moving rapids further away up the assault tree will mean that lower level characters will be missing out of AP from their group captures and as well as forcing them to linger behind the group without a babysitter.
I play all aspects of the game to some degree and often bring inexperienced players into new aspects with me so they don't feel completely overwhelmed.This past event I brought 3 players who were new to Cyrodiil into the 7 day campaigns and they had a blast capturing and defending. We started to lose members when they were lagging behind and got wiped by yet another stealthed gankblade time and time again only to have to respawn even further from the group and miss the captures.
It's easy enough to get vigor if you can keep up, but making a change that forces Non-PVP speced characters to be innately slower than their experienced counterparts is just going to hinder newer and less experienced players.
For those Wanting to swap vigor for siege shield, that would also have to overhaul the Meritorious Service set, otherwise every small man group will have an extra 3010 resistance essentially permanently.
That’s already achievable with purge. IMO it doesn’t really matter if Vigor can also proc Meritorious, just gives another option.
Purge is almost 3x as expensive as vigor... plus vigor can be a group HOT, draws from stam, and is already slotted in over half the stam builds out there. A healer wearing this with a 14k stam pool can proc it 3x with vigor and still sprint or dodge roll and have a full magica pool to heal or buff.
I have yet to encounter a stamina player that does not use Vigor. Saying only half of them use it, seems like a heavy understatement to me.
ZOS_GinaBruno wrote: »Hi everyone! Today, we’d like to present what we’re focusing on regarding combat changes for Update 27. As always, be aware these are just the current proposed adjustments and are subject to change during the upcoming PTS cycle. With the ongoing focus on overall server/client performance for combat, we are continuing the audit on item sets. For this round, we are continuing the item set adjustments we started in Update 26, and as you’ve come to expect with DLCs, there will also be several new sets to acquire from the new dungeons.
We are also doing some class adjustments from long standing player requests and outliers. As a reminder, we are currently addressing class abilities on a singular basis and not as a whole package just yet. This means larger Class reworks are not in the cards in this update, but other adjustments will be made to help with server/client performance and functionality that may be missing in various class kits.
Performance:
Last year, we started the process of adjusting abilities to be more performant on the server/client and ensuring they follow standards to eliminate over or under performing situations. In U26, we applied standards and these performance adjustments to Monster Helms and Arena Weapons. In U27, we are continuingthat long process by conforming most of the remaining item sets. As an example of performance adjustments, many “proc chances” are being removed and will now apply on specific triggers with a timer. As such, to have the ability conform to standards, the effect of that proc will be adjusted to be stronger or weaker depending on the timer and trigger condition.
Below are a couple examples of some item sets we plan to adjust with these goals in mind:These types of changes will be retroactive, and you won’t need to re-farm gear for these adjustments.
- Performance-related example
- Trial By Fire: This set will no longer grant Resistances to a unique type of damage category, such as Flame or Poison, for a short duration after being hit. Instead, it will grant your Armor while under the effects of any Elemental Status Effect, such as Burning or Poisoned.
- Standardization-related example
- Armor of the Veiled Heritance: This set will grant 516 Weapon Damage after interrupting a target, up from 400. This set will also permanently increase the damage of your Bash attacks by 516.
Classes & Skills:
Each Class will be receiving some minor adjustments based on the need for performance adjustments, feedback received, or emergent concerns over the past year. This includes adjustments to active abilities and passives, in certain cases. Again, these are not whole sale changes to an entire skill line when it comes to Class adjustments, only individual abilities.
A good example of this is the adjustments being made to the Necromancer skill Grave Grasp. Currently, this skill shot isn’t seen as very useful and is the least used ability in the Necromancer kit. We are adjusting the ability to be more performant with a slight change in functionality so it will still use 3 areas, but each area will have escalating values of crowd control starting from snare to stun.
Additionally, we are moving Vigor to the first slot in the skill line to help players acquire a highly desired ability much sooner. With this change, simply completing the introduction to Cyrodiil quest will award you enough Alliance points and Rank in the skill lines to unlock Vigor.
Thank you all for reading this preview, and again, the combat team is continuing our focus on performance adjustments, continuing the audit process, and making individual ability adjustments to address long-standing player concerns. We look forward to having everyone playtest these changes and on the PTS next week, and reading your feedback when it launches!
ZOS_GinaBruno wrote: »
Classes & Skills:
Each Class will be receiving some minor adjustments based on the need for performance adjustments, feedback received, or emergent concerns over the past year. This includes adjustments to active abilities and passives, in certain cases. Again, these are not whole sale changes to an entire skill line when it comes to Class adjustments, only individual abilities.
Just put the line of side check back on the client, this change has ruined so much and made the combat so much more rusty instead of it being nice and fluid.
Thanks, but no thanks! Rapid is much more important for my low horse speed new character then vigor. Especially because rapid is good for both magicka and stamina while vigor is stamina only.