I think they are trying to bring the floor closer to ceiling in PvE, that's why proc sets has good damage. Not as good as parsing with hunding/Juli, but at least 1/3 of that. 1/3 of something that parses is painful
Recapitated wrote: »I think they are trying to bring the floor closer to ceiling in PvE, that's why proc sets has good damage. Not as good as parsing with hunding/Juli, but at least 1/3 of that. 1/3 of something that parses is painful
We have a major/minor buff that works only in PVE and at least one proc set I can think of that only works on players (Vicious Death). Why not do the same thing for sets intended to raise the skill floor in PVE?
Balancing across PVP and PVE is a nightmare for classes and skill lines, but refusing to compartmentalize contentious sets to one or the other is just making it harder to gain... what exactly?
Recapitated wrote: »I think they are trying to bring the floor closer to ceiling in PvE, that's why proc sets has good damage. Not as good as parsing with hunding/Juli, but at least 1/3 of that. 1/3 of something that parses is painful
We have a major/minor buff that works only in PVE and at least one proc set I can think of that only works on players (Vicious Death). Why not do the same thing for sets intended to raise the skill floor in PVE?
Balancing across PVP and PVE is a nightmare for classes and skill lines, but refusing to compartmentalize contentious sets to one or the other is just making it harder to gain... what exactly?
To standardize all proc sets? Idk, don't ask me, ask the ones that make the rules.
barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
Recapitated wrote: »barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
Honestly there's so many sets out there I really don't see the need to turn the 5pc bonuses into a Swiss army knife
barney2525 wrote: »Recapitated wrote: »barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
Honestly there's so many sets out there I really don't see the need to turn the 5pc bonuses into a Swiss army knife
One of the big complaints I see on here is that characters have to store multiple sets in inventory, depending on whether they are doing PvP or PvE. This way you could have one set you wear that is effective in both PvE and PvP.
Recapitated wrote: »barney2525 wrote: »Recapitated wrote: »barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
Honestly there's so many sets out there I really don't see the need to turn the 5pc bonuses into a Swiss army knife
One of the big complaints I see on here is that characters have to store multiple sets in inventory, depending on whether they are doing PvP or PvE. This way you could have one set you wear that is effective in both PvE and PvP.
Item storage problems should be solved with changes to item storage, not combat mechanics. Just add an armoury chest similar to the craft bag if that's the concern.
The new sticker system should take care of that problem. You want pvp specific gear anyway.Recapitated wrote: »barney2525 wrote: »Recapitated wrote: »barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
Honestly there's so many sets out there I really don't see the need to turn the 5pc bonuses into a Swiss army knife
One of the big complaints I see on here is that characters have to store multiple sets in inventory, depending on whether they are doing PvP or PvE. This way you could have one set you wear that is effective in both PvE and PvP.
Item storage problems should be solved with changes to item storage, not combat mechanics. Just add an armoury chest similar to the craft bag if that's the concern.
well just give up on it, its already dead both pve and pvp they destroyed them for casuals and rp players
i still play it some times but waiting to hop on to something else ,new world looks good tbh
well just give up on it, its already dead both pve and pvp they destroyed them for casuals and rp players
i still play it some times but waiting to hop on to something else ,new world looks good tbh
well just give up on it, its already dead both pve and pvp they destroyed them for casuals and rp players
i still play it some times but waiting to hop on to something else ,new world looks good tbh
I think they are trying to bring the floor closer to ceiling in PvE, that's why proc sets has good damage. Not as good as parsing with hunding/Juli, but at least 1/3 of that. 1/3 of something that parses is painful
barney2525 wrote: »Too bad the system can't differentiate between PCs and NPCs. Could have X effect vs NPCs and Y effect vs PCs all on the same set.
EdmondDontes wrote: »Correlation is not causation, but lag increases have correlated with increases in proc sets.
why is zos pushing so hard for proc sets?
why is zos trying so hard to close the skill gap?
I'm tired of these janky mechanics and constant delays and desyncs just because we have to change block canceling, bash canceling, "lets remove anything skill based while adding things to make the game easier for players like insane damage proc sets", like why would anyone think thats a good idea? the game hasn't felt good in months, maybe almost a year. its not fun its frustrating feeling players just melt you with proc sets that you cant do anything about. how about we care about all players not just the casual base of players? how many dedicated vets left already because y'all dont pay attention to them. "listening to the community" isn't just listening to the majority only or to the casual base only (which i guess is the majority?). vets know damn well what mechanics are good and what mechanics are cheese or exploits and thats what the class reps should be but i doubt y'all listen to them cause no one in their right mind would have said "yo lets remove block canceling to bring vets closer to new players". come on zos, bring good eso back please
Idk.
A lot of vets are still here, & many new players. PS4 Is always busy.
Simplify combat (pve & pvp) so not to push new, & average/casual players away.
Change things like combat, skills, cd's, etc...game side stuff for next gen, longevity, stability, & performance.
& we haven't even got to the CP update yet.
2c
why is zos pushing so hard for proc sets?
why is zos trying so hard to close the skill gap?
I'm tired of these janky mechanics and constant delays and desyncs just because we have to change block canceling, bash canceling, "lets remove anything skill based while adding things to make the game easier for players like insane damage proc sets", like why would anyone think thats a good idea? the game hasn't felt good in months, maybe almost a year. its not fun its frustrating feeling players just melt you with proc sets that you cant do anything about. how about we care about all players not just the casual base of players? how many dedicated vets left already because y'all dont pay attention to them. "listening to the community" isn't just listening to the majority only or to the casual base only (which i guess is the majority?). vets know damn well what mechanics are good and what mechanics are cheese or exploits and thats what the class reps should be but i doubt y'all listen to them cause no one in their right mind would have said "yo lets remove block canceling to bring vets closer to new players". come on zos, bring good eso back please
Do casual players actually like these insane damage bursts that proc you to death in a microsecond? Because I doubt they do.
EnglishTea123 wrote: »I think the fact that a stamplar's jav knocks the opponent back before we even see the jav itself says quite a lot about this game's combat mechanics in general. A magplar's jav has to hit the opponent to knock the opponent down, but a stamplar's? The moment the stamplar player presses the button, it knocks you down, AND THEN you see the javelin coming. Same thing on 2h's Executioner ability. It looks like you take damage right when the button's pressed as opposed to when the animation finishes, which is what makes it go through dodge-rolls. Instead of a fix for these, what do we get? (More) Proc sets.