The thing your first analysis is missing is that while mag dps deals more damage to tank, tank also deals more damage to mag dps if it is a stam tank.The way I see all of this as a quick breakdown -
PvP Perspective: (DPS/Tank)
StamDPS does more dmg to Mag
MagDPS does more dmg to Tank
StamDPS does less dmg to Tank
So if each armor type wearing person gets a bonus vs another, then fair is fair. Please keep in mind, Heavy Armor is used by Tanks - Since D&D and MMO early life and so on.. So a DPS utilizing Heavy to be more Tanky, is in fact sacrificing DPS. That is completely acceptable and logical, it was never intended to be exploitable in PvP.
If though you have an issue with this, you have to ask yourself - Do these changes hurt me or was I relying on a crutch to get dmg done quickly, knowing it felt exploitative? You know... those giggles you got, when you DD down a player, in 1-2 abilities. All I really see, is it balancing it out in a way that suggests both StamDPS and MagDPS will be able to exchange the same blows now. Why did I not mention Tanks? Because again, you wear heavy - you expect to loose DPS, because its logical. But before I close out my simplified PVP break down, lets not forget.. Mag, you get more Pen than Stam natively - So they get a bonus to your Light Armor, you have had a bonus to their medium for a very long time. This does not mean Stam now reigns supreme, it means Mag needs to be more conscious of their own utility and support.
PvE Perspective: (DPS/Tank/Healer)
This will be quick - Rely on your healers. You know, those players you don't 'need' anymore because you do so much dmg you skip mechanics and and zerg zerg zerg. Maybe this extra dmg we will all take, will make us realize that healers are more than POA, RO, Olo, SPC, Combat Prayer. They are people that need to feel relied upon, that are keeping HoT uptimes so your cozy in your parse - that can burst heal when that mechanic you were too slow to roll dodge / block hits you. Maybe we need to take a little bit more dmg, to feel humbled that our healers are actually good healers and not just there to make your parse look good. Maybe through more dmg, you'll find ways to be more supportive yourself.
So everyone, step back and breath. Leave your bubble of solitude, and 'muh parse'. Think logically how these things would work in a broader 'game design' understanding. As from all they said last year, and bits they have said this year. This is really only the first in many changes to come - To make you realize, If you're in a group you play as one; Tanks, Healers, and DPS. Not just a Zerg.
As if you have been reading between the lines, the reign of maximizing your DPS to get through stuff faster and faster is starting to slow down. They have already mentioned (in the past 13 months) long term idea's of Nerfing your LW, Nerfing your Crit. Given this 'more' dmg taken within armor roles - as well as if you peered at those CP's (pause in youtube to see more). You will understand, that support concepts are getting rolled on out. Keep in mind, many of these idea's are 'long-term' as they are slow rolling you. They want you to get cozy with these little changes first, before the hammer comes. They want you to know what 'good tanking' and 'good healing' is - before they make you realize what 'good dps' actually will be.
Thanks!
GrimTheReaper45 wrote: »I have concerns about both of the combat changes but mainly the armor.
In pve the roles are designed around gear weights, gear has effects based on weight, we have passives based on weight. Tanks have to wear heavy, mag has to wear light. I dont see how this changes anything besides forcing tanks to take more mag damage and light armor to take even more stam damage along with the increased damage the receive from lower resistances already.
In pvp there already exist a large performance difference between classes wearing light armor and stam heavy builds. Yes fighting eachother will result in them taking similar damage from this change but thats also on top of the decreased resistance of light in the first place.
I just dont think this change really fits into how we build characters in eso.
You will understand, that support concepts are getting rolled on out. Keep in mind, many of these idea's are 'long-term' as they are slow rolling you. They want you to get cozy with these little changes first, before the hammer comes. They want you to know what 'good tanking' and 'good healing' is - before they make you realize what 'good dps' actually will be.
Thanks!
What about players already at max CP (810)? Will there be some form of CP normalization to fit the new higher cap of 3600? Or do we need to grind to 3600 from 810?
The way I see all of this as a quick breakdown -
PvP Perspective: (DPS/Tank)
StamDPS does more dmg to Mag
MagDPS does more dmg to Tank
StamDPS does less dmg to Tank
So if each armor type wearing person gets a bonus vs another, then fair is fair. Please keep in mind, Heavy Armor is used by Tanks - Since D&D and MMO early life and so on.. So a DPS utilizing Heavy to be more Tanky, is in fact sacrificing DPS. That is completely acceptable and logical, it was never intended to be exploitable in PvP.
If though you have an issue with this, you have to ask yourself - Do these changes hurt me or was I relying on a crutch to get dmg done quickly, knowing it felt exploitative? You know... those giggles you got, when you DD down a player, in 1-2 abilities. All I really see, is it balancing it out in a way that suggests both StamDPS and MagDPS will be able to exchange the same blows now. Why did I not mention Tanks? Because again, you wear heavy - you expect to loose DPS, because its logical. But before I close out my simplified PVP break down, lets not forget.. Mag, you get more Pen than Stam natively - So they get a bonus to your Light Armor, you have had a bonus to their medium for a very long time. This does not mean Stam now reigns supreme, it means Mag needs to be more conscious of their own utility and support.
PvE Perspective: (DPS/Tank/Healer)
This will be quick - Rely on your healers. You know, those players you don't 'need' anymore because you do so much dmg you skip mechanics and and zerg zerg zerg. Maybe this extra dmg we will all take, will make us realize that healers are more than POA, RO, Olo, SPC, Combat Prayer. They are people that need to feel relied upon, that are keeping HoT uptimes so your cozy in your parse - that can burst heal when that mechanic you were too slow to roll dodge / block hits you. Maybe we need to take a little bit more dmg, to feel humbled that our healers are actually good healers and not just there to make your parse look good. Maybe through more dmg, you'll find ways to be more supportive yourself.
So everyone, step back and breath. Leave your bubble of solitude, and 'muh parse'. Think logically how these things would work in a broader 'game design' understanding. As from all they said last year, and bits they have said this year. This is really only the first in many changes to come - To make you realize, If you're in a group you play as one; Tanks, Healers, and DPS. Not just a Zerg.
As if you have been reading between the lines, the reign of maximizing your DPS to get through stuff faster and faster is starting to slow down. They have already mentioned (in the past 13 months) long term idea's of Nerfing your LW, Nerfing your Crit. Given this 'more' dmg taken within armor roles - as well as if you peered at those CP's (pause in youtube to see more). You will understand, that support concepts are getting rolled on out. Keep in mind, many of these idea's are 'long-term' as they are slow rolling you. They want you to get cozy with these little changes first, before the hammer comes. They want you to know what 'good tanking' and 'good healing' is - before they make you realize what 'good dps' actually will be.
Thanks!
Who else thinks the champion bar will be great for PC players where they can use an addon to quickly change what they have slotted while totally screwing over us console players? We've already seen it with gear, forcing us console plebs to run only a single set throughout the while dungeon/trial in most situations.
SOLDIER_1stClass wrote: »Merlin13KAGL wrote: »I've heard of this one. It's the same one Light and Heavy users also have, while having a significantly smaller stam pool to pull it from. Let's also not forget that roll cost is already considerably lower for MA than the other two, as well.SOLDIER_1stClass wrote: »
If there are to be line item buffs and debuffs for one armor type, there should be one for all armor types.
Medium shouldn't automatically get a pass.
Incorrect, as light armor has damage shield s and on demand heals that greatly allow it to survive far greater than any medium build.
Additionally, Heavy vs medium damage out put currently is negligible while their survivability is drastically different with heavy coming out way on top.
Light armor builds have access to a much broader range of abilities and support including more aoe options which rain supreme in both pvp and pve.
Stam medium builds are pretty much nonexistent in pve endgame content whete magicka rules the content with its damage coupled with its array of support abilities and synergies.
And in pvp heavy is king 👑 plain and simple.
The last thing medium needs is a nerf of any kind.
Did you really just say light armor can survive far better than medium/stam builds?
Plain and simple, if medium armor gets no penalties, it also does not need even more bonuses.
I want to properly explain why stamina outperforms magicka stat wise when looking at their entire arsenal. I just might when I get angry enough during the PTS.
SOLDIER_1stClass wrote: »Merlin13KAGL wrote: »I've heard of this one. It's the same one Light and Heavy users also have, while having a significantly smaller stam pool to pull it from. Let's also not forget that roll cost is already considerably lower for MA than the other two, as well.SOLDIER_1stClass wrote: »
If there are to be line item buffs and debuffs for one armor type, there should be one for all armor types.
Medium shouldn't automatically get a pass.
Incorrect, as light armor has damage shield s and on demand heals that greatly allow it to survive far greater than any medium build.
Additionally, Heavy vs medium damage out put currently is negligible while their survivability is drastically different with heavy coming out way on top.
Light armor builds have access to a much broader range of abilities and support including more aoe options which rain supreme in both pvp and pve.
Stam medium builds are pretty much nonexistent in pve endgame content whete magicka rules the content with its damage coupled with its array of support abilities and synergies.
And in pvp heavy is king 👑 plain and simple.
The last thing medium needs is a nerf of any kind.
ZOS_GinaBruno wrote: »Hey all, just wanted to give you a heads up that Brian just posted an addendum at the bottom of the original post to explain the CP cap and how it affects DPS and power. Hope this helps clear up any questions or concerns!
ZOS_GinaBruno wrote: »Hey all, just wanted to give you a heads up that Brian just posted an addendum at the bottom of the original post to explain the CP cap and how it affects DPS and power. Hope this helps clear up any questions or concerns!
NewBlacksmurf wrote: »GrimTheReaper45 wrote: »I have concerns about both of the combat changes but mainly the armor.
In pve the roles are designed around gear weights, gear has effects based on weight, we have passives based on weight. Tanks have to wear heavy, mag has to wear light. I dont see how this changes anything besides forcing tanks to take more mag damage and light armor to take even more stam damage along with the increased damage the receive from lower resistances already.
In pvp there already exist a large performance difference between classes wearing light armor and stam heavy builds. Yes fighting eachother will result in them taking similar damage from this change but thats also on top of the decreased resistance of light in the first place.
I just dont think this change really fits into how we build characters in eso.
I’d say it’s been glaringly obvious for years that PvE and PvP can’t mix but the devs are dead set on developing it their way regardless.
I’m not suggesting I have all the answers but I would go as far to say a large part of the existing and old group of customers would benefit from separating the two.
I’d imagine having one character who has for lack of a better term, a PvE mode and PvP mode. There are also major changes needed to how PvP content is accessed and PvE changes to Cyrodil, IC, etc. It just seems odd because we don’t really have world PvP and we shouldn’t ever.
ZOS_GinaBruno wrote: »Hey all, just wanted to give you a heads up that Brian just posted an addendum at the bottom of the original post to explain the CP cap and how it affects DPS and power. Hope this helps clear up any questions or concerns!
The addendum has only reinforced concerns, if anything.
Well, that sounds like a nerfFor players who are in the higher end of the CP scale (900+) that participate in the most challenging and demanding encounters, you will still be able to beat those encounters. Where you’ll see a difference is a shift in favoring survivability over DPS at that point. This is due to several factors we’ve already noted regarding social pressure to “catch up” in CP, bypassing or otherwise ignoring content mechanics, and reducing the gap between high-CP vs. low-CP players. Internally, we’ve tested many, many encounters with CP 2.0 and all of them were still very possible to beat. It may not be as fast at first with CP 2.0, but as new strategies develop and builds evolve with this system in mind, we are confident that players will find new and diverse builds that allow them to master current and future content.
@SOLDIER_1stClass , you're confusing armor weight with mag/stam build decisions. There is literally only one skill difference between one armor class to another. The same abilities and support options are available on either version.SOLDIER_1stClass wrote: »Merlin13KAGL wrote: »I've heard of this one. It's the same one Light and Heavy users also have, while having a significantly smaller stam pool to pull it from. Let's also not forget that roll cost is already considerably lower for MA than the other two, as well.SOLDIER_1stClass wrote: »
If there are to be line item buffs and debuffs for one armor type, there should be one for all armor types.
Medium shouldn't automatically get a pass.
Incorrect, as light armor has damage shield s and on demand heals that greatly allow it to survive far greater than any medium build.
Additionally, Heavy vs medium damage out put currently is negligible while their survivability is drastically different with heavy coming out way on top.
Light armor builds have access to a much broader range of abilities and support including more aoe options which rain supreme in both pvp and pve.
Stam medium builds are pretty much nonexistent in pve endgame content whete magicka rules the content with its damage coupled with its array of support abilities and synergies.
And in pvp heavy is king 👑 plain and simple.
The last thing medium needs is a nerf of any kind.
Merlin13KAGL wrote: »@SOLDIER_1stClass , you're confusing armor weight with mag/stam build decisions. There is literally only one skill difference between one armor class to another. The same abilities and support options are available on either version.SOLDIER_1stClass wrote: »Merlin13KAGL wrote: »I've heard of this one. It's the same one Light and Heavy users also have, while having a significantly smaller stam pool to pull it from. Let's also not forget that roll cost is already considerably lower for MA than the other two, as well.SOLDIER_1stClass wrote: »
If there are to be line item buffs and debuffs for one armor type, there should be one for all armor types.
Medium shouldn't automatically get a pass.
Incorrect, as light armor has damage shield s and on demand heals that greatly allow it to survive far greater than any medium build.
Additionally, Heavy vs medium damage out put currently is negligible while their survivability is drastically different with heavy coming out way on top.
Light armor builds have access to a much broader range of abilities and support including more aoe options which rain supreme in both pvp and pve.
Stam medium builds are pretty much nonexistent in pve endgame content whete magicka rules the content with its damage coupled with its array of support abilities and synergies.
And in pvp heavy is king 👑 plain and simple.
The last thing medium needs is a nerf of any kind.
You can dodge and still do damage independently - no shared GCD for dodge rolls and skills. The shields, and the burst heal on demand (which also has requirements and are often class based, so available to any armor type) take the place of a damage ability, unlike Vigor's fire and forget.
There are plenty of bleeds and poisons that also shut all those things down quickly, often used by stam builds.
AoE and 'support abilities' - specify? Mag doesn't use caltrops. Mag doesn't use Endless Hail. Mag doesn't use the melee splash damage available on several weapon options. Show me the heal equivalent of Rally, the built in shield equivalent of Brawler? Heck, show me a single second weapon damage line for Mag? How about gap closers? Mag also won't hit the raw WD stats stam will, nor will it have remotely the same movement speed by default. There are stamina morphs of just about every class skill available vs what there once was. Here's the kicker: None of these things are tied to armor weight, either way.
Show me the LA version of Tzogvin, Relequen, Berserking Warrior? It took almost 7 years to get the LA version of VO.
Finally, Heavy having a third more AC than medium vs double the AC of Light is a completely separate issue. It's the proc meta in PvP that's making HA king, not the HA itself.
A quick Google search will show you Medium builds that are well within the range of their LA equivalents. The gap is not what you would have us believe.
Every armor type should have benefits and drawbacks.
ZOS_BrianWheeler wrote: »Champion System
As mentioned earlier, the current Champion System relies on passive abilities and this was largely due to the technology that was available at the time. On the backend, the game will perform a check on most passive abilities each time you perform an action, whether that be drinking a potion, dodge rolling, or using an ability on your hotbar. The game must also constantly check passive abilities for the right thing at the right time. For example, a Champion ability such as Bastion requires the game to check if a damage shield was cast on every action your character does. Multiply that by the 30-40 passives you have on your character, and the result is a system that puts unnecessary stress on the server.
The capability to control which stars you slot at any given time is the main aspect that governs vertical progression.