James-Wayne wrote: »ACamaroGuy wrote: »So what exactly will be the new usable CP? Right now I'm able to use 810 of my 1256.
Brian said on stream all acquired CP you have to date is unlocked for you to use Day 1
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!
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.
KhajiitLivesMatter wrote: »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?
u can already grind to 3600 its the current max lvl but u just dont get advantages if u are over 810 atm
so i think u just stay at ur lvl and need to grind the rest
AmendmentI wrote: »The armor changes dont sound very well thought out...... For the most part magicka dps and tanks arent given a choice. Mag dps sets are typically light. Tank sets are typically heavy. It doesnt give a choice it just adds on bonuses and penalties to all except stam and medium armor tanks
ACamaroGuy wrote: »I'm at champion point 1256 currently. If this game thinks it is so interesting and so time-worthy that I'm going to grind all the way up to 3,600 ZOS is mistaken. That grind will take a person over a year to complete. So for most people they're going to be inadequate in any veteran end game runs because they're champion levels are going to be too low. Going to 3,600 is a stupid idea. Should have taken it up in smaller increments, 1,800 then make another small adjustment until eventually you get up to the 3,600.
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.
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.
Probably the first that popped into my mind when I saw the bar yeah.
And this is coming from a pc player.
Just another reason to have multiple load outs as a base game option.
Essentially a built in build creator.
Simply, I hate nerfs, no matter what is the reason behind it. So the approach to nerf Crit because it shines a lot and make it blunt like others is not a good approach. Technically it may, but definitely not psychologically. I am not a min/maxer but an RPG player. And RPG is all about progression, being stronger, better. So when you nerf Crit and others, my already not performing well Wood Elf / Werewolf Stamblade with Berserking Warrior gets nerfed too, which is the opposite of progress.
So a more humanly approach should be to shine the blunt ones like the already shining ones, not the opposite.
Another min/max vs RPG issue; I have one and only one character; a wood elf night blade. I don't have neither desire nor time to create and level up another character. I play the game a little over a year and wood elves and the night blades are by far the weakest links. And you didn't do anything to change this.
While a ~CP200 sorcerer or templar can easily gain the title flawless conqueror, I struggle to complete veteran Maelstrom each and every time. I wonder why balancing the races and classes are never in your agenda.
You always underline how you care about casuals but the defense against weakness of night blades always "how an end user / elite class it is" and "we should master the class to make it shine". So I have to spam aedric spear if a casual and brag how good a player I am.
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?
mook-eb16_ESO wrote: »personally I want light, medium, and heavy armour to effect speed and stamina drain.
they werent kidding when they said "destruction comes to tamriel" . this needs baby steps and a better explanation. also if this has been in the works for awhile they should have increased CP gain earlier to prepare the player base.
TheImperfect wrote: »When will update 29 go live please?
albumoculus wrote: »TheImperfect wrote: »When will update 29 go live please?
8th of March, next month.
What I like the most in ESO combat system is the dynamic of skills and counters. Armor types reinforce its diversity because you react differently based on your strengh / weakness and the ones of your opponent. As you can guess I'm interested in pvp so that's what I'm looking at here.
What I'm interested in are healthy trade off for each armor type. I like most changes but it feels that LA really need more love.
I don't care much about the proc meta issue because it will be dealt at some point. Holy no proc test, I'll pray you never end.
A few points I see in the big picture :
Raw Resistances (7 pieces) and weakness/resist
LA : 7501 (= 11,36% mitigation) + 1% weakness against physical + 1% resist against magicka
MA : 11199 (= 16,96% mitigation) + chuck norris no weakness mode
HA : 14897 (= 22,57% mitigation) + 1% weakness against magicka + 1% resist against physical + 2% resist when cc immune
If all armors had the same value the passive would be more balanced.
(Concentration) passive give 4884 penetration and help to reduce the damage done gap created by resistance diff.
MA : 11199 - 4884 = 6315
HA : 14897 - 4884 = 10013
So LA spend one passive for this while other armors have more on top. Like 15% weapon damage for MA that boost damage AND heals.
LA and MA have almost same crit (see below), regen and cost reduced.
MA have speed when LA have snare effectivness and sprint cost reduce which is weaker in my opinion
Having more damage from physical attack is just too much. LA already take more damage from everything
Dodge
LA : good to have some reduce cost here. They lifted some weight from wearing ligth
MA : I kind of understand the buff here, dodge less but survive more when you attack & escape (and you still got cost reduction from passives, 28% with 7 pieces)
HA : fair debuff. You're not a rolly pony
Block
LA : heavy debuff, 12% (5-1-1) 21% (7). With how the burst damage is now, if you don't block you die even with shield and heal and it's required to avoid CC too
MA : good buff. You can block longer but still take some damage
HA : good buff. You block more damage but can't perma block
Heal Shield etc
LA : unlike other armors you need much more skills dedicated to def. I feel like an epileptic under steroids (and sniffing some nirncrux) to keep up the pace to survive and have some room to launch a light attack. Heal buffed with crit passive (Prodigy : 2191)
MA : seems more balanced. Can heal & attack or heal & move or heal & block without feeling you need to be precise to the millisecond. Buffed with (Agility) by 15% weapon damage & crit (Dexterity : 2296)
HA : (Rapid Mending) healing received 8%, Health regen. Your 'Trump' card
Speed
LA : you're in light but you're a nerd so you have no muscles to run
MA : you're a *** but god you run fast
HA : you're just a blockhead, you don't know how to run
CC break
LA : good buff (needed since a long time)
MA : why not some debuff here. If MA need a weakness, here seems a good spot
HA : you're still a blockhead but you rocks
Tools
LA : class skills
MA : weapons, speed (Line of Sight 0v0), AoE resist
HA : beat me, I'll regen. Health based heals
Crit resist
You can think at first glance, no main difference here between armor types.
But if you look a little more into it, the more squishy you are the more you have to invest in crit resist, the less options you have to invest your traits on something else
low armor + low crit resistance : you're an exploding watermelon. Juicy proc target for bombers
high armor + low crit resist : fine but got some surprising high hits
low armor + high crit resist : take some damage but no surprise
high armor + high crit resist : congrats, you're a living stone
AoE
LA : zerg AP food
MA : https://www.youtube.com/watch?v=O0d0u2836zY + MA skill 20% reduction + Dodge 10% reduction (5 pieces), 14% (7)
HA : it itches
Crit done
LA : (Prodigy) 2191 Should be power trade off for wearing light but MA still beat it
MA : (Dexterity) Have more crit with 7 pieces (2296) than LA and not much less with 5 pieces (1640) or 6 (1968)
HA : who's crit
If I summarize LA should be better in a few things (not necessary all)
crits : magicka could have more crit like stam have more weapon damage
toolkit : at the beginning, class skills and CC were more for LA/magicka and weapon more for MA/physical with some in between for both. But there's more stam class skills now (even more true with new classes). Magicka and skills are still usable by MA (sorc streak, templar cleanse, NB cloak etc). So class skills tend more to be the class identity stuff for all roles. That's good but magicka still not have 1 hand and rune or other staff.
shield : sorry, bad joke. But you can still wrap yourself in a pretty bubble to escape life. Health cap, armor resist applied, cost and mag regen and skills too diffrents on classes is quite a mess. It makes it a difficult answer for balance at this point.
Physical damage is already more strait and easy to use (buff without target, direct damage, more strait ult, finiser, heal over time) while magicka is less straitforward (buff need target, longuer burst to build [target debuff + DoT], ult easier to counter and heals/shield need better reaction).
I see a lot of good stuff in the new horizontal CP 2.0 and most of the new armor passive. Keep the good work
ZOS_BrianWheeler wrote: »This also brings us back to the baked-in stats for players levels 1-50, and more specifically, damage output. Those changes combined with CP-value adjustments will result in changes in DPS output. With the baked-in weapon and spell damage, max Magicka and max Stamina, many players will see an overall increase in their DPS output in the lower spectrum of CP (EG 100-300 CP). Around 300 CP, we wanted to ensure that a baseline of DPS was capable to complete all DLC dungeons on Normal, as that’s also when those dungeons open up in the Activity Finder.