ZOS_BrianWheeler wrote: »Hey gang!
Today, we’d like to share some new features and updates coming your way in Update 30! In this Update, we’re focusing on some concerns regarding item set procs and continuing our Champion System improvements, as well as several fixes for server performance and general bugs/balance. You’ll be able to read the full details in next week’s PTS patch notes.
Proc Sets
The growing concerns over the “proc set meta” for the past few updates has not fallen on deaf ears. We understand the frustration of feeling required to run these types of sets and fighting against them in PVP. These sets are seen as “free” sources of damage, healing and survivability, all of which come with minimal tradeoffs. We want these proc choices to mean something, rather than just the de facto method of building a character without paying for it in some way.
With that stated, in Update 30 we are making all item sets that deal damage or heal scale with player stats. You will need to make a conscious build choice when looking at which item sets to include in your build, rather than simply equipping three proc sets for that aforementioned “free damage”. Damage sets will scale with Spell or Weapon damage, whichever is higher. Healing sets will scale with Maximum Magicka or Stamina, whichever is higher. Other sets that fall outside of that functionality will likely scale with Max Health, as well as a handful of other unique ways. Full details about which sets scale with which stats will be displayed in the tooltips for your item sets.
The effect we expect from this will be an overall buff in PVE territory as many players build for maximum efficiency regarding their stats. In PVP, we expect lower efficacy from item set procs as builds for PVP typically tend to focus on several stats that will take away from the potential to deep dive into specializing into specific stats. This also means that if you opt to run a full build of proc sets, you’ll be trading off a large source of stats for your build and you’ll be limited to gaining them from passives, enchants, and consumables, significantly limiting your ability to build as you could before. It’s possible to get to the values of “proc sets” pre-U30 if you specialize your stats for it, as well as getting higher values than before if you go all in to building around their scaling, but we believe this will lead to a healthier balance of damage and healing versus the “free procs” you get now.
Champion System
In Update 29, we introduced the revamped Champion System and indicated we would build upon it in the future. With Update 30, we are continuing our dedication to this system by adding several new slotted stars for healing and support-focused builds. We also are keenly aware of the passive power this system added in the initial offering and the concerns you all have about getting optimal builds as soon as possible.
To address these concerns, we are reducing the number of stages on passive stars in the Warfare and Fitness constellations by two more stages, to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build in both of those constellations, while also taking some of the power out of the high-end experience. We’ve also added a new and final sub-constellation (each tree can have up to 3) in the Warfare tree focused on healing, offering new slottable stars that support the healing playstyle, and added a few old favorites from the original Champion System focused on heavy and light attack damage to offer some core damage bonuses for players using their basic attacks.
As always, you can also expect bug fixes and updates to existing item sets that you can read about in the PTS patch notes, along with many adjustments to AE abilities for better server performance. We hope you enjoy your time on the PTS and look forward to reading your feedback for Update 30 next week!
(Keep in mind much of your content was designed and developed around the previous champ system and player power constraints - you will have way more work on your hands retooling content so that it can be completed if you continue to nerf your playerbase; That team you have beating all your content with no champ doesn't count as a legitimate measure of content difficulty or representation of your player base - they are outliers. Continually weakening the majority of your playerbase because your ultra-elites make things look easy without retooling said content is a bad call. The average top end non cheese parse builds are down ~17% as it is which brings the current changes well within the stated intended target range. ^_^)This is false. They've just taken out stages, cutting power in half.
To address these concerns, we are reducing the number of stages on passive stars in the Warfare and Fitness constellations by two more stages, to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build in both of those constellations, while also taking some of the power out of the high-end experience. We’ve also added a new and final sub-constellation (each tree can have up to 3) in the Warfare tree focused on healing, offering new slottable stars that support the healing playstyle, and added a few old favorites from the original Champion System focused on heavy and light attack damage to offer some core damage bonuses for players using their basic attacks.
As always, you can also expect bug fixes and updates to existing item sets that you can read about in the PTS patch notes, along with many adjustments to AE abilities for better server performance. We hope you enjoy your time on the PTS and look forward to reading your feedback for Update 30 next week!
icAirborne wrote: »So basically you’re nerfing the already pretty mediocre CP system that so many players spent hours and hours grinding xp to get something worth while out of. And it is announced the day after the biggest double xp event, not before.
Stam toons get to struggle even more with even less pen, the stam and mag stars give only a 500 stat increase, and mitigation/healing passives will feel even less meaningful (woooo 2% healing received).
This change basically makes it so horizontal that there is no verticality to make it worthwhile or give the system longevity. This patch people had to decide between mitigation and maximising damage because of the shortage in available cp. I thought that was the entire goal of the system, having to make choices. Now pretty much everyone will have every passive, effectively removing any choice regarding passives, thus removing specialisation. The only extra “specialisation” that high cp players have now is whether or not they have to spend 3k gold to swap out a slottable star for another lmfao.
I cant for the life of me find any way that this change encourages any sort of goal that the new system was made to achieve. All it achieves is removing a lot of choice, weight to those same choices, and also the longevity from the system.
Leonis3491 wrote: »I play every day on Battlegrounds and i record Eso-log stat after each one.
I see how players are unkillable, they have a full défensive build with damage procsets, for exemple MagWarden with Zaan/Winterborn/BlackRose/Vateshran, and more than 35k health, or 50k health Harbinger StamNecro.
For them Healing are done with skills and natural health regen not procset.
Most of compétitive players on bgs are playing this type of build.
Nerfing procsets will result on Nerfing on All Damage done during bgs and so all deaths. This will just make infinite and boring battle...
Leonis3491 wrote: »I play every day on Battlegrounds and i record Eso-log stat after each one.
I see how players are unkillable, they have a full défensive build with damage procsets, for exemple MagWarden with Zaan/Winterborn/BlackRose/Vateshran, and more than 35k health, or 50k health Harbinger StamNecro.
For them Healing are done with skills and natural health regen not procset.
Most of compétitive players on bgs are playing this type of build.
Nerfing procsets will result on Nerfing on All Damage done during bgs and so all deaths. This will just make infinite and boring battle...
Expet that winter born, zaan vate magden will do far less dmg than before.
Assuming Zos gets the scaling right.
I do feel like making dmg procs only scale with wpn and spd is a mistake tho, that won't stop ppl to run high hp builds, but at least they will have to sacrafice mag/stam of they also want high dmg procs.
icAirborne wrote: »So basically you’re nerfing the already pretty mediocre CP system that so many players spent hours and hours grinding xp to get something worth while out of. And it is announced the day after the biggest double xp event, not before.
This change basically makes it so horizontal that there is no verticality to make it worthwhile or give the system longevity. This patch people had to decide between mitigation and maximising damage because of the shortage in available cp. I thought that was the entire goal of the system, having to make choices. Now pretty much everyone will have every passive, effectively removing any choice regarding passives, thus removing specialisation. The only extra “specialisation” that high cp players have now is whether or not they have to spend 3k gold to swap out a slottable star for another lmfao.
that won't stop ppl to run high hp builds, but at least they will have to sacrafice mag/stam of they also want high dmg procs.
Why not separate gear...flag dungeon and trial gear as PvE and disable the entire set in ALL PvP situations. Then you can make pure PvP flagged gear with PvP based bonuses that only work in PvP situations...
Why not separate gear...flag dungeon and trial gear as PvE and disable the entire set in ALL PvP situations. Then you can make pure PvP flagged gear with PvP based bonuses that only work in PvP situations...
Why not separate gear...flag dungeon and trial gear as PvE and disable the entire set in ALL PvP situations. Then you can make pure PvP flagged gear with PvP based bonuses that only work in PvP situations...
ZOS_BrianWheeler wrote: »Hey gang!
Proc Sets
With that stated, in Update 30 we are making all item sets that deal damage or heal scale with player stats. You will need to make a conscious build choice when looking at which item sets to include in your build, rather than simply equipping three proc sets for that aforementioned “free damage”. Damage sets will scale with Spell or Weapon damage, whichever is higher. Healing sets will scale with Maximum Magicka or Stamina, whichever is higher. Other sets that fall outside of that functionality will likely scale with Max Health, as well as a handful of other unique ways. Full details about which sets scale with which stats will be displayed in the tooltips for your item sets.
Champion System
In Update 29, we introduced the revamped Champion System and indicated we would build upon it in the future. With Update 30, we are continuing our dedication to this system by adding several new slotted stars for healing and support-focused builds. We also are keenly aware of the passive power this system added in the initial offering and the concerns you all have about getting optimal builds as soon as possible.
To address these concerns, we are reducing the number of stages on passive stars in the Warfare and Fitness constellations by two more stages, to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build in both of those constellations, while also taking some of the power out of the high-end experience. We’ve also added a new and final sub-constellation (each tree can have up to 3) in the Warfare tree focused on healing, offering new slottable stars that support the healing playstyle, and added a few old favorites from the original Champion System focused on heavy and light attack damage to offer some core damage bonuses for players using their basic attacks.
redspecter23 wrote: »I see that sneaky nerf to cut all blue and red passives in half. Ouch.
ZOS_BrianWheeler wrote: »
to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build
And you think the best moment to write this is after a 3-week-long-grind, yes?
ZOS_BrianWheeler wrote: »
to a maximum of 2 stages per passive star. This will greatly lower the number of points required to get to a more optimal build
And you think the best moment to write this is after a 3-week-long-grind, yes?
I've been putting out warnings not to grind everywhere. They've even said to players directly and explicitly that they're considering further lowering passives weeks ago, shortly after FoA went to pts. This time, i can only blame players for grinding while the system hasn't been fleshed out tbh...