BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
Sandman929 wrote: »BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
Maybe it'll see some changes in the PTS process...optimistic, I know, but this kind of reduction does make it pretty pointless.
BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
It isn't meaningless... I still managed to get to 95k on the preview server while parsing. People overreact here imo. We dont need the vertical power from the system to complete any content, and I personally prefer horizontal options. Those allow for much more creativity and theorycrafting than just adding more and more passive power over time.
But that's just my opinion.
Everest_Lionheart wrote: »BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
It isn't meaningless... I still managed to get to 95k on the preview server while parsing. People overreact here imo. We dont need the vertical power from the system to complete any content, and I personally prefer horizontal options. Those allow for much more creativity and theorycrafting than just adding more and more passive power over time.
But that's just my opinion.
It’s not the parse I’m worried about so much as the mitigation. I’m struggling in some vet trials to stay alive as a DPS in the current patch where the previous patch I was not. The result is that instead of slotting a shield or a self heal to pass certain mechanics I am now slotting both and in some cases an extra skill to buff my resistances. That’s skill slots where I’ve had to drop my dps skills in favour of survivability.
I’m at just over 1000CP now which means is still don’t have damage maxed and currently I’m hitting ~7% lower across the board on all my toons. Not that big of a DPS loss to be honest. To get there means I haven’t put anything into mitigation. And while the new system looks like I may be able to do just that I am not sure anything is going to really help in that department every percent helps sure. But mitigating a 30k one shot when I have 28K hp can’t be done at 4% where I could survive at 8%. So either way I will still be way over what I need for DPS and still lacking where it really counts.
Sandman929 wrote: »BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
Maybe it'll see some changes in the PTS process...optimistic, I know, but this kind of reduction does make it pretty pointless.
Sandman929 wrote: »I think people are reading into things quite a bit:
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
So that says reducing stages to get to "optimal" not necessarily that the total value is diminished.
while also taking some of the power out of the high-end experience.
Some power out of the high-end experience...sure that sounds like a reduction, but it's very vague and doesn't specify any stars at all by name.
BejaProphet wrote: »@itscompton gotta read rest of thread. Worst case interpretation has been confirmed.
Sandman929 wrote: »Sandman929 wrote: »I think people are reading into things quite a bit:
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
So that says reducing stages to get to "optimal" not necessarily that the total value is diminished.
while also taking some of the power out of the high-end experience.
Some power out of the high-end experience...sure that sounds like a reduction, but it's very vague and doesn't specify any stars at all by name.
It means that the power is reduced. They've did that once when they cut them from 5 to 4, why would they do it different now?
I'm not saying they won't. I just prefer to react to facts not speculation.
I was on the preview server and the power has been cut in half. 2 stages, same power per stage as before = half the power.
So im not speculating, I've seen it first hand.
It's vaguely written. My initial reading of it is different from yours.
I posted this in another thread:
Here is the pertinent section: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[ing] 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.
If you ignore everything but the bolded part:We also are keenly aware of the ... concerns you all have about getting optimal builds as soon as possible. To address these concerns, we are ... greatly lower[ing] the number of points required to get to a more optimal build in both of those constellations[.]
It seems to me they're saying that where you used to have to put 50 CP into a constellation to get a 10% buff last patch, next patch you'll only have to put ~25 or so into it. The buff itself doesn't change — only the cost to you does.*
The part after the bolded text ("while also taking some of the power out of the high-end experience.") just means that people with 3300 CP aren't going to be as OP compared to 810s because the 810s are going to be getting a relative buff.
* Of course it's entirely possible that I could be the one misreading this, but I don't think I am.
BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
It isn't meaningless... I still managed to get to 95k on the preview server while parsing. People overreact here imo. We dont need the vertical power from the system to complete any content, and I personally prefer horizontal options. Those allow for much more creativity and theorycrafting than just adding more and more passive power over time.
But that's just my opinion.
BejaProphet wrote: »I think the most insulting thing is that he tried to spin this as addressing “the communities concerns.”
The trial community was outraged that they had to grind insane amounts to get back to their previous level of performance.
Now they forever lock them out of that level and act like they were answering the concerns about grinding. Can’t wait to see their reaction to this.
Everest_Lionheart wrote: »BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
It isn't meaningless... I still managed to get to 95k on the preview server while parsing. People overreact here imo. We dont need the vertical power from the system to complete any content, and I personally prefer horizontal options. Those allow for much more creativity and theorycrafting than just adding more and more passive power over time.
But that's just my opinion.
It’s not the parse I’m worried about so much as the mitigation. I’m struggling in some vet trials to stay alive as a DPS in the current patch where the previous patch I was not. The result is that instead of slotting a shield or a self heal to pass certain mechanics I am now slotting both and in some cases an extra skill to buff my resistances. That’s skill slots where I’ve had to drop my dps skills in favour of survivability.
I’m at just over 1000CP now which means is still don’t have damage maxed and currently I’m hitting ~7% lower across the board on all my toons. Not that big of a DPS loss to be honest. To get there means I haven’t put anything into mitigation. And while the new system looks like I may be able to do just that I am not sure anything is going to really help in that department every percent helps sure. But mitigating a 30k one shot when I have 28K hp can’t be done at 4% where I could survive at 8%. So either way I will still be way over what I need for DPS and still lacking where it really counts.
Exactly this. Depending on which CP passives are decreased, block mitigation?, 8% damage reduction down to 4%, hardy down to 2%? All of these in combination will make a noticeable difference with survivability.
Maybe this is where your companion comes in. Lol
BejaProphet wrote: »@Masel how have you seen it? I thought the test server won’t get it until Monday?
We've been invited on a blackwood preview server over the last week to test the chapter early. These changes were on that build, but ive known that this was likely to happen for a couple weeks already. Just couldn't tell people because of NDA before, but anything we've seen on the preview is fair game so I can confirm it this way.
It's vaguely written. My initial reading of it is different from yours.
I posted this in another thread:
Here is the pertinent section: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[ing] 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.
If you ignore everything but the bolded part:We also are keenly aware of the ... concerns you all have about getting optimal builds as soon as possible. To address these concerns, we are ... greatly lower[ing] the number of points required to get to a more optimal build in both of those constellations[.]
It seems to me they're saying that where you used to have to put 50 CP into a constellation to get a 10% buff last patch, next patch you'll only have to put ~25 or so into it. The buff itself doesn't change — only the cost to you does.*
The part after the bolded text ("while also taking some of the power out of the high-end experience.") just means that people with 3300 CP aren't going to be as OP compared to 810s because the 810s are going to be getting a relative buff.
* Of course it's entirely possible that I could be the one misreading this, but I don't think I am.
that is the same impression i got as well.
the real view will be when it goes LIVE and able to see the real results.
Mr_Gallows wrote: »A horisontal progression where it's options for playstyle rather than vertical discovery of how to be OP is a good change. It is also what they advertised in the early life of the game
While it may not be perfect and while they should add more options to support this... it is a better design principle in terms of gameplay and balance
Yep, no more tanks, no more healers. Welcome to DPS online. Lowering the ceiling will result in lowering the floor. It’s not that people don’t care about rotations, LA weaving, or a number of things. Casuals, noobs, and those that play every day (low dps) we do care. However, some of us just can’t do twitch finger game play. Just won’t happen...ever.
I had a great setup pre Morrowind..Pet Sorc heavy attack build and it worked. The dps was fantastic. I was hitting most times 20 to 30k or higher without a rotation. Now I’m back down hitting 7 to 11 k dps. Everything got nerfed. The devs said in this major update, Blackwood, that they will be looking at Alcast for his input. I have nothing against him. He is a great gamer, but why can’t the devs look at the floor and get our input? As a solo player, i did my dps testing vs overland targets while using CMX or combatmatrix. I mainly use two skills, one buff and one debuff on a target. Sometimes I get 58k single target dps or 7 to 11k dps. Nothing consistent. I don’t use target dummies because that is not a realistic representation of the game/mechanics. I test on a live world boss which include dodge rolling, blocking, etc...that’s realistic for casual players.
Also, the ingame lag to really bad. I’ve had three different ISPs with all the same result at the server end...200 to 900+ms in any dungeon. It really sucks when a la or heavy attack never fires off or just standing there smashing 1 or 2 skills and nothing happens. No response. Kind of hard to get any DPS when that happens everyday. So, it’s not that casual players don’t care, we do..very much. However, some of us have to play within a terrible realization. Due to factors out of our control, we will never, ever be in end game content. Period.
I used to solo a lot of easy vet dungeons a long time ago. Now, I stick to overland farming and normal dungeons. If the devs are serious about raising the floor, then look to the past to see what did work. I’d say uncap the upper end and raise the floor up a lot. Make a basic skills do atleast 20k damage after mitigation. It’s not going to hurt anybody in pve. Just nerf the crap out of it in PVP.
A few gamers will totally disagree with this but I really don’t care. I’m not going to be doing hard mode anything, but I would like to be with 2 to 3 other like minded individuals that would like to a normal or vet dungeon knowing that we will die a lot but at least have the damage to get thru. It’s about having fun, not competition or titles, etc.
Git gud, practice...not going to happen. Casual players want to kill something at the end of a really bad day. This shouldn’t be another job..should be fun...bring back fun ZOS.
munster1404 wrote: »BejaProphet wrote: »Wow, thank you for the input. So it is that bad. I can not fathom their thinking.
We wait years for a character advancement system, only to find it’s going to be border line meaningless it is so weak? I honestly don’t know if my love for the game can survive that.
It isn't meaningless... I still managed to get to 95k on the preview server while parsing. People overreact here imo. We dont need the vertical power from the system to complete any content, and I personally prefer horizontal options. Those allow for much more creativity and theorycrafting than just adding more and more passive power over time.
But that's just my opinion.
You are talking about damage output as a DD while I’m more concerned with tanking. My 5 x Argonians Tanks sustain have already dropped to the point that I need to include a “selfish set” (Maybe this is the “creativity” you were mentioning?). I was borderline ok with that because I gained a slight increase HP/Stamina/Magicka but now the devs are undoing that (all players lose 50% of the benefits if they had placed points in these passives) plus self heal and mitigation nerfs (benefits reduced by 50% as well). If this round of rebalancing are a result of the implementation of Companions, I rather they scrap this new feature. As a class rep, I do hope that you intend to scrutinise that these uncalled for nerfs.
Luke_Flamesword wrote: »I don't mind whole playerbase nerfs as long as they will also nerf most difficult content in game. Most of content is too easy, so going down with endgame power may be good, but at the same time it would be nice to have possibility to finish some harder content without being total hardcore or breaking keyboard...
What I don't like it this game is fact that for most time I'm doing things that are too easy (which is boring) or too difficult (which is frustrating because I'm not Dark souls type guy).