I mean, I already can't heal for crap on PvP, but sure, nerf healing even more so I can die even more quickly.
Please leave speed cap alone. PvP wise whatever I don’t care if you need to nerf speed sprint to 0% just put it in battle spirit.
But please don’t suggest game wise speed nerfs. There’s so very little left untouched in this game
TequilaFire wrote: »Players are moving way too fast in PvE as well, the sprint and mount animations can't keep up.
If you could only see your self go by. lol
sabresandiego_ESO wrote: »In PVP there are two primary issues which ruin the flow of pvp combat.
1. The game engine can't handle speed stacking characters who run from line of sight to line of sight. When you try to fire an ability at them, it doesn't go off due to both positional desyncs and because ability animations seem to have multiple LOS checks and so don't fire even when the speedy character is exposed outside of LOS. This has created hit and run style gameplay where people try to one shot you, and then sprint at 200% speed around corners and you cannot target them.
Suggested fix: Lower the sprint cap from 200 to something lower, and lower the speed boost of various buffs like the expeditions and race against time. In addition, remove the multiple line of sight checks from abilities so that if an enemy is exposed when you initially cast an ability, the ability will actually fire instead of stutter at the end of its animation. Boost all melee abilities to 7m range to help with positional desyncs.
2. PVP plays reasonably well outside of speed stacking one shot builds when healers aren't present. When healers are present the game slows down to a snails pace and its extremely difficult to get any kills. Deathmatch games when 3 good teams are present often end where the winning team has less than 3 kills secured. And if only 2 teams are good they don't fight each other and just farm the third team.
Suggested fix: Make it so battle spirit additionally reduces healing done to others by x% and overhealing causes the overhealed player to do x% more damage for x seconds. The goal here is to retain the effectiveness of healers but convert that effectiveness into both offense and defense instead of just defense. Battles with healers involved should be just as fast paced and enjoyable as battles when no healers are present; not boring snooze fests where nobody dies.
tsaescishoeshiner wrote: »I don't think speed stacking is an issue, though I know ball groups and 1vxers use it. Swift jewelry has already been nerfed, Steed Stone is less viable with the Health Recovery debuff, and speed is already capped at 200% base speed.
I play a super fun 196% speed stamsorc, and building into speed definitely comes at a cost. Most stam builds are at 160% just from sprinting with Medium Armor, so I think it's very well-balanced.
They did remove snares from a lot of skills over a year ago—maybe a dedicated non-ground AoE snare in the PvP skill lines would be good.
sabresandiego_ESO wrote: »If they don’t nerf speed, which I’m ok with, they need to fix targeting so that you can actually fire abilities on fast moving players.
Currently the targeting system doesn’t work and the abilities stutter on fast moving targets, likely due to un necessary multiple line of sight checks. If the ability passes the first line of sight check (when you push the button and the target is exposed) then the ability should go off. Right now the ability fails to cast
YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable
sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable
YandereGirlfriend wrote: »sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable
Sounds to me like a problem with shoddy game code not with movement speed itself.
Try asking ZOS to fix the actual problem rather than calling for nerfs on the entire player base.
sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable