The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
Canned_Apples wrote: »The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
No, the worst thing they could do is ignore the community feedback/warnings and push these changes live like they’ve been doing for various quarters.
relentless_turnip wrote: »Canned_Apples wrote: »The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
No, the worst thing they could do is ignore the community feedback/warnings and push these changes live like they’ve been doing for various quarters.
Totally agree, it would be a miserable experience. Probably the worst that has ever been.
relentless_turnip wrote: »Canned_Apples wrote: »The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
No, the worst thing they could do is ignore the community feedback/warnings and push these changes live like they’ve been doing for various quarters.
Totally agree, it would be a miserable experience. Probably the worst that has ever been.
according to forums, the same guys claim that only the worse is coming one after another but they are still there
MurderMostFoul wrote: »By the time Mondays PTS patch comes out, if they haven't changed the scaling, or at least acknowledge that they intend to, I'm going to be very worried.
People are right to be concerned given the track record of ignoring feedback during PTS cycles. But if this feedback is not acted on, it'll be a new low.
1. ZOS has already acknowledged that proc sets are problematic on live, hence the no proc Cyro test.
2. Now, they appear to want to address the problem with proc scaling, but have somehow made it worse with the current PTS iteration.
3. In the face of 1 and 2 above, if they ignore feedback and let this iteration of proc set scaling go live, myself and I'm sure many others in the PVP community will completely lose faith in the ZOS's ability and/or genuine interest in delivering a relatively balanced PVP experience.
I think to many people are buying to much into a tool tip number. To get those high numbers the person is obviously completely sacrificing penetration. Most pvpers are running resistance numbers at least in the 25k range if not higher. Those numbers get knocked down quickly once you add in battle spirit, resistances, and any other mitigation available.
I think to many people are buying to much into a tool tip number. To get those high numbers the person is obviously completely sacrificing penetration. Most pvpers are running resistance numbers at least in the 25k range if not higher. Those numbers get knocked down quickly once you add in battle spirit, resistances, and any other mitigation available.
You clearly haven't watched the videos on this. I recommend looking up Kristofer ESO and seeing his vid on this. He is doing the levels of damage I mentioned with the health I mentioned quite easily. So perhaps it is you who is "Buying too much into a tool tip number."
To others I do agree that in the past ZOS has fixed things that were widely panned. But only if it was intensely and repetitively emphasized to them how detrimental a change would be. That's why it's so important that we hammer them with tests and videos and parses to show them how bad this will be.
I think to many people are buying to much into a tool tip number. To get those high numbers the person is obviously completely sacrificing penetration. Most pvpers are running resistance numbers at least in the 25k range if not higher. Those numbers get knocked down quickly once you add in battle spirit, resistances, and any other mitigation available.
I think to many people are buying to much into a tool tip number. To get those high numbers the person is obviously completely sacrificing penetration. Most pvpers are running resistance numbers at least in the 25k range if not higher. Those numbers get knocked down quickly once you add in battle spirit, resistances, and any other mitigation available.
The values do need to increase, otherwise there's no point to it.
Jack Daniel in that video has 1.4 Stam regen on a 2h bow toon and 16k max Stam. In actual fight he'd run out of resources in a heartbeat. Don't get me wrong he usually play these kinda low sustain high dmg builds, but most people wouldn't run that.
It's nice to showcase extreme builds like that, but the reality of what people will actually be able to run isn't this bleak.
I do think proc scaling is far too generous right now, but please, take a look at some of these builds before you think anyone would run them.
I'm not the first thread but the dev team has consistently ignored glaring issues from PTS 1 to live that killed PvP so I want to make sure they are constantly reminded how devastating these changes will be if they hit live. ANd I'm not talking about something where a couple 10% tweaks will fix it. This system needs a full overhaul.
Kristofer has a really good video about how bad this is so I won't bore you all. By now most of us have seen the screencap where explosive rebuke has an 88k tooltip. But it's important that ZOS understands it's not a couple edgecases. It'll be relatively easy for classes to run around with 40k+ HP stringing 3-4 procs together that hit for 25-35k total. Armour playing the game for us is bad.
I don't personally have an issue with procs being in the game. But they should be a slight boost or bump of damage that is a minor part in the totality of how we score kills, not the only way to score kills.
There are plenty of good suggestions from Kristofer and others on these forums on how to fix this issue, targeted nerfs would be nice.
My personal suggestion is probably unpopular but I would like to see characters limited to one proc set when in PvP combat. The issue in the last 2 proc metas has been stacking 3-4 proc sets on top of each other. (Crimson+Grothdarr+Vateshran) (Literally any 3-4 stam proc sets here). Limiting us to a single proc condition set would go a long way toward fixing this. But I confess I find it unlikely. So instead PLEASE PLEASE PLEASE seriously reconsider how you calculate these. ESO PvP will not survive another 6 months of awful metas.
PS: Lag is also an offender because when lag becomes so oppressive that our skills won't go off then proc sets become even more powerful because the game plays itself for us.
The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
Armour playing the game for us is bad.
I'm not the first thread but the dev team has consistently ignored glaring issues from PTS 1 to live that killed PvP so I want to make sure they are constantly reminded how devastating these changes will be if they hit live. ANd I'm not talking about something where a couple 10% tweaks will fix it. This system needs a full overhaul.
Kristofer has a really good video about how bad this is so I won't bore you all. By now most of us have seen the screencap where explosive rebuke has an 88k tooltip. But it's important that ZOS understands it's not a couple edgecases. It'll be relatively easy for classes to run around with 40k+ HP stringing 3-4 procs together that hit for 25-35k total. Armour playing the game for us is bad.
I don't personally have an issue with procs being in the game. But they should be a slight boost or bump of damage that is a minor part in the totality of how we score kills, not the only way to score kills.
There are plenty of good suggestions from Kristofer and others on these forums on how to fix this issue, targeted nerfs would be nice.
My personal suggestion is probably unpopular but I would like to see characters limited to one proc set when in PvP combat. The issue in the last 2 proc metas has been stacking 3-4 proc sets on top of each other. (Crimson+Grothdarr+Vateshran) (Literally any 3-4 stam proc sets here). Limiting us to a single proc condition set would go a long way toward fixing this. But I confess I find it unlikely. So instead PLEASE PLEASE PLEASE seriously reconsider how you calculate these. ESO PvP will not survive another 6 months of awful metas.
PS: Lag is also an offender because when lag becomes so oppressive that our skills won't go off then proc sets become even more powerful because the game plays itself for us.
Man please proc sets weren't an issue like that until recently, it has been performance and always will be,.. It's just worse when being hit by proc sets and the games performance is so bad it can't calculate everything accordingly, Proc sets weren't an issue until the most recent DLC/patches.
I swear every time something new comes out, everyone complains.
you guys definitely took the bait, when it came to them blaming proc sets to get everyone's mind off of performance being the number 1 perpetrator, people talk about pvp being way more fun without proc set's being enabled and people ran with that "Data" but we still see how lag/Desyncs/ skill delay constantly burdens the state of pvp, unless your playing when it's not prime time and running around for hours to find a fight. And this is from a solo player.
as i said earlier, it bears repeating here as well, as this is the same subject and result.
this cannot be solved, it's an illusion.
so that brings us back to page one.
back in beta, 8 years ago, we told them.
"do not make classes."
"delete the classes"
and now we see the results, they refused to do as we asked.
enjoy the horrors that you have created from the extreme imbalances, and the people that believe they have all the answers to fix an unsolvable Penrose triangle of classes.
there is no escape.
and by the way, Zenimax sold this mmo and other games it owns to Microsoft, so to call them out as you have in the title of this thread is fruitless.
Maybe the answer is that they shouldn't scale off of anything at all, nor be affected by anything at all. If a proc has a tool tip of 2k then it hits for 2k regardless of any offensive stats the attacking player has, and regardless of any defensive stats the target has. It always hits everyone for 2k by anyone who uses it. The scaling of any type seems to be the problem. Also nothing should damage based off a % of anything. This way they can dial in precisely the power that they want each proc set to have.
Wolf_Watching wrote: »The worst thing they could do from my opinion is raising requied value of weapon/spell dmg players need to get to old numbers. This would hurt magplayers a lot.. I think before sets needs to be adressed difference between weapon damage and spell dmg.
Love how we are ignoring the 5-7k pen you all get lol.
I think to many people are buying to much into a tool tip number. To get those high numbers the person is obviously completely sacrificing penetration. Most pvpers are running resistance numbers at least in the 25k range if not higher. Those numbers get knocked down quickly once you add in battle spirit, resistances, and any other mitigation available.
You clearly haven't watched the videos on this. I recommend looking up Kristofer ESO and seeing his vid on this. He is doing the levels of damage I mentioned with the health I mentioned quite easily. So perhaps it is you who is "Buying too much into a tool tip number."
To others I do agree that in the past ZOS has fixed things that were widely panned. But only if it was intensely and repetitively emphasized to them how detrimental a change would be. That's why it's so important that we hammer them with tests and videos and parses to show them how bad this will be.
Jack Daniel in that video has 1.4 Stam regen on a 2h bow toon and 16k max Stam. In actual fight he'd run out of resources in a heartbeat. Don't get me wrong he usually play these kinda low sustain high dmg builds, but most people wouldn't run that.
It's nice to showcase extreme builds like that, but the reality of what people will actually be able to run isn't this bleak.
I do think proc scaling is far too generous right now, but please, take a look at some of these builds before you think anyone would run them.