PvP complains, Light/Heavy armor get hit with penalties. Medium armor survives unscathed.
PvP complains, pre-buff sets nuked because they were being used to one-shot from stealth.
PvP complains, all but 19 sets removed from Cyrodiil for several months.
PvP complains, now procs do even more damage and scale off of offensive stats.
PvP complains, health regen of all things is nerfed despite being a meme stat in PvE.
Now Medium armor is the only one without penalties, Stamina is even more meta than before, and scales healing from procs in addition to damage, healing, and shielding from skills, stealth, mobility from rolling and sprinting, and mitigation from rolling, blocking, and breaking free. Stamina builds now also scale damage from procs far harder than Magicka builds due to extra free weapon damage, and deal increased damage against Light armor for some reason despite Light armor already having the least armor and taking the most damage in the game. All that complaining only reinforced the absolute most dominant builds in PvP and slapped everyone else with random penalties they never asked for. Including PvE.
ZOS need to stop catering so closely to the whims of PvP. It's like holding a poll on taxpayers to see how much tax they want to pay. Spoiler alert, they aren't going to vote for the measure that's best for the nation, they're going to vote for whatever suits them the best without offering a solution on how to fix the overall issues.
1. Oh, Medium armor users take increased damage from Heavy armor users Like Light takes from Medium? ...No? Hmm. Heavy armor doesn't even have damage or mobility passives, but Medium does. And stealth. And sustain. And durability passives too. With zero penalties. Other armor types have penalties; Medium gets all the upsides with none of the drawbacks.TheBonesXXX wrote: »1) Medium armor has not survived unscathed, medium armor is weaker to heavy armor than light armor is. Heavy > Medium > Light > Heavy if you followed the logic of the nerfs.
2) Pre-buff sets are not skill based, they're crutches. They should have never been made to begin with, there is a reason they nerfed buffs from being 2 minutes long to only 20 seconds long years ago, because pre-buffing isn't skill based.
3) They are not removed from Cyrodiil, they are disabled; it's any set that requires a server side calculation when players just wanted free damage sets disabled in PvP.
4) The desired outcome was Malacath does not buff free damage sets, only a few advocated for scaling; which was in itself a terrible concept and idea.
5) I'm not sure what this has to do with anything as health regen builds were barely ever used in the course of PvE tanking, so it shouldn't affect much to begin with.
TheBonesXXX wrote: »True, but Heavy kills Medium, Medium kill Light, and Light kills Heavy. They're trying to maintain an "RPS" aspect to the game balance. Stamina is strong because people love making suggestions to nerfing passives that actively kill light armor builds and do not exactly show that they understand simple game mechanics, they scream "NERFF LOLOLL PTW CLASS" and cannot even begin to understand the disadvantages of each class, which renders their suggestions invalid.
1. Oh, Medium armor users take increased damage from Heavy armor users Like Light takes from Medium? ...No? Hmm. Heavy armor doesn't even have damage or mobility passives, but Medium does. And stealth. And sustain. And durability passives too. With zero penalties. Other armor types have penalties; Medium gets all the upsides with none of the drawbacks.TheBonesXXX wrote: »1) Medium armor has not survived unscathed, medium armor is weaker to heavy armor than light armor is. Heavy > Medium > Light > Heavy if you followed the logic of the nerfs.
2) Pre-buff sets are not skill based, they're crutches. They should have never been made to begin with, there is a reason they nerfed buffs from being 2 minutes long to only 20 seconds long years ago, because pre-buffing isn't skill based.
3) They are not removed from Cyrodiil, they are disabled; it's any set that requires a server side calculation when players just wanted free damage sets disabled in PvP.
4) The desired outcome was Malacath does not buff free damage sets, only a few advocated for scaling; which was in itself a terrible concept and idea.
5) I'm not sure what this has to do with anything as health regen builds were barely ever used in the course of PvE tanking, so it shouldn't affect much to begin with.
2. Still just another nerf to PvE from PvP.
3. Removed, disabled, what's the difference? "Oh you can still wear it, it just doesn't do anything". Ok.
4. Malacath should never have buffed proc sets, agreed. But allowing proc sets to scale even MORE now? And off the same stat that's used for everything else? Who decided that letting Syvarra's or Venomous scale even more was a GOOD idea?
5. It's a meme. Instead of directly addressing the issue, PvP will use anything and everything else as a scapegoat to avoid their own builds getting nerfed. Look at the outcry from Warden players when their busted Arctic Blast gets a tiny 5% HP nerf.TheBonesXXX wrote: »True, but Heavy kills Medium, Medium kill Light, and Light kills Heavy. They're trying to maintain an "RPS" aspect to the game balance. Stamina is strong because people love making suggestions to nerfing passives that actively kill light armor builds and do not exactly show that they understand simple game mechanics, they scream "NERFF LOLOLL PTW CLASS" and cannot even begin to understand the disadvantages of each class, which renders their suggestions invalid.
Heavy doesn't kill anything, it just survives for an extra second longer. If you want damage, durability, sustain, mobility, mitigation and stealth, Medium is your one-stop shop. All I am saying is that there needs to be real tradeoffs in PvP, and currently Medium users give up nothing and get everything. Regarding "nuanced classes", please show me the disadvantages of Warden and Necro; they had an answer for every problem, whereas other classes just had every problem.
Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
Seraphayel wrote: »Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
More like 50%. Better would be a) they do not scale at all and have a set modifier per item / quality that just gets added together and b) procs do not get affected by Malacath.
Actually gaze of sithis won't give you a lot of HP recovery as now it's cut by 50% by battle spirit, f yeah, the real offender health recovery got nerfed, balance is restored, you may rest now ZOS...
/S
Edit, typos and:
Supposed nerf to procs made them even more of an issue. Magblades nerfed again and even more by health recovery nerfs because as the only one class without burst heal we used to count on passive health recovery and HoTs, now our choice is cut in half. In general terrible patch, MAYBE I'll be back when things will get better, till then it's just a waste of money and time. Have fun during procalypse 2.0
neferpitou73 wrote: »It's become blatantly clear that ZOS doesn't have a clear direction with their combat. The recent changes to proc sets only reinforce this.
In what world is it a good idea for stam toons to get a 35-40k VD tooltip? It took myself and other theorycrafters a few hours to figure out how to exploit all of these changes to get more free damage than you could dream of. You mean to tell me ZOS didn't think of this over the course of the weeks spent designing the system? If not something is very wrong.
They claim they want to make mag and stam toons equal but then have the procs scale off the higher value of weapon and spell damage. Did they realize it's easier to get high values of weapon damage? This is just going to make the stam meta worse. We're now designing stamina comps for my ball group. I know another ball group leader who said they've made their damage mostly stam.
After months of everyone complaining about the tank meta they add in a mythic that makes you even insanely tanky. A single item that gives you plague doctor levels of health and 2 sets worth of resistances. Oh, and they buffed Crimson (you know, the set that among others made everyone hate proc sets and lead to 6months of no-proc Cyrodiil) to scale off health. But sure they're trying to combat the tank meta.Canned_Apples wrote: »@ZOS_BrianWheeler
Proc sets just need a flat 25% nerf.
Don’t make things more complicated than they have to be.
Problem solved.
Problem with this is then proc sets won't be viable for PvE. What proc sets you'd want to use in PvE I have no idea, but it would be nice to bust that meta up a bit.
master_vanargand wrote: »1. Oh, Medium armor users take increased damage from Heavy armor users Like Light takes from Medium? ...No? Hmm. Heavy armor doesn't even have damage or mobility passives, but Medium does. And stealth. And sustain. And durability passives too. With zero penalties. Other armor types have penalties; Medium gets all the upsides with none of the drawbacks.TheBonesXXX wrote: »1) Medium armor has not survived unscathed, medium armor is weaker to heavy armor than light armor is. Heavy > Medium > Light > Heavy if you followed the logic of the nerfs.
2) Pre-buff sets are not skill based, they're crutches. They should have never been made to begin with, there is a reason they nerfed buffs from being 2 minutes long to only 20 seconds long years ago, because pre-buffing isn't skill based.
3) They are not removed from Cyrodiil, they are disabled; it's any set that requires a server side calculation when players just wanted free damage sets disabled in PvP.
4) The desired outcome was Malacath does not buff free damage sets, only a few advocated for scaling; which was in itself a terrible concept and idea.
5) I'm not sure what this has to do with anything as health regen builds were barely ever used in the course of PvE tanking, so it shouldn't affect much to begin with.
2. Still just another nerf to PvE from PvP.
3. Removed, disabled, what's the difference? "Oh you can still wear it, it just doesn't do anything". Ok.
4. Malacath should never have buffed proc sets, agreed. But allowing proc sets to scale even MORE now? And off the same stat that's used for everything else? Who decided that letting Syvarra's or Venomous scale even more was a GOOD idea?
5. It's a meme. Instead of directly addressing the issue, PvP will use anything and everything else as a scapegoat to avoid their own builds getting nerfed. Look at the outcry from Warden players when their busted Arctic Blast gets a tiny 5% HP nerf.TheBonesXXX wrote: »True, but Heavy kills Medium, Medium kill Light, and Light kills Heavy. They're trying to maintain an "RPS" aspect to the game balance. Stamina is strong because people love making suggestions to nerfing passives that actively kill light armor builds and do not exactly show that they understand simple game mechanics, they scream "NERFF LOLOLL PTW CLASS" and cannot even begin to understand the disadvantages of each class, which renders their suggestions invalid.
Heavy doesn't kill anything, it just survives for an extra second longer. If you want damage, durability, sustain, mobility, mitigation and stealth, Medium is your one-stop shop. All I am saying is that there needs to be real tradeoffs in PvP, and currently Medium users give up nothing and get everything. Regarding "nuanced classes", please show me the disadvantages of Warden and Necro; they had an answer for every problem, whereas other classes just had every problem.
I wonder the statement "Heavy doesn't kill anything".
In fact, any Armor type can kill enemies.
And the benefits of Medium Armor are very weak.
If want to add a disadvantage to Medium Armor, you need to add the advantage of Medium Armor.
It's counterproductive as it causes the Medium Armor to buff further.
PvP complains, Light/Heavy armor get hit with penalties. Medium armor survives unscathed.
PvP complains, pre-buff sets nuked because they were being used to one-shot from stealth.
PvP complains, all but 19 sets removed from Cyrodiil for several months.
PvP complains, now procs do even more damage and scale off of offensive stats.
PvP complains, health regen of all things is nerfed despite being a meme stat in PvE.
Now Medium armor is the only one without penalties, Stamina is even more meta than before, and scales healing from procs in addition to damage, healing, and shielding from skills, stealth, mobility from rolling and sprinting, and mitigation from rolling, blocking, and breaking free. Stamina builds now also scale damage from procs far harder than Magicka builds due to extra free weapon damage, and deal increased damage against Light armor for some reason despite Light armor already having the least armor and taking the most damage in the game. All that complaining only reinforced the absolute most dominant builds in PvP and slapped everyone else with random penalties they never asked for. Including PvE.
ZOS need to stop catering so closely to the whims of PvP. It's like holding a poll on taxpayers to see how much tax they want to pay. Spoiler alert, they aren't going to vote for the measure that's best for the nation, they're going to vote for whatever suits them the best without offering a solution on how to fix the overall issues.
PvP complains, Light/Heavy armor get hit with penalties. Medium armor survives unscathed.
PvP complains, pre-buff sets nuked because they were being used to one-shot from stealth.
PvP complains, all but 19 sets removed from Cyrodiil for several months.
PvP complains, now procs do even more damage and scale off of offensive stats.
PvP complains, health regen of all things is nerfed despite being a meme stat in PvE.
Now Medium armor is the only one without penalties, Stamina is even more meta than before, and scales healing from procs in addition to damage, healing, and shielding from skills, stealth, mobility from rolling and sprinting, and mitigation from rolling, blocking, and breaking free. Stamina builds now also scale damage from procs far harder than Magicka builds due to extra free weapon damage, and deal increased damage against Light armor for some reason despite Light armor already having the least armor and taking the most damage in the game. All that complaining only reinforced the absolute most dominant builds in PvP and slapped everyone else with random penalties they never asked for. Including PvE.
ZOS need to stop catering so closely to the whims of PvP. It's like holding a poll on taxpayers to see how much tax they want to pay. Spoiler alert, they aren't going to vote for the measure that's best for the nation, they're going to vote for whatever suits them the best without offering a solution on how to fix the overall issues.
PvP complains, Light/Heavy armor get hit with penalties. Medium armor survives unscathed.
PvP complains, pre-buff sets nuked because they were being used to one-shot from stealth.
PvP complains, all but 19 sets removed from Cyrodiil for several months.
PvP complains, now procs do even more damage and scale off of offensive stats.
PvP complains, health regen of all things is nerfed despite being a meme stat in PvE.
Now Medium armor is the only one without penalties, Stamina is even more meta than before, and scales healing from procs in addition to damage, healing, and shielding from skills, stealth, mobility from rolling and sprinting, and mitigation from rolling, blocking, and breaking free. Stamina builds now also scale damage from procs far harder than Magicka builds due to extra free weapon damage, and deal increased damage against Light armor for some reason despite Light armor already having the least armor and taking the most damage in the game. All that complaining only reinforced the absolute most dominant builds in PvP and slapped everyone else with random penalties they never asked for. Including PvE.
ZOS need to stop catering so closely to the whims of PvP. It's like holding a poll on taxpayers to see how much tax they want to pay. Spoiler alert, they aren't going to vote for the measure that's best for the nation, they're going to vote for whatever suits them the best without offering a solution on how to fix the overall issues.
That's the crazy part though, they did this massive proc set rebalance for the sake of PvP, so it clearly has some priority to them. But once again, they managed to tick off both PvEers and PvPers, as the changes show a tragic lack of metagame awareness and poor oversight (e.g. Crimson damage still scaling with HP and also being buffed to the sky). Unless something drastic happens this PTS cycle, except this to be a mess for months. ESO+ canceled.Because it is not a priority!
xylena_lazarow wrote: »That's the crazy part though, they did this massive proc set rebalance for the sake of PvP, so it clearly has some priority to them. But once again, they managed to tick off both PvEers and PvPers, as the changes show a tragic lack of metagame awareness and poor oversight (e.g. Crimson damage still scaling with HP and also being buffed to the sky). Unless something drastic happens this PTS cycle, except this to be a mess for months. ESO+ canceled.Because it is not a priority!
The new changes are not a solution to their previous problem its just a regular game change, i personaly like the idea of different scaling (stam, res, ad). It does bring out more foughts in combinding sets and char building. But the scaling is out of controll, what they need are some small adjust and soft caps → hard caps. The rugular dude wont run around with 9k spell damage to abuse a proc, one should get a small reward for it but the main reson to have that much is for the spells and LA to begin with. The sets should only be compliments for a char and not the other way around.
The main issue is that ESO does not understand the main concept behind game mechanics. For exampel, an AOE should be aprox 33% of an single attack. A dot should do damage over time and not burst, exampel dots deal damage right when aplied, usaly does not last long and deals damage every second if not every half. When dots should be used for long fights in a "war of atrition" style and last long with maybe every other second interval. Dont be afraid with high burst damage but then make them slow and "easy" to counter, exampel slow projectile and long casting time. High burst should be like a bet (win/lose) or used at perfect timing(enemy stuned and out of stam/blind spot).
Very much focus is on the damage proc sets, eso lacks the creativity with new sets and should focus more on other aspects, like debuffing and buffing. These are always forgotten, weak/boring.
Part of these foughts are based on what other games/films provide and combined set a standard that one is used to, but also logic. To actully have different builds that actully work different. Rock paper scissors, not saying rock always win over scissors but should have advantage.