DarcyMardin wrote: »This sounds mostly PvP oriented. A lot of the recent changes have seemed primarily oriented in that direction. So here’s yet another (apparently useless) plea for PvP and PvE to be balanced separately.
DarcyMardin wrote: »This sounds mostly PvP oriented. A lot of the recent changes have seemed primarily oriented in that direction. So here’s yet another (apparently useless) plea for PvP and PvE to be balanced separately.
If you read, the damage mitigation is tied to Battle Spirit, so it already only affects PvP environments. Which part do you think they changed to benefit PvP while affecting PvE?
Girl_Number8 wrote: »Are you also going to address Boosting in PvP to promote healthy gameplay....?
I mean, all these changes are not going to do much if some core issues are not looked at and resolved.
During MyM in a campaign that several sister guilds pop-locked they took boosting to new heights. Had all colors in one keep with no PvP going on for the entirety of the event.
I can explain how and what they did to you, plus give you vids and screenshots. Any sort of balance goes out the window if this is allowed to get worse and it is.
@ZOS_Gilliam
While I've seen a few people drop almost instantly in PvP during Midyear Mayhem, I don't think time to kill overall is an issue. For me the biggest issue are solo (or sometimes) duo players somehow unkillable "tanking" 10, 20 or even more attackers (simply ignoring Meatbag catapults and the like with more than 50% mitigation). And here I'm not talking about people just running around some border tower or similar, some seem to be able to do it in the open field, while still dealing out enough damage to kill people.
Maybe I'm totally missing something (and I'm really just bad at PvP, not going to hide that), but that always feels very fishy to me balance wise.
Ishtarknows wrote: »DarcyMardin wrote: »This sounds mostly PvP oriented. A lot of the recent changes have seemed primarily oriented in that direction. So here’s yet another (apparently useless) plea for PvP and PvE to be balanced separately.
If you read, the damage mitigation is tied to Battle Spirit, so it already only affects PvP environments. Which part do you think they changed to benefit PvP while affecting PvE?
Not the OP, but the whole fighters guild skill line applying only to enemy *players* will be the final nail in the coffin for stamina pve.
Girl_Number8 wrote: »But everything already breaks cloak....🤦🏻♀️
Girl_Number8 wrote: »But everything already breaks cloak....🤦🏻♀️
Fried_Fowl wrote: »Please Disable Recoveries while in Shadow Cloak like Mist Form for fairness!
Full Details Here: https://forums.elderscrollsonline.com/en/discussion/580542/shadow-cloak-vs-mist-form-vs-streak/p1?new=1
Also: "areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE" 2H is strongest weapon in PvP, are you seriousely gonna buff it up more because it lacks in PvE? If you want to touch weapons, just give DW a proper Major Brutality like 2H has. That will give us a real choice of weapons, instead of locking every single class without native brutality sourcing to 2H...
DarcyMardin wrote: »This sounds mostly PvP oriented. A lot of the recent changes have seemed primarily oriented in that direction. So here’s yet another (apparently useless) plea for PvP and PvE to be balanced separately.
If you read, the damage mitigation is tied to Battle Spirit, so it already only affects PvP environments. Which part do you think they changed to benefit PvP while affecting PvE?
That is actually very hard and I would imagine kinda impossible.SkaraMinoc wrote: »You need to increase Time to Kill (TTK) without buffing tanks.
DarcyMardin wrote: »DarcyMardin wrote: »This sounds mostly PvP oriented. A lot of the recent changes have seemed primarily oriented in that direction. So here’s yet another (apparently useless) plea for PvP and PvE to be balanced separately.
If you read, the damage mitigation is tied to Battle Spirit, so it already only affects PvP environments. Which part do you think they changed to benefit PvP while affecting PvE?
My concern is that often when the dev team discusses balance, they seem to focus on making changes that stem from objections PvP players have to what’s happening on their turf — adjustments to armor, to shields, to healing, to cloaking, to how proc sets work, to what stats high damage builds focus on, etc. While I’m glad PvP is getting some love, given all the performance issues that affect gameplay in Cyrodiil and add to PvP’ers misery, I sometimes feel as if PvE builds suffer because PvP must be constantly fine-tuned. Short burst-oriented, fast-movement based PvP play is inherently different from the slower, steady damage, resource-hungry PvE play, so it makes sense that balancing both playstyles is hard to achieve. If PvE and PvP could somehow be separated (and tinkering with Battle Spirit alone doesn’t seem to be enough to do this), maybe everyone would be happier.
Finally, man do you know how much sense this makes when you think about it.ZOS_Gilliam wrote: »Prismatic Weapon enchants, however, have been completely changed to better fit their theme of Tri Resource seen from the other Prismatic enchants. They now operate similarly to a Drain Life or Magicka weapon enchantment but grant all three resources!
I hope you guys also add Armor into DK's Scaled Armor passive, also please add plus %HP too so it could be really useful to have.ZOS_Gilliam wrote: »So things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance.
Could not be happier seeing Pelinal changes, I hope you guys update other unused(not regularly used) sets too. You know most of the time people use the same sets because they are so good.ZOS_Gilliam wrote: »In addition to this, we’re reworking a few older item sets that had an incredibly low amount of player engagement: Sithis’ Touch will focus on zipping around from successful battles quickly one after the other, Nikulas’s Heavy Armor will improve its ability to shrug off incoming attacks, and Crusader will receive a fitting shift to grant something more appropriate of an enabling bruiser. Likely the biggest adjustment to an existing set is to Pelinal’s Aptitude, which will be changed to Pelinal’s Wrath, which now focuses on the blood lust this hero of lore succumbed to in their legacy left in Tamriel!
I was expecting some buff to "frost staff" which is basically turned into a support class weapon rather than the original destruction staff theme.ZOS_Gilliam wrote: »Finally, there will be some targeted buffs to niche areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE, as well as Frost Staff’s ability to give the touch of cold death. Keep an eye out in the patch notes for some juicy buffs to two specific abilities!
Where is ok ? Every stamina "skilled" user just need to spam execute when 50% appears with no reliable counterplay for that. Add here selfbuff for 20% WD, Vateshran weapon and even fulltank is more dangerous then full DD in a light armorWhile I've seen a few people drop almost instantly in PvP during Midyear Mayhem, I don't think time to kill overall is an issue. For me the biggest issue are solo (or sometimes) duo players somehow unkillable "tanking" 10, 20 or even more attackers (simply ignoring Meatbag catapults and the like with more than 50% mitigation). And here I'm not talking about people just running around some border tower or similar, some seem to be able to do it in the open field, while still dealing out enough damage to kill people.
Maybe I'm totally missing something (and I'm really just bad at PvP, not going to hide that), but that always feels very fishy to me balance wise.
I don't see the TTK as being that low either to be honest. I think it's pretty ok.
It's premature to start looking at numbers until we get to PTS. The loss of Pelinals is not the only change to hybrid builds in this update. There's also this:Integral1900 wrote: »Please don’t ruin pelinal’s aptitude, if you take away the ability to copy over the hyper stat it will effectively kill hybrid builds in this game, without that set and its ability to copy over the 20% damage boost and the three damage glyphs from jewellery I’m looking at a 1200 point damage loss!
My guess is that with those in place, Pelinal's was too overtuned in PvE and CP PvP.ZOS_Gilliam wrote: »Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance.
ZOS_Gilliam wrote: »Greetings!
Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe.
Ganondroid wrote: »I don't feel that prismatic changes are warranted at all personally, but the direction this is going isn't really going to be useful after the change. Sustain is good right now, so much so that sustain sets aren't even really being used in trials anymore. Health is high so it's a lot easier to swap to sustain food than it is to swap out an enchant and lose out on all the damage your other enchant could provide. Supports don't have sustain issues either as they have plenty of other sustain tools readily available to them.
My propesed idea for a useful prismatic enchant would follow the tri-effect theme still, but continue to do damage. Instead of returning resources, when the glyph procs it could deal x flame, frost, and shock damage to the target. This would be useful for providing extra debuffs without the need for extra skills, or giving up both enchants to do so.
As an example, a tank running double ice staves and encratis behemoth could use this enchant on one bar to proc brittle and encratis while still keeping a crusher enchant or whatever else the situation calls for on the other bar.
This could be useful for providing extra debuffs from a support DD when doing a portal mechanic similar to Nahviintaas Hard Mode. If you're group comp doesn't allow for a warden/magblade to provide minor vulnerability, then this enchant could be used to proc burning and concussed at the same time.