karthrag_inak wrote: »This game has too many changes. Fundamental combat rules change constantly, and not for the better. It's like every few months someone else's fundamental combat philosophy gets followed, and everything changes.
This isn't fun. It's antagonizing.
ZOS take note
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
[snip] Mist form allows you to be invincible for the duration, streak allows you to get far away fast, cloak on the other hand has a 2 second duration and doesnt work a good 80% of the time and almost everything gets you out of it! Why on earth would they disable recovery on cloak 😂 it's the thing that makes a night blade a night blade! I wish people would quit trying to change the identity of classes just because they [snip] at the abilities that make the class what it's supposed to be!
Nerf cloak. Nerf it into the ground and never bring it back. It’s the single most broken skill in the game, even if “sometimes it doesn’t work” [snip]
Why doesn’t it have a ramping cost increase like streak?
Why do skills like camo hunter cost 4360 stamina AND IT DOESN’T EVEN WORK ANYWAY?
Why is the only viable option to drop (or wait for a 45s cool down), for example tri pots, for a detect pot that means you have 15s to kill that player while they run and dodge and try to hide. Meanwhile you’ve lost a ton of sustain in the process and the 5 other people on you can get an easy kill.
How good would it be if, once in combat, you couldn’t re-enter invisibility. That way the …. relying on cloak only gets one chance to attack that person who doesn’t know they’re there. It’s still more than the person being attacked gets.
[snip]
Fried_Fowl wrote: »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
[snip] Mist form allows you to be invincible for the duration, streak allows you to get far away fast, cloak on the other hand has a 2 second duration and doesnt work a good 80% of the time and almost everything gets you out of it! Why on earth would they disable recovery on cloak 😂 it's the thing that makes a night blade a night blade! I wish people would quit trying to change the identity of classes just because they [snip] at the abilities that make the class what it's supposed to be!
[snip] Mist Form doesn't make you invincible it makes you a punching bag for the duration, Streak just doesn't allow you to get away fast it allows you to jump to the moon to recover and then jump back if you choose, Cloak is a 3 second duration not a 2 second duration and works 800% better when paired with Shadow Image, Why wouldn't you disable recoveries during and for a few seconds after cloak ends from using Shadow Cloak? 😂 and I wish people would quit trying to protect with bias the easy mode classes they play!Nerf cloak. Nerf it into the ground and never bring it back. It’s the single most broken skill in the game, even if “sometimes it doesn’t work” [snip]
Why doesn’t it have a ramping cost increase like streak?
Why do skills like camo hunter cost 4360 stamina AND IT DOESN’T EVEN WORK ANYWAY?
Why is the only viable option to drop (or wait for a 45s cool down), for example tri pots, for a detect pot that means you have 15s to kill that player while they run and dodge and try to hide. Meanwhile you’ve lost a ton of sustain in the process and the 5 other people on you can get an easy kill.
How good would it be if, once in combat, you couldn’t re-enter invisibility. That way the …. relying on cloak only gets one chance to attack that person who doesn’t know they’re there. It’s still more than the person being attacked gets.
[snip]
I nearly agree 100% with nerfing cloak into the ground but instead want it so nerfed into the ground it pops outside of the other end of the earth and does a backwards Super Nova FF7 style outside of our galaxy by not only disabling recoveries when Shadow Cloak is used but also for a certain amount of seconds right after it wears off so they can't hide in sneak and recover to reset the fight which would provide some counter play in giving us time to find and punish them if they decide to stick around to reset the fight.
https://www.youtube.com/watch?v=hTc9sLmOR0A
ZOS_Gilliam wrote: »[snip]
ESO_Nightingale wrote: »"as well as Frost Staff’s ability to give the touch of cold death"
yeeeeeeeeeeeeeees!
ZOS_Gilliam wrote: »Greetings!
so the base character takes 60% less overall damage, rather than 50%.
biminirwb17_ESO wrote: »Will mudcrabs still break stealth?
Fried_Fowl wrote: »by not only disabling recoveries when Shadow Cloak is used but also for a certain amount of seconds right after it wears off so they can't hide in sneak and recover to reset the fight which would provide some counter play in giving us time to find and punish them if they decide to stick around to reset the fight.
https://www.youtube.com/watch?v=hTc9sLmOR0A
. People are plenty tanky in this patch. The only concern are several outlier builds.
1) Buff Crit Resist. Wearing a full set of Impen without Resilience slotted currently puts you at 2200 Crit Resist. This amount should be increased to 2800-3000.
ZOS_Gilliam wrote: »Greetings!
Today, the combat team would like to share what we’ve been working on since Update 30! While this update won’t have too many large-scale changes, there are a number of little things. We’d like to highlight a few of the more noteworthy changes in this post as well as talk about some behind the scenes work we’ve been doing.
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.
In relation to TTK and PvP in general, we’re also doing a substantial pass on player abilities, item sets, and passives in Update 31 in regard to how they operate with both Stealth and Invisibility. This pass focuses on trying to improve the rules on what abilities should and should not hit or remove Stealth or Invisibility on targets, as well as fixing some issues where Sneak attacks were stronger than intended in some areas. To clarify, Sneak attacks, or attacks made from the Hidden state while crouching, should only do the following:In hopes to improve both the ability to utilize or distinctly deny and remove Stealth and Invisibility, we’re adjusting our rules to what player attacks should break these effects, or even attempt to try and hit them. Previously, this was handled purely on the ability level of these effects, like Shadow Cloak, leaving them very susceptible to breaking in a multitude of ways when complex and dynamic abilities were used against them. Now, we’re adjusting a significant amount of player-sourced attacks and effects to have rules applied to them, in addition to the rules built into abilities like Shadow Cloak, reaching a much more streamlined experience.
- A guaranteed Critical Strike on one direct damage attack
- 275% bonus critical damage against monsters if it was a melee attack
- 40% bonus critical damage against monsters if it was a ranged attack
- Stun the target if it was a melee attack
For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare. Player Damage over Time abilities of any type will no longer remove targets from Stealth or Invisibility, but may still damage them depending on their source of attack. Area of Effect based Damage over Time will damage targets under these effects, but not remove the effects themselves. There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect. On the other hand, we’ve better accounted for reveals or detections in these rule sets of Stealth and Invisibility, so attacks won’t miss as often as before when utilizing them. All in all, we hope this improves both using and fighting against Stealth and Invisibility in ESO by improving the consistency of the experiences so patterns and strategies may better evolve!
Much of our focus outside of the pass mentioned above has been on the back-end scripting of abilities and cleaning up the amount of information they have, making sure they use relevant technological advancements we’ve made in the recent years, rather than using older and less efficient systems. For example, removing errant data or finding better ways for one-off checks and validations to be done was a large focus here, while cleaning up inconsistencies in behavior or power along the way. Expect many little changes and bug fixes as a result of this such as improving Flame Skull’s damage bonus calculation, or minor tweaks to values like Essence Drain granting Major Mending for a full integer duration at all ranks.
One of the larger changes you’ll see from this pass are reworks for the Skilled Hunter passive, Expert Hunter and its morphs’ visual displays on enemies, and Prismatic Weapon enchants. Previously, all three of these effects were constantly validating themselves against massive lists to determine if your target was an Undead, Werewolf, or Vampire with very little pay off for the amount of extra weight they had. We’ve decided to retain the slayer of evil theme of Fighters Guild, but only have it active against players to improve performance while still getting the feel-good identity they have. 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!
Outside of behind the scenes work and minor adjustments, there’s a handful of larger changes or new introductions coming as well. We’re adding three new sub constellations to the Fitness tree filled with all new slotted stars! Their names are Wind Chaser, Survivor’s Spite, and Walking Fortress, with each focusing on unique aspects of core mechanics and actions. 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. 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! 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!
The list of changes coming for Update 31 is quite long, but it’s built up from many little changes rather than huge ones, so our hope is it will be less disruptive than some of our more recent updates. We still look forward to hearing your feedback and discussion that comes from the upcoming PTS cycle based on the changes! Thanks for reading and see you in Tamriel.
karthrag_inak wrote: »This game has too many changes. Fundamental combat rules change constantly, and not for the better. It's like every few months someone else's fundamental combat philosophy gets followed, and everything changes.
This isn't fun. It's antagonizing.
Lapin_Logic wrote: »Fixed it for you below @ZOS_GilliamZOS_Gilliam wrote: »[snip]
In all seriousness, Why is ESO becomming more and more like 2 Completely different games, Why is a PVP Chad a goon in a dungeon and why is a raid spec legend a wimp in Cyrodiil?
[edited for bashing]
VaranisArano wrote: »Lapin_Logic wrote: »Fixed it for you below @ZOS_GilliamZOS_Gilliam wrote: »[snip]
In all seriousness, Why is ESO becomming more and more like 2 Completely different games, Why is a PVP Chad a goon in a dungeon and why is a raid spec legend a wimp in Cyrodiil?
[edited for bashing]
In my experience, it's because PVP and PVE have entirely different fighting styles.
PVE has very predictable mechanics with enemies who move and attack in predictable ways at predictable times. PVE damage dealers focus on sustained, high damage because that's what works.
PVP is far more reactive, with enemies who attack, move, defend, and heal according to what you do. Eventually you can start to predict what different builds will do, but that takes a lot of experience. PVPers focus on pressure and then high burst combos because that's what works.
When you put a PVPer into a dungeon or a PVEer into an Imperial City fight, if neither switches mental gears from their usual set of tactics, they will both find themselves to be pretty ineffectual. The PVPer will burst through a mob, then find themselves chipping away at the boss who walls their burst with high health. The PVEer will wonder why their amazing damage does nothing to an opponent who's actively healing and defending themselves, then get shredded by a burst combo because they weren't actively defending themselves the way regular PVPers do.
You can even give them the proper gear for their role, but gear alone won't carry a player if they don't adopt the proper tactics to use it well.
Fundamentally, it's not something ZOS can fix with gameplay. It's just that PVE and PVP require different "meta" tactics. If you take those tactics over to a different section of the game where they don't apply, it's just not going to go well.
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...
karthrag_inak wrote: »This game has too many changes. Fundamental combat rules change constantly, and not for the better. It's like every few months someone else's fundamental combat philosophy gets followed, and everything changes.
This isn't fun. It's antagonizing.
Lapin_Logic wrote: »VaranisArano wrote: »Lapin_Logic wrote: »Fixed it for you below @ZOS_GilliamZOS_Gilliam wrote: »[snip]
In all seriousness, Why is ESO becomming more and more like 2 Completely different games, Why is a PVP Chad a goon in a dungeon and why is a raid spec legend a wimp in Cyrodiil?
[edited for bashing]
In my experience, it's because PVP and PVE have entirely different fighting styles.
PVE has very predictable mechanics with enemies who move and attack in predictable ways at predictable times. PVE damage dealers focus on sustained, high damage because that's what works.
PVP is far more reactive, with enemies who attack, move, defend, and heal according to what you do. Eventually you can start to predict what different builds will do, but that takes a lot of experience. PVPers focus on pressure and then high burst combos because that's what works.
When you put a PVPer into a dungeon or a PVEer into an Imperial City fight, if neither switches mental gears from their usual set of tactics, they will both find themselves to be pretty ineffectual. The PVPer will burst through a mob, then find themselves chipping away at the boss who walls their burst with high health. The PVEer will wonder why their amazing damage does nothing to an opponent who's actively healing and defending themselves, then get shredded by a burst combo because they weren't actively defending themselves the way regular PVPers do.
You can even give them the proper gear for their role, but gear alone won't carry a player if they don't adopt the proper tactics to use it well.
Fundamentally, it's not something ZOS can fix with gameplay. It's just that PVE and PVP require different "meta" tactics. If you take those tactics over to a different section of the game where they don't apply, it's just not going to go well.
Many many other games manage to have 1 fit be competitive both Vs CPU or Human enemies, Dark Souls for instance, you can be just as efective with a Destitute working the roly poly as you can with any other build so long as you play effectively.
ZOS is deliberately making more and more changes that prevent this
What ever happened to the "upgraded servers"?
Lapin_Logic wrote: »Fried_Fowl wrote: »by not only disabling recoveries when Shadow Cloak is used but also for a certain amount of seconds right after it wears off so they can't hide in sneak and recover to reset the fight which would provide some counter play in giving us time to find and punish them if they decide to stick around to reset the fight.
https://www.youtube.com/watch?v=hTc9sLmOR0A
If they also make Heavy armor reduce your weapon damage by 50% and add 20% cost with a samina drain for walking because of how heavy and resrictive plate armour is and limit Light Armor to 1 damage shield because concentration spells in combat and make all Leather medium armor Sqeek when you walk, reducing your stealth ability while adding fatigue and swamp rash and make all Vampires combust when outdoors while Werewolves can only transform when Masa and Secunda are both Full and Bone colossus needs to have 60 corpses around it to transform then fair enough.
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...
This is sales speech for "we're about to nerf pvp d swing into the ground".
Wait to see what the notes say though I guess.
So single target direct damage will break stealth now or just aoe direct damage?For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare.
Like server performance will even allow this to work reliably. But anyway this conflicts directly with the first statement:There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect.
the only things that will break Stealth or Invisibility are direct damage,