maximusrex45 wrote: »techyeshic wrote: »There's a lot of crazy in this patch. I keep leaning more and more into it being intentional to run players off. Cyrodiil is wanted for the story and fantasy experience. PvP is in the way.
There is ZERO reason they can't add a PvE Cyrodiil to the rest of the PvE world while keeping the instanced PvP Cyrodiil in place, if that is truly what they want.
Extinct_Solo_Player wrote: »TTK is literally perfect right now, if you actually wanna make a change that's good for the game REVERT SERVER SIDE CHANGES BACK TO CLIENT. literally, if you're going to do something drastic make it something that alleviates the abysmal performance we have been enduring for the past year.
TheEndBringer wrote: »Extinct_Solo_Player wrote: »TTK is literally perfect right now, if you actually wanna make a change that's good for the game REVERT SERVER SIDE CHANGES BACK TO CLIENT. literally, if you're going to do something drastic make it something that alleviates the abysmal performance we have been enduring for the past year.
I agree but it would require them to invest in software to prevent cheat tables and trainers which is what caused them to shift to server side to begin with. $$$
Extinct_Solo_Player wrote: »TTK is literally perfect right now, if you actually wanna make a change that's good for the game REVERT SERVER SIDE CHANGES BACK TO CLIENT. literally, if you're going to do something drastic make it something that alleviates the abysmal performance we have been enduring for the past year.
I think the increased mitigation is to aid players who are newer to PvP. Increasing TTK in pretty much any game is almost always targeted at making the game more forgiving toward newer players.
I have plenty of PvE only friends that I've tried to bring into PvP environments, and their biggest complaint is that they die before they can do anything. It's extremely frustrating from their point of view, and because of this it drives them away from PvP.
You are right about the PvP population decreasing in numbers over time, and I think this is more to do with the extremely high learning curve to jumping into PvP environments rather than an increase in the number of PvP players leaving for something else. The idea behind increasing the TTK is to lower the barrier to entry for PvP, and attracting more new players to it rather than retaining the current PvP population.
Having gotten over the PvP learning curve and being already established in the PvP community, I can understand how it's frustrating to not be able to kill other players as quickly, which as you've mentioned turns into more stalemates between competent combatants. But from the perspective of a player 100% new to PvP and trying to learn for the first time (which is the only population that can actually increase the PvP population numbers vs just retaining it), the increased mitigation makes PvP a lot more forgiving, and consequently less frustrating.
I see the increased mitigation as a necessary evil for the health of PvP as a whole, as the increased mitigation promotes less experienced PvPers to actually spend the time to learn the ropes vs just avoiding it all together, and hopefully this will eventually increase the numbers of the PvP population as a whole.
It won't help new players though.
Good players will be godlike next patch. How is that an incentive to play when you throw everything at someone and their health doesn't go down 10%?
New players will never kill anyone. They'll still die though.
Dice tried to do this in BF V recently and led to a decrease in numbers. New players still died more than they killed and established players hated it. They ended up reverting it.
And we've had years of over the top tanky metas and pvp player base has continuously declined.
Septimus_Magna wrote: »I dont really understand the thought process going from the TTK is too low so we must increase everyone's mitigation. Good players are already very hard to kill by 5+ randoms, they wait until they can line up all their procs and kill most casual players in burst attack. This has everything to do with strong combo's like Clever Alchemist + Vateshran 2H + Balorgh + Dawnbreaker. Even in HA this will deal a high amount of damage which a lot of players dont know how to avoid to protect against.
Giving everyone extra mitigation means good players become even more tanky, I dont know how much this will actually help the more casual players.
Nothing you can do will help casual players. The core problem is that PvP has the same gap in terms of effectiveness, gear, animation canceling and weaving like PvE and as long as its not adressed nothing will change.
A problem to this issue in general is also that players always view it from a worst case point, so changes are projected on the best 5 or 10%. So we come up with "class X overperformes" because we have a couple of super successful players while most players of the class struggle to get anywhere.