And what really concerns me about standardizing LA/HA damage (aka: nerfing everyone's damage for... reasons) is that it kills a fun part of the game for casual players, and for players like me who enjoy casual builds for questing when I'm not healing vet dungeons.emilyhyoyeon wrote: »I run pug vet pledges consistently. These are the casts of one of my DDs today:
This is not an outlier. DDs in my pugs regularly have casts like this. This is the average damage of their light attacks:
5.6k damage light attacks. Based on the current PTS changes, this player will be heavily nerfed next patch. I was the tank in this group today, and pulled 700 dps less than this player in a full tank setup.
https://www.esologs.com/reports/4y6xwfMj8kGYWhAB/#fight=last&type=summary&translate=true
The article touches on a few things, and it is a problem, but the explanation on how to "fix" this isn't on point.
Using sets to buff healing output won't be that meaningful, even sets like Winter's Respite which will also tick every 2 seconds, as in many cases the most severe DoTs don't tick every second or every two seconds, they can tick from anywhere between 0.2s up to 1s (I'm not counting duration here, just tick frequency), with some of them on 1s intervals stacking (e.g. Bleeds from abominations during the Bahsei fight) and ticking either at the same time or at offset intervals.[...] The intention from Zenimax could be to address power creep by forcing healers to use sets that buff their healing output as opposed to using sets that buff the group's damage output, however if healers are forced to do this then it will be a double whammy for DPS players who will not only have their light attacks [...]
I mentioned the same thing over here.WrathOfInnos wrote: »I've noticed a problem with the 2s tick frequency on certain abilities that proc enchants. For example, 3 of the most useful enchants are berserker, crusher, and weakening, all 5 second buffs/debuffs which are used along with the infused trait to make the cooldown 5s for full uptime.
The article touches on a few things, and it is a problem, but the explanation on how to "fix" this isn't on point.Using sets to buff healing output won't be that meaningful, even sets like Winter's Respite which will also tick every 2 seconds, as in many cases the most severe DoTs don't tick every second or every two seconds, they can tick from anywhere between 0.2s up to 1s (I'm not counting duration here, just tick frequency), with some of them on 1s intervals stacking (e.g. Bleeds from abominations during the Bahsei fight) and ticking either at the same time or at offset intervals.[...] The intention from Zenimax could be to address power creep by forcing healers to use sets that buff their healing output as opposed to using sets that buff the group's damage output, however if healers are forced to do this then it will be a double whammy for DPS players who will not only have their light attacks [...]
If the tick frequency change actually does go ahead, then all incoming damage ticks need to be changed to a baseline of 1s and going up to 2s (or higher). All the HPS in the world won't save someone who takes enough damage to kill them between your heal ticks, which can already happen.
As I also said in another post, it also indirectly affects tanks depsite the patch being targeted primarily at HPS and DPS. The effects are so far reaching that, like their initial article stated, this time is going to be absolutely chaotic. I just don't see why ZOS thinks chaos, of all things, will somehow bridge the gap.I mentioned the same thing over here.WrathOfInnos wrote: »I've noticed a problem with the 2s tick frequency on certain abilities that proc enchants. For example, 3 of the most useful enchants are berserker, crusher, and weakening, all 5 second buffs/debuffs which are used along with the infused trait to make the cooldown 5s for full uptime.
Specifically:
Live uptime
PTS uptime
And this is on a static unmoving target dummy.
OnGodiDoDis wrote: »The DoTs take too long to do their total damage. Instead of increasing them to 20s, why not make them all have the same duration instead of having random ones? 10-12 seconds was fine; it kept people on their toes. Eliminatong morphs that increase the duration is going to be necessary. You should replace them with a different bonus. If you made sticky DoTs last 10 seconds, they would retain their viability in PvP. We don't usually use ground DoTs in PvP, so if you made those last longer for PvE and have their damage ramp up every tick, it would make every one happy. Also, if you truly want to make DoTs stronger than HoTs, have the former tick every half second and the latter every second. Two seconds to deal damage is just too slow and sluggish. Having a shorter duration for sticky DoTs than ground DoTs will give PvErs a reason to keep bar swapping, instead of having them glued to their front bar for 20 seconds. There are some mobs in PvE that usually die quickly with a few DoTs and a spammable. But now, since the DoTs take longer to deal their damage, those mobs persist for unnecessary amounts of time. The longer duration for buffs and debuffs is nice in both PvP and PvE. But you're taking away the fast-paced combat that we all got accustomed to over the years. Buffs should last longer than debuffs. 10s duration for debuffs is nice; they're purgeable anyway. Shorter duration for debuffs will force people to keep applying them more frequently, increasing the pace of combat for anyone wanting to go offensive, rather than having it be boring. Same goes for HoTs, 10s duration for sticky HoTs, since they're more reliable than ground HoTs. Having a ramping increase in ground HoTs will make ot more rewarding for standing in them in intense combat scenarios.
Before we jump to conclusions, Winter's Respite already only ticks for 2 second intervals even on Live and I don't believe Pillar of Nirn has been touched (at least not according to its PTS tooltip). Which doesn't ease the healing aspect which I mentioned previously.Necrotech_Master wrote: »if they "stealth nerfed" ALL dot and hot gear sets (such as winters respite and pillar of nirn that arent even mentioned in the patch notes), yeah this is absolutely going to horrendously kill healing and dot gameplay
I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
MindOfTheSwarm wrote: »I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
Welcome to the bottom?
Necromancer's are monsters in PvP. What are you talking about? Sounds to me you are not playing it right.
NB is dishonest? What do you mean by this?
You mean that you got bursted down from stealth? Yeah, that is what a Nightblade is supposed to do. Serves you right for going off solo and not sticking with your team mates. If it is duels, then that requires a different build set up.
If you want to see how nasty Necro can be then run Dark Convergence with Vicious Death and Boneyard.
I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
This is a toxic attitude to have. I play a PvP magden, arguably the worst spec right now in that arena. Yes, it's frustrating losing to all sorcs right now, but no class should ever be nerfed as hard as some of these classes are getting nerfed.
If you're happy by this, don't be shocked when you're next on the chopping block, begging for sympathy, but find none.
I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
This is a toxic attitude to have. I play a PvP magden, arguably the worst spec right now in that arena. Yes, it's frustrating losing to all sorcs right now, but no class should ever be nerfed as hard as some of these classes are getting nerfed.
If you're happy by this, don't be shocked when you're next on the chopping block, begging for sympathy, but find none.
Hmm. the necromancer has not received a single adequate buff during its existence. Even now, he's been nerfed again. Do you think I'll be disappointed if he gets nerfed again?? hahaha
MindOfTheSwarm wrote: »I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
Welcome to the bottom?
Necromancer's are monsters in PvP. What are you talking about? Sounds to me you are not playing it right.
NB is dishonest? What do you mean by this?
You mean that you got bursted down from stealth? Yeah, that is what a Nightblade is supposed to do. Serves you right for going off solo and not sticking with your team mates. If it is duels, then that requires a different build set up.
If you want to see how nasty Necro can be then run Dark Convergence with Vicious Death and Boneyard.
I play this build. You can kill a bunch of noobs. But go to the bg there you will not find necromancers... If the crowd of noobs is no problem. But even with 18 ka armor. Another necromancer with the same build won't just kill. Block and goodbye for 3 minutes. Another build?? You're funny. Show me another build?? Any synergy is a bomb build. And it is simply impossible for a friend to play for this class. I played a ranged necromancer and knocked out a set of dogs and built a status effects build. To be nerfed in the next patch. Well thank you.
I have a ping of 250 in Cyro. And I didn’t get the bomb build assembly. I can't play shiro when all the kids are in the game. Only bg and imperial city. And there 1 against 1, 2.3. There are no crowds of noobs there. And there are no necro...
If you can implement your bomb in Cyrodiil, then I can't.(
Absolutely zero variety, and with such good updates, there is nothing in the necromancer other than synergy. You can play a week, a month, a year. But how many players hooked on the necromancer switched to other classes...
silentxthreat wrote: »MindOfTheSwarm wrote: »I'm happy with this patch. I play as Necro and I hate running after a sorcerer. His damage exceeded my healing by 2 times. And at the same time, I beat him 2 times weaker. Welcome to the bottom bro. I'm incredibly happy that four classes got a hard nerf. And incredibly disappointed that the nb did not receive it. Nb is a dishonest class that renders light armor mechanics useless. To survive, you need to have 25k+ armor. But even with 30 armor, you can still enter the tavern with 3 buttons from the NB. And if you're in light armor, and you have 18k armor and +5 physical damage... I can see my heels glisten away from him. It's just that I can't help but kill and save myself... And they made him stronger against the background of other classes. This is the price of my happiness. Nerf sorcerers and dc in exchange for buffing nb. heh(
Welcome to the bottom?
Necromancer's are monsters in PvP. What are you talking about? Sounds to me you are not playing it right.
NB is dishonest? What do you mean by this?
You mean that you got bursted down from stealth? Yeah, that is what a Nightblade is supposed to do. Serves you right for going off solo and not sticking with your team mates. If it is duels, then that requires a different build set up.
If you want to see how nasty Necro can be then run Dark Convergence with Vicious Death and Boneyard.
I play this build. You can kill a bunch of noobs. But go to the bg there you will not find necromancers... If the crowd of noobs is no problem. But even with 18 ka armor. Another necromancer with the same build won't just kill. Block and goodbye for 3 minutes. Another build?? You're funny. Show me another build?? Any synergy is a bomb build. And it is simply impossible for a friend to play for this class. I played a ranged necromancer and knocked out a set of dogs and built a status effects build. To be nerfed in the next patch. Well thank you.
I have a ping of 250 in Cyro. And I didn’t get the bomb build assembly. I can't play shiro when all the kids are in the game. Only bg and imperial city. And there 1 against 1, 2.3. There are no crowds of noobs there. And there are no necro...
If you can implement your bomb in Cyrodiil, then I can't.(
Absolutely zero variety, and with such good updates, there is nothing in the necromancer other than synergy. You can play a week, a month, a year. But how many players hooked on the necromancer switched to other classes...
I would much raver the dev team work on ping performance over these drastic changes. In alaska I'm lucky to have 150 ping while I fight people with maybe 50. Any other game I only have 45 ping
GetAgrippa wrote: »
PrincessOfThieves wrote: »I'm absolutely appalled by the lack of communication. It's pretty clear that people don't like this patch, and yet the only dev replies we get are related to a bugged helmet and some cp glitch. I wonder if they even see our feedback...
ZOS_Gilliam wrote:... The aim is to not harm the low-end experience....
Before we jump to conclusions, Winter's Respite already only ticks for 2 second intervals even on Live and I don't believe Pillar of Nirn has been touched (at least not according to its PTS tooltip). Which doesn't ease the healing aspect which I mentioned previously.Necrotech_Master wrote: »if they "stealth nerfed" ALL dot and hot gear sets (such as winters respite and pillar of nirn that arent even mentioned in the patch notes), yeah this is absolutely going to horrendously kill healing and dot gameplay
Edited to add:
Pillar of Nirn also ticks for 2s intervals on Live. According to my Combat Metrics, Pillar of Nirn will lose approximately 2.2% DPS from Live to PTS.
Bucky Balls wrote: »I turned 80 years old last month. The second law of thermodynamics guarantees I function less spectacularly than I did in my youth.
I don't play much post-awa; I am still deeply disappointed that zos chose to steal character specifics so I spend less time/money in game than previously.
I suppose I would be categorised as very casual but thought it might be interesting to test the combat changes. Since I play mostly on eu I don't have as many options on na so just went with my generic templar healer/everything else(spc, bogdan, worm - all gold; crusher lightning staff, mag restore restoration staff(?), magicka regeneration glyphs of jewellery). Combat-wise in game: very rarely normal trial, sometimes vet random dungeons (including dlc/pugs), some overland. I think I may have around 1200cp on na.
I think there are issues with the accuracy of the combat dummy on live which seem to have been fixed on pts. So it's good that parity between combat metrics and dummy parse outputs has been re-established on pts.
I used the 3M dummy for tests as it's what I have on na and is most relevant to me. Test were conducted in the order pts1, live 1-5, pts 2-5 so, arguably, I became more experienced with pts since I had done more parses at that point. I was point blank range during all tests but I have no idea if the -10% light attack dps applied during pts parses simply because I was using magicka staves.
live - note I am including both dummy and combat metrics (cmx) results to show the current discrepancy(I think this is important to identify this potential source of error because otherwise others might misinterpret their own results if purely using the combat dummy stats between live and pts and over-estimate dps loss):
- 30040 17912[cmx]; LA ratio: 0.63
- 31890 18604[cmx]; LA ratio: 0.67
- 33787 19088[cmx]; LA ratio: 0.69
- 33040 18652[cmx]; LA ratio: 0.71
- 32543 18450[cmx]; LA ratio: 0.69
averages[live]:rotation[live]:
- 32260 18541[cmx]; LA ratio: 0.68
- LA (estimated from cmx) ~4k dps; 3rd in cmx dps contribution list
rotation: (i)burn light, lightning wall,other stats[live]:
(ii)<SWAP>
(iii)combatP, caltrops, purify light, Lshards
(iv)<SWAP>
(v)4 x sweeps
(vi) loop to (i)
execute: Radiant Oppression (varied from 9-21% dummy health);
realistically <swap> could equal <CRAMP> or <HAND-LOCK> or <PAIN> due to arthritis/other health issues.averaged:pts - again listing both 3M dummy and cmx results; note other than first test, they are the same values:
- minor sorcery 95%
- major courage 97%
- major prophecy 90%
- major savagery 90%
- minor protect 84%
- minor resolve/berserk 65%
- major breach 85%
- off-balance 30%
- crusher 35%
- 15285 15296[cmx]; LA ratio: 0.60
- 16223 16223[cmx]; LA ratio: 0.66
- 16158 16158[cmx]; LA ratio: 0.77
- 15256 15256[cmx]; LA ratio: 0.55
- 15280 15280[cmx]; LA ratio: 0.71
averages[pts]:
- 15640.4 15642.6; LA ratio: 0.64
- LA (estimated from cmx) ~2.8k; 3rd in cmx dps contribution list
Pts rotation was similar to live but, with longer dot durations, more sweep casting while struggling to keep combat prayer minor resolve going - the similarity between live/pts minor resolve/berserk uptimes is because I was consciously trying to 'bar watch' during 3rd and subsequent pts parses.
other stats[pts]:averaged:
- minor sorcery 98
- major courage 95.8
- major prophecy 98.2
- major savagery 98.2
- minor protect 86.2
- minor resolve/berserk 68.6
- major breach 95.5
- off-balance 29.5
- crusher 36.75
Conclusions:
- So comparing the cmx results (discarding live dummy - I had already put in bug report last patch and believe others have noted this issue, too) I have lost 2898.6 dps going from live to pts (15.6%) .
From Update 35 combat preview:ZOS_Gilliam wrote:... The aim is to not harm the low-end experience....
Given that I am probably in low dps (despite doing 40-60% dps in some dungeon runs - mentioned only to illustrate that as weak/low as my healer's dps is, it is not the lowest) range targetted for improvement by this patch I can only conclude that zos has failed in this objective.- I found sustain was easier on pts than live but less crucial for me since I use high regeneration/sustain anyway; I have considerable concerns about the reduction in resources returned from heavy attacks on pts, though.
- Despite concerns that 2-second ticks may result in less uptimes for the crusher enchantment I can't say I noticed a difference; this probably needs more testing with different enchantments and builds.
- Going forward I would have concerns that ALL healing will essentially be 2-second ticks, particularly since there seems no simple way to measure the impact this will have.
Suggestion:
Keep the longer dots but drop off damage at each 2-second tick to a minimum at ~10 seconds then slowly increment it at a lesser rate for the remaining duration(so that overall its does less dps for the second 10s segment). This will make it optimal for higher dps to recast dots at the 8-12 second range as I understand they currently do on live, while for those of us with less optimal capability and builds we would still see an increase in damage over the duration with less pressure to re-apply the dots. Not sure this would work for healing, though, especially with 2-second ticks.
Thank you.
Sweetpea704 wrote: »I wish that you would consider how this effects your veteran players.
GetAgrippa wrote: »Sweetpea704 wrote: »I wish that you would consider how this effects your veteran players.
I don't believe Zos wants veteran players at all anymore. I'm convinced they want all of us gone.