I don't remember how long that ridiculous idea was on the PTS, but the reaction was overwhelmingly negative, so much so that it is one of the only times that they pulled back and scrapped something they put on the PTS. It was not fun and was very unpopular. I can't see how that is either "kneejerk" or a "non-argument".
As for the second part, I'm not sure why you felt the need to create a straw man by putting words in my mouth and then rail against those, but ... yikes. I did not enjoy the proposed LA/HA changes from 2 years ago (or whenever) and wouldn't have played the game as much if they had gone through. They did not go through, so I continued to play the game and in that time I had a lot of fun and met lots of cool people, and none of that had anything to do with how much anyone's LAs hit for. It was because the game was fun so me and other cool people continued to enjoy it together.
I don't remember how long that ridiculous idea was on the PTS, but the reaction was overwhelmingly negative, so much so that it is one of the only times that they pulled back and scrapped something they put on the PTS. It was not fun and was very unpopular. I can't see how that is either "kneejerk" or a "non-argument".
A lot of the negative sentiment boiled down to "mah deepz!" - i.e. kneejerk non-arguments because parse numbers were lower.
The other negative sentiment from people who actually spent time testing it and looking at the whole picture, was that the system as-was compounded the loss of DPS for LA builds because consecutive LAs were required to yield more appreciable resource returns, thereby reducing or even cutting spammable usage and making the tradeoff far too great. A compromise could've been found on that front, but the cries of "mah deepz!" constantly drowned out everything else to the point where ZOS decided to scrap it.
And that's my point here: we're now faced with a longer term consequence of community obstinacy over a change that was unpopular because it reduced peak DPS potential. DPS has to come down, it's been on ZOS' radar for years, and they're going to achieve it one way or another.As for the second part, I'm not sure why you felt the need to create a straw man by putting words in my mouth and then rail against those, but ... yikes. I did not enjoy the proposed LA/HA changes from 2 years ago (or whenever) and wouldn't have played the game as much if they had gone through. They did not go through, so I continued to play the game and in that time I had a lot of fun and met lots of cool people, and none of that had anything to do with how much anyone's LAs hit for. It was because the game was fun so me and other cool people continued to enjoy it together.
Words in your mouth? Strawman? Ok, if not the ~90% reduction in LA damage, what exactly was your issue with the proposed change? In a similar vein, would you have met some of those cool people if the changes had gone through? Probably not, and that had very much to do with how much people's LAs continued to hit for, as I sort of doubt "LAs will yield resources now" constitutes the kind of earthshattering change that would cause anyone to cite it as "ridiculous", that it would "ruin the game", and that they planned to play less - or not at all - if it went through...
A lot of the negative sentiment boiled down to "mah deepz!" - i.e. kneejerk non-arguments because parse numbers were lower.
The other negative sentiment from people who actually spent time testing it and looking at the whole picture, was that the system as-was compounded the loss of DPS for LA builds because consecutive LAs were required to yield more appreciable resource returns, thereby reducing or even cutting spammable usage and making the tradeoff far too great. A compromise could've been found on that front, but the cries of "mah deepz!" constantly drowned out everything else to the point where ZOS decided to scrap it.
@Lalothen You stunningly incorrect about the issues of why dps is so high on live and the role light attacks play in that. This is what a lot of people are pointing out about the dps nerfs from PST1, the issue was never the light attack nerf, it was the changes to dots and over emphasis of spammables in addition to the light attack damage nerf.
The only people that Cry "Mah Deepz" are the people that either don't do any in the first place, or are just hitting that 100k peak on dummy and substantially lower in content,
Not a single High end Endgame player i have seen Cry about the Target Dummy damage. if it was just the light attacks and slight stampede nerf. no-one would have cared. but using 22 spammables in a row isnt enjoyable at all.
@Lalothen You stunningly incorrect about the issues of why dps is so high on live and the role light attacks play in that. This is what a lot of people are pointing out about the dps nerfs from PST1, the issue was never the light attack nerf, it was the changes to dots and over emphasis of spammables in addition to the light attack damage nerf.
You are incorrect about what I'm talking about. Go back and read it again, page 32. Actually, I'll just boil it down:
1) ZOS attempted to lower the ceiling & improve sustain (badly) with a LA-HA switcheroo in March 2020.
2) Everyone cried about it and it got canned.
3) We're now in 2022 and ZOS are back again, and they're performing a more drastic set of combat changes - including changing LAs & HAs again - which is likely in part (not in whole, in part) due to the fact that they failed to lower the ceiling before, leading to a higher peak than would've been the case had the March 2020 update not been canned.
I mean, that's undisputable, is it not? Sucking 90% of the raw damage out of LAs back in 2020 would've seen the DPS peak around 15-20K lower than it is now (which is significant). I'm not weighing whether that sort of move would ever be the best way to lower the ceiling; it's a reflection on one of numerous reasons why we're likely where we are now with this monster that is U35, and why ZOS aren't prepared to just can the whole thing and go back to the drawing board.
Yeah, I read what you wrote about the last time they attempted to nerfed light attack damage and you're wrong, it was terrible then and it's terrible now.
we would still have a huge power gap, we'd still have a massive delta between haves and have nots, and people would be relying on light attack weave as the primary form of sustain giving us a whole new bunch of problems. light attack weaving would be MORE important than live beceause it's a damage boost and sustain mechanic, so we'd be cutting all sustain in favour of damage, probably running green 6k mag or stam food.
Empower: This buff now increases your damage against monsters with Heavy Attacks by 80%, rather than your damage done with Light and Heavy Attacks by 1800 from PTS v8.1.0 or 40% from the live servers.
Scorch:
This ability and the Deep Fissure morph now deal their damage after 3 and 9 seconds, rather than 4 and 10.
These abilities now hit with 2 unique damage sources – the first hit deals approximately 14% less damage while the second hit does 20% more damage.
Reduced the cost of these abilities to 2700, down from 3240, to help improve their ability to be recast early for more DPS or faking your opponent out.
Subterranean Assault (morph):
This morph continues to reduce the time it takes for the second hit to go off, but this second hit does not gain the extra damage.
Please note this ability is currently not working as intended and its timing is still 3 and 8 seconds, rather than the intended 3 and 6 seconds.
Developer Comment:The changes to Scorch and their morphs were done in attempts to try and help the class feel less intensely focused on buff management and allow for other actions in combat, while still trying to retain their burst-oriented nature, to a more balanced degree when comparing them to other burst skills and taking their total time before impact better into account. The original PTS iteration was ultimately too disruptive to those who are familiar with the class, as it threw off the timing of the skill by a second, so we have brought it down back to the original duration while also keeping its overall timer divisible by 3s to help ensure a rhythm is felt with the class. By separating the damage, we can also better allow the skill to function as a burst skill or a sustained DPS skill, where recasting it earlier will result in more total DPS, whereas waiting for the bigger explosion will result in those dopamine printing burst combos.
Scorch:
This ability and its morphs now last for 10 seconds in total, detonating once after 4 seconds and again 6 seconds after that, rather than only once every 3 seconds.
Reduced the damage by approximately 8%.
Increased the cost to 3240, up from 2430.
Subterranean Assault (morph): This morph now reduces the time it takes for each damage event to occur, causing the damage to occur after 3 seconds and 5 seconds after that.
YandereGirlfriend wrote: »Actually - I have to re-test this.
@meekmiko The combat team is reading through the thread actively. However, we will make sure to ping them to make sure they see the most recent feedback. Thanks for the ping.
@meekmiko The combat team is reading through the thread actively. However, we will make sure to ping them to make sure they see the most recent feedback. Thanks for the ping.
YandereGirlfriend wrote: »@meekmiko The combat team is reading through the thread actively. However, we will make sure to ping them to make sure they see the most recent feedback. Thanks for the ping.
I would like to register the concerns of all Warden class players when I ask if the damage reduction made to Scorch is 8.1.3 is intended.
The first tick of Deep Fissure and both ticks of Sub Assault are currently taking the combined nerfs of 8% and 14%, rendering them extremely weak in basically any context.
The patch notes are ambiguous as to whether or not the 14% nerf was meant to replace or stack with the previous 8% nerf. MagDens especially are already one of the weakest classes in PvP and this change only makes their situation more dire.
Please tell them to leave Scorch alone for this patch cycle. We know that they are wanting to help but the current proposed changes to Scorch are hurting rather than helping us.
YandereGirlfriend wrote: »
The first tick of Deep Fissure and both ticks of Sub Assault are currently taking the combined nerfs of 8% and 14%, rendering them extremely weak in basically any context.
x99KungFuTacosx wrote: »Forgot to mention, can you please reasses the nerfs to necromancer healing (especially the nerf to spirit mendor from week 1 PTS)? 48% nerf to the main healing ability for PvP necromancers is absolutely crazy.YandereGirlfriend wrote: »
The first tick of Deep Fissure and both ticks of Sub Assault are currently taking the combined nerfs of 8% and 14%, rendering them extremely weak in basically any context.
Can you confirm from your testing that Sub Assault got the 14% nerf as well? To me, the week 4 patch notes read like Scorch and the Deep Fissure morph got a 14% nerf on the first hit, but Sub Assault was left alone.
Either way, I think the nerf of the first hit and the buff of the second hit are both bad ideas. Sub assault and deep fissure already had good morph distinctions after the week 1 pts notes. The 8% nerf was (arguably) warranted but this additional change makes the skill very unreliable. If my napkin math is right, the first hit will hit for ~21% less damage compared to live, and it already doesn't pack a ton of power on live.