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Update 35 PTS Combat Feedback & Upcoming Changes

  • CleymenZero
    CleymenZero
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    I don't see much help. You've dialed back some changes to partly bring back the dynamic play style but still ignore the fact that you're not helping the game be more accessible for anyone.

    For non-absolute top players, you're diminishing their ability to access trifectas and for lower tiers, you're preventing them for clearing.

    Remember: giving me 10 extra dot seconds does not mean I'll be able to weave 10 extra spammables because we don't perfectly weave at 1 ability per second.

    Because of your assumption that we will recuperate the lost damage with spammables, you're over estimating our "regained" damage and hurting the lower tier players more than the higher tier players.

    As resilient as I've been so far, these changes might just make me quit the game....
  • AJA
    AJA
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    [snip]

    Seeing as its week 3, there probably won't be any more "big" changes. I'll find something better to spend my time and money on.

    [edited for bashing]
    Edited by ZOS_Icy on July 25, 2022 5:28PM
  • CleymenZero
    CleymenZero
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    @ZOS_Gilliam what exactly is the basis of your damage coefficient on your dots?

    Are you assuming that 10 seconds extra on your dots = 10 extra spammables?

    If that's the case, have you considered the typical ability per second output?

    Have you considered that lower end players weave at a lower rate per second vs more experienced players and have you considered the fact that even experienced players don't manage 1 ability per second?

    When considering your dot damage coefficients, you HAVE to consider that people won't "fit" all those spammables in perfectly and you have to consider that if I weave at 0.9 abilities per second, I'm doing 10% less spammables than what you're assuming I do so you're nerfing damage beyond what your intended level of nerfing.

    Please rethink the values of your coefficients, they need to be increased.
  • MindOfTheSwarm
    MindOfTheSwarm
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    PLEASE TAKE THE TIME TO READ THIS

    Warden
    Winter’s Embrace
    Impaling Shards:
    Returned the duration and tick rate of this ability and its morphs to 10 seconds and 1 second, rather than 20 seconds and 2 seconds.
    Reduced the cost to 3240, down from 3780.
    Gripping Shards (morph): Reduced the cost of this morph to 2970, down from 3510.

    Arctic Wind
    Arctic Blast (morph):
    Increased the duration of this morph to 20 seconds, up from 10 seconds.
    Increased the damage per tick by approximately 9%.
    This morph now stuns once immediately upon cast, rather than based on the number of ticks you're on, for more active and deliberate gameplay.


    Arctic Blast is excellent change.

    but Winter's Revenge?

    Returned to 10 seconds? Since when? I seem to remember very clearly it being 12 seconds. I don't mind 10 seconds. That's not the point. The point is this...

    .... THIS IS DEFINITIVE PROOF THAT WHOEVER IS DOING THESE CHANGES DOES NOT PLAY THE GAME!!!

    You can't even get a return to previous duration right? Someone who played the game would not make this mistake. And still, the 33% per tick nerf remains?

    Again, let me reiterate. The community DOES NOT want ability standardization. Why does it always feel like two steps back and one step forward? Every time. And you wonder why your community gets so frustrated? I say this with all due respect to everything you get right and the hard work you put in.

    Ground DoT's didn't need nerfing they needed BUFFING and still need buffing in order to be remotely viable in PvP. Either that, or some kind of set needs to be added to make them worthwhile in a PvP scenario without it being some silly cooldown gimmick like Dark Convergence or Draugrkin.

    Something like this:

    Rapid Decay:

    2 Items: Critical Chance
    3 Items: Spell and Weapon Damage
    4 Items: Critical Chance
    5 Items: Reduce the duration of your applied single target, and ground damage over time abilities by 75% and increase their tick rate to once every 0.5 seconds, but reduce the overall damage of all your abilities by 50%. This does not affect Ultimate abilities, status effects, Light Attacks or Heavy Attacks.


    Here is a bit of math to understand it.

    DoT natively deals about 20000 damage over 12 seconds. Resulting in 1666 damage per second.

    With above set suggestion the same DoT will deal 9999 over 3 seconds. Resulting in 3333 damage per second.

    Another example:

    20 second DoT deals 18000 over duration = 900 per second.

    Above set changes this to 5 second DoT deals 9000 over duration = 1800 per second.


    Effectively doubling the DPS of DoT's but quartering the duration.


    With such a set dedicated DoT builds could work, but with the down side of having a very short up time thus making it niche and not part of standard rotations. It would not affect Aura DoT, such as Mystic Orb or Hurricane etc. and yes no ultimates either. Also, no effect on status effects to stop Burning from instantly killing players while allowing other status effects to keep doing good damage. No effect on Light and Heavies is for a similar reason allowing some direct damage but not letting Lightning staff or Resto staff do silly damage in one second.

    Also, it would nerf all other direct damage with exception to the above examples, so that it would not become oppressive in PvP to prevent players from combining bursty DoT’s with burst skills. It would also nerf Jabs and Flurry. Jabs due to it being non-ground and non- single target and Flurry would be an exception and simply need to receive the penalty. Jesus Beam would also receive the damage penalty without the duration decrease to keep it balanced.


    Alternatively, if 2.5 seconds is too short, you could change it to a 60% duration reduction. This would result in a 4 second DoT for 10 seconds, 4.8 (4.5 in practice but could be rounded up to 5) for 12 seconds and 8 second DoT from 20 seconds. But in this case you need to reduce the overall damage reduction and cost to about 30% to compensate.


    I hope this kind of points to something. This is what a TRUE DoT build feels like, SACRIFICING direct damage for increased damage over time per tick. It would not even have to be a set, this could be incorporated into the CP tree as an OPTION. The loss on direct damage and the shorter duration of the DoT's would be the trade off and balance it out. It would be impossible to maintain more than 4 DoT's at time with such an option. But that would be fine, those that don't want it, don't take it.

    Just trying to point out, that alternative play styles are addressed with similar options. Cost and Benefit tradeoffs that result in vastly different play styles that remain effective in all content.

    You could even do something similar for status effect where they deal more damage at the cost of something else.

    But if anything, listen to what your players are asking you for. We DO NOT WANT STANDARDIZATION. We want our classes to feel different from others beyond aesthetic difference. We want within those classes a multitude of different play styles. All classes should be able to either play DD full burst, full DoT or a hybrid of the two and all should be effective in their own way in both PVE and PVP. This is alongside their Tank and Healer potential. Bottlenecking everything into a handful of skills is NOT the direction you should be taking. You said it yourselves, it's about choice. SO CREATE MORE CHOICES.
    Edited by MindOfTheSwarm on July 25, 2022 5:40PM
  • Xandreia_
    Xandreia_
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    I cant help but read the new patch notes and shake my head. so we were kind of heard but not really.

    I said this on the first page of this thread, just completely scrap these changes, bring it back to how it is and delay the release for a few more weeks. absolutely no one is going to mind the release being delayed if it wont completely kill off an entire chunk of the community.

    personally i don't do trials any more and solely play PVP, but from PVPs documented neglect I can understand the frustrations and upset coming from the PVE side.

    Who ever is making these changes really need to sit down and play the game in a way that would simulate a lower tier players skill level.

    the changes you want to bring to the game will 100% hinder those who you wish to help.

    again, i have previously said this multiple times. you can not help those who do not want to get better. this game IS NOT and SHOULD NOT become Skyrim 2.0
  • xaraan
    xaraan
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    As I thought from the preview comments, these changes are not enough IMO.

    I'm not sure if the dev comments in the original changes were just for show or those are actual goals, because very few of the changes actually meet those goals.

    Overall lowering of damage just to try and hurt the ceiling is the wrong approach to take IMO. Because it's bringing everyone down. Lowering LA damage and dot damage isn't just bringing the ceiling down. And the GAP between high and low tier dps still exists same as ever.

    i.e. which groups/players will have perfect uptime on empower and all have MA staves boosting LA damage? So mostly a flat light attack damage (set at where its at now) will hurt mid-tier the most. It won't hurt players that don't weave at all, but it will hurt everyone that actually tries to learn how to play the game the most efficiently.

    If you really want to close the gap, then make it easier for players to maintain some of those rare buffs and add more sources, or make those buffs less powerful. Boost the flat LA damage up and lower empower and MA LA damage boosts - then you are raising everything but the ceiling at that point, which makes the game more accessible.

    The dps reqs aren't going to change to get into trial teams, that is based on the trial, not the average dps of players. So a lot less players will be able to get into trial teams (that are sticking around).

    And all the dev talk about making it easier to keep up with dots and hots and buffs by making times uniform/longer. You have adjusted the times for ground dots/hots back a bit and that only dealt with about 1/3 of the major complaints of the changes. It looks like dots are even more confusing now to players. Certainly there are ways to make things uniform but also maintain some class identity, personally just making the dots a couple seconds longer than they are on live now would have given a little more breathing room to players to spam an ability/weave a bit between reapplications. Making sticky dots now do so little damage makes them a lot less useful in pvp or even some uses in PvE.

    Damage overall is still being lowered, but I'm not seeing any big enough adjustments, or any, made to trials and dungeons to compensate for this change. So you are essentially making content less accessible to players.

    Which brings me back to questioning the dev comments - they feel more like someone making up good excuses to sell a change, than a real reason for the change because none of those goals stated are really being met.

    This PTS doesn't change the gap much. Doesn't make content more accessible. Doesn't make gameplay more accessible/less confusing for new players.

    I also have an issue with the attempt to make class balance changes while also changing the overall basic way combat works. It means that no real balance will be done because you can't see the effect of those class changes and it will just be one big shake up that means a bunch of different stuff will just be out of balance now. Frankly, class balance should have been the only pass done. No overall dot/LA changes should have been made at the same time.

    And none of that addresses the concern of just change fatigue. It really seems like zos just changes stuff for the sake of changing it all the time. We've never achieved any real balance. Which I don't even think is truly possible, but what is possible is to keep making tweaks to get as close as you can, but that isn't being done. Instead it's always just more sweeping changes to just move the lack of imbalance around. (Even the easiest thing in the game - racials - only ten races with 3 passives each - hasn't been tweaked a bit more attempt to close that balance gap. I won't get into details here, that's a different discussion, but let's face it - most players don't complain at this point because it's the smallest problem and at this point 'good enough' - not because it's actually balanced).

    Honestly, this patch should have just been some class balance and item balance tweaks. It would have been less work for you guys and players would have overall been happier (though sure, some players will always get upset by balance even if needed). Now you have players leaving the game that don't want to leave - that should tell you all you want right there.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • TPishek
    TPishek
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    The plural of anecdote is data.
  • shadyjane62
    shadyjane62
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    Faulgor wrote: »
    Elsonso wrote: »
    blktauna wrote: »
    My question is, what constitutes no anecdotal feedback?

    I don't run cmx anymore and I don't hump dummies. I went out onto the PTS with my toons and simply did the stuff I usually do with ease, and discovered it was no longer easy. I was unable to solo several dungeons I can do easily on live.

    That's not an anecdote.

    That is exactly an anecdote, and it is similar to what I did.

    I didn't provide them with numbers, parses, or combat logs. I just told them what I thought from direct testing. How the game feels. What I am able to do, and how I feel about the changes.

    How I **feel** about the game combat is what will determine whether I continue to play, and if I do, to what degree. If my DPS is down 10% but the game feels good, I am happy. If the game feels like a microwaved turd from the back yard, then I am much less happy, even if my DPS is higher.

    This is one way that I feel that the development team is off in a direction that I am not interested in. I really don't care about ESO at the mathematical level. If the math works, great, but I am here for the fun. Update 35 PTS Week 1 and Week 2 are not fun, even if they have some sort of mathematical perfection.

    ZOS has always taken pride in their data-driven development.
    I'd prefer it being fun-driven.

    Pride goes before the fall.
  • ramdrop
    ramdrop
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    I've posted already in the Warden feedback thread as a Warden main.

    I can get my head around the LA and HA nerf but the rest is a mystery to me.

    I started at 30k DPS and watched videos/read guides to improve to the point where I parse around 97k now and I'm happy with that. I'm not a sweaty parser and I never will be. I'm not a score pusher and I never will be - I just want to enjoy the content and complete it at a pace that suits me.

    By lowering the ceiling here and nerfing everything to the ground, you are right in the fact that the ceiling will be brought down. A lot of score pushers and top players have already voiced concerns that they won't continue to play - now change happens and is part of every day life.

    In saying that, I've also read the posts from the less damage dealing players who have also voiced their concerns about this. Not only have you punished your loyal fan base you have made the game less accessible to players who just want to casually log in and do some lore play. This was first achieved with the implementation of AwA which the community pleaded with you to not implement.

    Before gutting everything and massacring everything could you have subtly tested a say 5-10% nerf on ALL damage. That's across ALL abilities and tweak from there rather than slashing at everything.
    Edited by ramdrop on July 26, 2022 7:14AM
  • YandereGirlfriend
    YandereGirlfriend
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    Warden still has the awful Scorch timing changes - PLEASE REVERT THIS.
  • ramdrop
    ramdrop
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    Warden still has the awful Scorch timing changes - PLEASE REVERT THIS.

    I just tried parsing on the PTS. It's god awful trying to manage the timings between putting DoT's down as nothing syncs up. At least with live it is somewhat close.
  • MetallicMonk
    MetallicMonk
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    You did not in fact, buff magsorc. Disappointing but not unexpected considering who we're dealing with.
  • Twohothardware
    Twohothardware
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    If you actually want to reduce the skill ceiling and improve the feel of the game for the average player then undo all the nerfs you’ve done to class, food, and CP recovery and increase base recovery for everyone.

    Players aren’t struggling because of not being able to perfectly light attack weave, they’re struggling because they run out of resources. Resource management is where the biggest skill gap is, not light attack weaving.
  • Casdha
    Casdha
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    If you actually want to reduce the skill ceiling and improve the feel of the game for the average player then undo all the nerfs you’ve done to class, food, and CP recovery and increase base recovery for everyone.

    Players aren’t struggling because of not being able to perfectly light attack weave, they’re struggling because they run out of resources. Resource management is where the biggest skill gap is, not light attack weaving.

    Heck, I'd be happy with just the second half of your post.
    Proud member of the Psijic Order - The first wave - The 0.016%

  • acastanza_ESO
    acastanza_ESO
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    You did not in fact, buff magsorc. Disappointing but not unexpected considering who we're dealing with.

    To be entirely fair, the way I read that addendum was that it's an afterthought that'll be in the next patch or the one after and wasn't ever intended for this one.

    But that's consistent with their general treatment of sorcerer and warden: afterthoughts. Not to mention by pushing it off for another pts week or two, we won't have time to give them any feedback on whatever inane changes they decide to make then to "balance" whatever "buffs" (lol, hey never actually said buffs, just "changes") they deign to give us. If you can tell I'm extremely fed up with this, you'd be correct.
  • xylena_lazarow
    xylena_lazarow
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    Please rethink the values of your coefficients, they need to be increased.
    Also for the sake of PvP where DoT skills are already underpowered and underused on live.
    PC/NA || CP/Cyro || RIP soft caps
  • Yökarhu
    Yökarhu
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    [Disclaimer: I am on autism spectrum and can't really say things subtly. My intention is not to insult at all but to give insight and express my worries. Also, English is not my native language so I apologize if my writing is weird]

    I understand that you guys want to make money. This game is a business after all. I don't blame you. But the people who are gonna bring the bucks in are the people who love the game, who play the game and want to support it, who put hours and hours into it, who are in for the long run. Those who have watched the same behind of the same horse for months while galloping and decide to get the sparkly mount. Not the ones who take up to the sword for a week, get bored or confused and leave. If the game is too easy or confusing, it'll become casual adventure, nothing to invest, stick and learn.

    Make exiting ways to teach new players how to weave, like a part of the Undaunted, camp of fighting or something. Give better rewards for doing basic quests or quest chains (and not just 200 gold and a piece of set that never gets used :P), make vampire skill line actually useful for the role players and not just the 2 passives, make the hundreds of sets viable, and don't just bring always new ones. And if you make something that players are exited about, could you not just kill it and make the sets or mythics unusable like the rest of the basic gear?
    Instead give us something to counter it. If balance needs to be fixed, fine, but why take all the joy out of things? (Hrothgar was so good against super tanky players, but now useless.) We have many sets and mythics that rarely anyone uses bc they are not _that_ good (rip Malacath).
    It is not bad or OP if there are good and viable sets and mythics in PvP. The problem lies if there is only one or two that has no match.

    To say it plainly; We don't want "just some new things" every 3-5 months to keep us engaged. We want things that work and are useful in the long run, bc we invest in the game, the sets and builds. :) I have never heard any players saying, "oh I can't wait to put millions in my new meta sets every few months". :P Sure it is good to keep game fresh and the new chapter every year is not a bad thing, there just gotta be better balance with all the changes happening so often.

    Why Oakensoul has to be nerfed, when you are introducing a set that removes major buffs on enemies (if the problem is majorly in PvP)? Give more uptime to Spiked Bone Shield and make it return extra damage for stealth attacks so gankers will think twice. In PvE the Oakensoul ring helps to clear the endless, endless mobs that can make questing tedious when you are newer player and trying to get the hang of things.

    This game has been really important to me for few years, and it saddens me that instead of keeping and further making the game multilayered, you are trying to make it more bland and 2D, one glove fits all while erasing the aspects that makes the game stand out.
    I do understand that power creep can be an issue and those need to be dealt with (as does the inflation, 2 years ago gold plate was 140k in Eu/PC, now you are lucky if you get one for 250k, but the the gold making in game is not any easier and nothing will tell new players how to effectively get it.) I just don't see how any of these suggested changes are gonna fix anything.

    This game is different than many other games. And we love to play it. Invest in existing players and I am sure the players will return the favor. And when the new players come in they see what a gem the whole game is and how vibrant the community, they'll stick around, sub, and they too get that sparkly mount. ^_^

    For me weaving is super hard and I still don't fully understand it in practice. But It is so rewarding to learn it, bit by bit. Although, changing the damage or usefulness of the skills so often confuses me, when I have to find new skills to fit in the rotation that took me weeks to learn..

    Please, listen to the players that already invest in the game. We only say these things because we want the game to continue it's success. :) I just feel like this update is a turning point for this game and I hope the best solutions could be found for all parties.
  • nhaley54ub17_ESO2
    Please leave Oakensoul the way it is on Live for PVE. Add Battle Spirit adjustments to balance PVP.
  • goffba
    goffba
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    Hi, thanks for your unusual feedback.

    I play eso since its launch and I always say myself it's the mmo of my life. I was always fine with all the changes and confident for the future of eso. Until last week...

    Please, listen to the community, like to the Nefas' video, he says all about this pts.

    Do you really think nerfing light attack and dots like you do will help new player? Absolutly not. They will be the first to be harmed by the lack of dps and heal (especially with hot every 2 seconds, new players will die on every combat, even in simple dugeons).

    Everything was mentionned a lot of time in this forum, so I just want add some more reflexions :

    - I really like your vision of the game where there is million of ways to plays and make builds. So, why don't you think at the players who love to solo content? It's a playstyle like an other. I personnaly almost only play in solo and the nerf on global dps without touching at the content difficulty will make my tasks harder, but not in an enjoyable way. I love to do hard content in solo, to find builds to stay in life, to do some dymanic fights. With theses changes, I will be unable to do some content, may I play well or like a potato. It's not rewarding to not be able to inprove in the game by doing better weaving, builds, rotations... I feel like next pach will be reduce to do boring and stupid rotations with sluggish and innefectives dots, no light or heavy attack and doing this during hours to beat one sigle little boss. So why don't thinking about solo players aswell?

    - Why did you think reducing the dps gap between end game players and new ones will be better for someone? Big dps is inspiring for new players. They think : wow I need to improve to play better. That's a part of why players stay for a long time in eso, because there is a long way to improve and be better. You're just reducing the time needed to go around the game. Plus the rotation will be borings, not dynamics and all the class will be play the same way, so why people will stay in eso? Ppl will go to new world.

    - And, please, stop changing all the game every patch. The game is really good. Stop, we don't need more standarisation. Maybe some light adjustements time to time. But, I'm tired of beeing forced to rethink and rebuild 4 times a year. Can we just play and enjoy the game we felt in love years ago?

    If you want to improve the game, maybe focus on server performance and a new class, just saying...

    By willing to be too good, too balanced, too standarized, you'll destroy what's fun and interesting. Stop, it's a good time to let the combats changes, we don't need more (at least at a fundamental level)

    Think about who will play eso if the combats are no more dynamics, if all the class plays the same, if there is little improvent and skills involved. The ancient players will be annoyed and go. And the new players will do the quests of 3 zones and then will quit the game because they would see all. And who will buy eso+ and crates if there is no long term player ?

    (send this message to your marketting guys, maybe they will reason you)

    Sorry for this negative message. I'm really grateful for all the hard work you did and the good game it is. I really love eso, it's my mmo, you know, the mmo of my life. Let it be enjoyable in the future. Thanks.

    (and sorry for my bad english)
  • renne
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    Why is jabs still trash? What is the value to ZOS of nerfing the most iconic spammable out of the game?
  • IrishOphidia
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    Honestly, this is probably it for me. I just can't wrap my head around a dev team wanting to treat its players like complete jokes. Feedback was given and then completely ignored. List upon list upon list of ACTUAL feedback was submitted and there's no way the devs haven't read it or seen it from players who have put a serious amount of time into this game, and all perform at a very high level of play, just to have almost every point ignored and pushed aside with snide remarks and condescending stabs from the devs. It's very discouraging to watch an entire community of players almost crumble to complete destruction because so many great players are walking away from the game. So much experience is walking out the door because this combat team refuses to listen to the experienced players both from PvE and PvP. You have so many avenues of knowledge at your fingertips and you're pushing them away for the sake of catering to a a demographic of players who couldn't care any less about these changes.
  • Kusto
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    With the week 3 changes you actually decreased accessibility even more. With week 1 changes you nerfed damage, that's fine, as most players had some overhead. Dot timers being 20sec allowed newer players actually to have a rotation and some even gained dps thanks to being able to keep up buffs. But now it's even worse than live. So many abilities and buffs have different timers. Static rotations are no longer viable, only dynamic and way more complicated. Low apm players are penalized even more than on live.
  • Dagobertfuk
    Dagobertfuk
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    Great. Nobody asked for Dark Cloke nerf. Nobody complained about its overperforming.

    Hello im talking about PvP perspective

    For some reason you still nerf it to the ground. Right now on life servers. My Nightblade with 100% HP get's 2400 heal per second.

    With the 8.1.2 changes i get at 50% Player HP, 1400 heal per second.

    I need to reach 10% Player HP to get the heal per second we have right now on live.

    If people dont have 40k hp like me the heal gets even worse. GG ZOS. Once more you nerfed a skill so much that nobody will use it anymore. Especially not in PvP. What an embarresment.

    I just came back after 3 years break of the game. I took the break because i got burned out adapting to your major changes every half year. Now i came back before few month and i just realised that you guys still do those changes. Even in a bigger scale.

    You said at high isle release or before (not sure) that you will just continue with minor balance changes. And that gave me hope for this game. And now you break your word again.

    The second hand embarresment is strong in me when i think about ZOS.

    Dont even wanna complain about the other changes. You guys totally lost your minds. If this patch goes live, this is not the game i wanna play anymore

    For me its Not even good enough anymore, to be an Ashes of Creations Waitingroom.
    Edited by Dagobertfuk on July 26, 2022 6:11AM
  • siddique
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    What I dont understand is how after nearly 8 years, ZOS thinks its necessary to completely overhaul combat like its some sort of year 1 of a beta game.

    Minor changes and adjustments are understandable but if you cannot decide on how combat should look like after nearly a decade, something is wrong.

    1. Who asked to increase dot times?
    2. Who asked to nerf wall?
    3. Who asked to practically ruin sorcs and wardens?
    4. Who asked to destroy healing?
    5. Who asked to come up with a random idea of sticky and other dots?

    6. What is the reason? You said accessibility.

    7. How is increased dot times more accessible?
    8. How is less dps more accessible?
    9. How is no class identity more accessible?
    10. How is more complicated healing more accessible?
    11. How is maintaining multiple dot times more accessible?

    12. Who comes up with these ideas?
    13. Are you being dishonest in explaining your true motivations?
    14. Do you listen to any feedback?
    15. Are you doubling down on the changes you saw so much backlash on only because of a false sense of ego?

    16. Why do you think it is okay to antagonize the community?
    17. Why do you think power creep is a bad thing?
    18. Why is there no communication?
    19. Why do devs refuse to test changes in actual content?
    20. Why did you parse on dummies and not go try your own trial trifectas?
    21. Why is it considered a problem to do more dps?
    22. Why shouldnt we be able to clear things if we put in more effort than someone else?

    You are practically destroying the one thing ESO has better than any other game, its combat.
    Edited by siddique on July 26, 2022 6:17AM
    "Knee-jerk reactionist."
    Lost Depths, 2015-2022.
  • notyuu
    notyuu
    ✭✭✭✭✭
    ✭✭
    8.1.2
    Templar Jabs is still double nerfed due to losing a quater of their dps from a hit being removed AND another damage reduction on the remaining three hits
    if you are planning on keeping the burning light turbo delux nerfs, it should be
    3 hits on jabs
    OR
    Less damage per hit
    not both, as both nerfs in combo with burning light being buggered has made templar go from
    "I'm a class that does the very basics in all three main roles extremely well but brings nothing for the team"
    to
    "I'm a class that can be useful in 2 out of 3 roles, and I still don't bring a damn thing for the team"

    And if you still don't get it, I'll just put this here
    (before you ask why live UI looks different, I use pixel perfect to make is more readable to my half-blind self)
    Same character, same gear, same CP, same Stats
    So eaither something has gone very, very wrong with the PTS calculations on tooltips and skills or Zos has lost the plot
    unknown.png?width=941&height=676
    Yes, you might look at the live stats and think "that's op af" and you'd be right, it is, so one of the nerfs (hit count or damage) would be fine, but it's also the only piece of the toolkit stamplar has to do damage with, hence why I pushed it about as far as possible
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    Kusto wrote: »
    With the week 3 changes you actually decreased accessibility even more. With week 1 changes you nerfed damage, that's fine, as most players had some overhead. Dot timers being 20sec allowed newer players actually to have a rotation and some even gained dps thanks to being able to keep up buffs. But now it's even worse than live. So many abilities and buffs have different timers. Static rotations are no longer viable, only dynamic and way more complicated. Low apm players are penalized even more than on live.

    The community does not want static rotations.
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    Great. Nobody asked for Dark Cloke nerf. Nobody complained about its overperforming.

    Hello im talking about PvP perspective

    For some reason you still nerf it to the ground. Right now on life servers. My Nightblade with 100% HP get's 2400 heal per second.

    With the 8.1.2 changes i get at 50% Player HP, 1400 heal per second.

    I need to reach 10% Player HP to get the heal per second we have right now on live.

    If people dont have 40k hp like me the heal gets even worse. GG ZOS. Once more you nerfed a skill so much that nobody will use it anymore. Especially not in PvP. What an embarresment.

    I just came back after 3 years break of the game. I took the break because i got burned out adapting to your major changes every half year. Now i came back before few month and i just realised that you guys still do those changes. Even in a bigger scale.

    You said at high isle release or before (not sure) that you will just continue with minor balance changes. And that gave me hope for this game. And now you break your word again.

    The second hand embarresment is strong in me when i think about ZOS.

    Dont even wanna complain about the other changes. You guys totally lost your minds. If this patch goes live, this is not the game i wanna play anymore

    For me its Not even good enough anymore, to be an Ashes of Creations Waitingroom.

    Dark Cloak needed nerfing.
  • Dagobertfuk
    Dagobertfuk
    ✭✭✭
    Great. Nobody asked for Dark Cloke nerf. Nobody complained about its overperforming.

    Hello im talking about PvP perspective

    For some reason you still nerf it to the ground. Right now on life servers. My Nightblade with 100% HP get's 2400 heal per second.

    With the 8.1.2 changes i get at 50% Player HP, 1400 heal per second.

    I need to reach 10% Player HP to get the heal per second we have right now on live.

    If people dont have 40k hp like me the heal gets even worse. GG ZOS. Once more you nerfed a skill so much that nobody will use it anymore. Especially not in PvP. What an embarresment.

    I just came back after 3 years break of the game. I took the break because i got burned out adapting to your major changes every half year. Now i came back before few month and i just realised that you guys still do those changes. Even in a bigger scale.

    You said at high isle release or before (not sure) that you will just continue with minor balance changes. And that gave me hope for this game. And now you break your word again.

    The second hand embarresment is strong in me when i think about ZOS.

    Dont even wanna complain about the other changes. You guys totally lost your minds. If this patch goes live, this is not the game i wanna play anymore

    For me its Not even good enough anymore, to be an Ashes of Creations Waitingroom.

    Dark Cloak needed nerfing.

    Except that you and some drunks are the only individuals who think that, it definitely doesnt need a second nerf right away. Shows also that Eso PvP is foreign to you.
    Edited by Dagobertfuk on July 26, 2022 12:35PM
  • BretonMage
    BretonMage
    ✭✭✭✭✭
    I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.

    Anyone else have a similar situation? Can someone please help me make sense of it?
  • Jazraena
    Jazraena
    ✭✭✭✭✭
    BretonMage wrote: »
    I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.

    Anyone else have a similar situation? Can someone please help me make sense of it?

    My DK's DoTs and Buffs on Live, with Elf Bane: 15/15/15/18/19/19/36 - Ash Cloud's 18 should be 23, but bugged
    My DK's DoTs and Buffs on 8.1.2, with Elf Bane: 15/25/15/15/29/29/45 - not sure if Ash Cloud lasts 18 as before or 15 as notes indicate, or if still bugged.

    Such harmonization much wow. Can you feel the accessibility?
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