Stop. Looking. At. Spreadsheets.
Start. Listening. To. Your. Players.
WE. DON'T. WANT. THESE. CHANGES.
ZOS_Gilliam wrote: »A friendly reminder that providing data always helps us far more than anecdotal feedback, though both are still welcome. Finally, thank you all for your patience and time in helping up improve upon these areas. May your roads lead to warm sands.
ZOS_Gilliam wrote: »Greetings, everyone. We’d like to update you all on where we are at with the PTS feedback we have seen and our plans of action. Firstly, we would like to thank everyone who has taken the time to go through the changes and hop onto the PTS to get hands-on experience before submitting their feedback. The sheer amount of data and in-game application has helped us tremendously to hone in on the problem spaces that the larger sentiments have pointed out, and has also given us a better idea of how to isolate and tackle those problems. Let’s quickly go over the main themes we would like to improve on.
There are three main issues we would like to address with some targeted adjustments in next week’s PTS patch. These mainly pertain to Damage and Healing over Time effects, as we’ve found those have been the focus of the majority of conversations between all types of players. The first is the loss of reactive gameplay with ticking Area of Effect-based abilities, where delayed tick rates make them feel far less reactive to their surroundings and further punish their lack of mobility as such. The second is how the extension of durations on Area of Effect-based abilities actively harms their effectiveness since their power has been stretched out over a longer period, further increasing their risk of targets not staying in the area. The final is how ESO has always been a game about choice, and how global standards can over-define the reality of ability portrayal and can actively harm that idea. Now, let us go over what you are probably really here for – what we are doing to address these points.
We have taken considerable time to go through and better differentiate standards for Damage and Healing over Time effects based on the type of ability it is. In next week’s patch, abilities that stick to a target (such as Fiery Breath or Lightning Form) will retain their longer duration effects, where they take longer to deal damage at an increased rate per cast, but less per second than what’s currently on the Live servers (i.e., all public servers that are not the PTS). Meanwhile, abilities that are bound to a static area, such as Wall of Elements or Spear Shards, will have shorter durations (closer or identical to their current versions on the Live servers) and less Damage per Cast, but more Damage per Second than their “sticky” counterparts. We have also adjusted the cost to be higher than those “sticky” abilities but will still cost less than they currently do on the Live servers. The standard details are as follows:It is our hope these new standards better differentiate the gameplay realities these skills have, reinforcing their strengths and weaknesses, while making them easier to engage with in some ways than compared to what’s currently on Live (easier to manage “sticky” effects, and overall, significantly less cost per second drains).
- “Sticky” over Time effects will retain their initial PTS iteration of 20+ second durations, 2 second frequencies, with .105 coefficient potency per second (their scaling modifier divided by time), and a baseline cost of 135 per second (2700+)
- Static over Time effects will return to their original duration of 10-15 second durations, 1 second frequencies, with .14 coefficient potency per second (U35 PTS Combat Feedback & Upcoming Changesdown from .1575 on Live, but up from .105 on PTS), and a baseline cost of 270 per second (2700+)
We have also spent more time looking at durations of where certain skills are sourced and are going to give them base line timers that follow a common denominator. For example, Stampede will remain a 15 second effect as Carve’s final duration is 30 seconds, making it easier to create a rotation where you align a ratio of casts to one another. We hope these differing standards allow you to better decide what type of pacing your build utilizes. If you prefer a higher risk and reward playstyle that is more challenging to keep up and manage, you can opt to take Static over Time abilities. Alternatively, if you want easier to utilize and safer skills with less risk, you can choose to use more Sticky over Time abilities, or a blend of both depending on the encounter or build you’re playing against.
After these changes go in next week, we will continue to monitor feedback and act accordingly where deemed necessary, so please continue to provide constructive takes and discussions. Note that we are already planning some additional changes for the Sorcerer and Warden, based on your feedback, that will go on the PTS before Update 35 launches. A friendly reminder that providing data always helps us far more than anecdotal feedback, though both are still welcome. Finally, thank you all for your patience and time in helping up improve upon these areas. May your roads lead to warm sands.
OolongSnakeTea wrote: »ZOS_Gilliam wrote: »A friendly reminder that providing data always helps us far more than anecdotal feedback, though both are still welcome. Finally, thank you all for your patience and time in helping up improve upon these areas. May your roads lead to warm sands.
Hey Gill-
(I wrote a lot because it's my lunch break and I just have a lot of feelings lately outside of this patch; most of them involving the community as a whole and the friends I've made in it, so sorry if it comes off to lengthy, or otherwise heavier than expected but that's where we are today, and we're just gonna post this I guess!)
Hope it's not too crazy over there. Juggling aspects of math, a player community, a gaming company job and a big problem of 'ceiling to floor' to look at. Hope you folks in the combat department take some good time to decompress and be fair to yourselves. Tempers and disagreements happen (the forums are a wretched hive as always, social media doesn't help), but we're all human and dealing with human things outside of Tamriel. It's still rough out there for many people, and maybe that's why it feels like this particular patch cycle has been more tense than other ones as people have taken it too personal. While others have taken cool level heads and showed their homework. All of which can still add up and feeling like things are either to hot or to interpersonal and cold, so it makes it a mixed bag- or so I imagine.
Thanks for piping up early, its rare after all, and not expected but super appreciated all the same to ease the weekend tensions for many, I'm sure. Looking forward to testing out the new stuff when it comes out later, as always, because well- no guide or build can replace what and how I play with my human meat sack errors I make.
I'll try to get some ESOLogs up for yah for sure to compare my apples-to-pears. My builds have def tweaked either through my own personal learning and enhancement of DPS, as well as just how things will be changing with the patch. This is to not say anything about a disagreement or disliking it, it's just normal to change builds and load outs a little bit every patch in a lot of games, ESO is not an exception.
I classically for DPS have played stam-sorc since 2014ish? period, but never got serious till later after Morrowind. My overall testing on the PTS wasn't too terrible- just odd and a little relearning but I won't lie my initial reactions a bit frustrated (IE: inferno staff??? but redugard?? More DPS than bow or 2hander?? Or maybe me just bad at parse! - high likelihood) -- My taste for end game was experienced as a healer however, and I only went DPS as a means to an end to see more content (ie; trials need more DPS and only 2 healers, as well as I needed to get solo arenas done). Standard player evolution.
Some of the changes were working out pretty well. The DOT rotations did open up some more challenging DPS classes for me (Necromancer, Nightblade and Warden) on the dummy- and I found my uptimes did in fact go up. But we all know the math homework from smarter better players then me. But in combat didn't feel as good as before, as I had stated in my feed backs. So, I'll be excited to see the W3 patch.
My 5 jellybeans I call a brain might not always understand things, but I am at least just trying to make it work so I can continue to have fun at the game play level I enjoy with friends. Thanks for making Tamriel be that place where I can enjoy my leisure time with friends.
TL;DR- Thanks again for the transparency and efforts, it really is appreciated. Hope all is well with you folks on the combat team. You are cool!
With sincerity- Oolong/Sound
"It's all about speed. Two light weapons and quick feet. You need more than just fast attacks, you need to be able to predict your opponent's moves, show up where he least expects you, run circles around him, and call him names. If you can frustrate your challenger, you gain an even better advantage." — "Heartstriker" Goranion
PS: To the community- its ok to be frustrated and go through the brain reaction cycle of unlearning/relearning. Its ok to be frustrated. What's not ok is to be inhumane. Try to get the poison out healthily and safely for everyone. We have seen what happens to a dev team under fire like with Destiny 2, let us not be that bad. We have a very special privilege with the amount of access and communication, whether you understand that or not.
DoT skills already underperformed in PvP and their damage was nerfed further, making most of them completely unusable. There are a very small handful of outliers and proc sets that may make PvP DoT builds still possible in u35, at least until those are "standardized" into worthlessness because half a dozen players still rejected 1 button spam builds. Maybe next year's chapter will give us Super Oakensoul mythic: quad stats, but you can only slot and use 1 skill.FluffyReachWitch wrote: »As for PvP, I think it needs to be considered that players can already cleanse sticky DoTs or heal through them with ease. The 2 second ticks are just going to make these abilities even more trivial, like static DoTs.
starkerealm wrote: »The irony in these changes is, they're going to work out to be even worse than the Week 1 changes.
This keeps the absolute crippling damage nerfs on new players and lower end DPS, while it lessens the nerfs on the mid to upper end players.
So, where the existing PTS build hits new players extraordinarily hard, while nerfing endgame DPS, this is going to slap endgame DPS on the wrist, and still cripple new players.
The whole revolving door routine only works if you have people coming in the door.
xylena_lazarow wrote: »Maybe next year's chapter will give us Super Oakensoul mythic: quad stats, but you can only slot and use 1 skill.
Unstable Wall of Elements and Templar's Shards won't be usable as AoE spammables anymore. Clearing trash packs in dungeons will take even longer and people will come into actual boss fights with less resources. Just fantastic.Half the classes also won't be able to sustain with how much more expensive they made the ground dots. I don't get why we are making ground dots more expensive than single target ones AGAIN when this was tried before and this same team reverted it due to the backlash.