EmilyElizabethESO wrote: »@ZOS_Gilliam can you share the 80 hours of testing you said you did?
ZOS_Gilliam wrote: »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.
CyberSkooma wrote: »...but if it were my decision, I would revert every single change you have made EXCEPT for the very specific change to light attack damage. That's the only thing that makes any kind of justifiable sense.
CyberSkooma wrote: »We just want things to stop changing. I am so tired.
starkerealm wrote: »
Ironically, that change is one of the most destructive..
WittyWindwalker wrote: »DMuehlhausen wrote: »Sandman929 wrote: »Is PvP even an afterthought when these changes are being tossed around?
No, and it shouldn't be. Trying to balance PvP and PvE in a game like this is mathematically impossible. [snip]
[snip]
i really like these changes.
i'm not sure why exactly ground dots will do less damage than on live when they have the same duration. like, why?
i look forward to seeing the PTS patch notes for week 3.
You should probably clarify here that you'd like to see it done without it being on an internal build with dev commands; one-shots / buffed ability damage (like the damage from the last quest against Molag Bal), AI disabled, or god mode.wolfie1.0. wrote: »@ZOS_Gilliam
I agree with others here that we want to see the dev team (and only dev team) complete trifectas with these changes. Especially in the hardest dungeons and trials out there.
If you can do it then awesome the nay sayers are wrong and this update is great.
If you can't then maybe you should reconsider the whole thing.
Parsing on dummies is one thing. Being able to apply that to content is another.
MindOfTheSwarm wrote: »Stop with the standardisation nonsense. It’s not wanted. Having one ground DoT dealing more damage than another is perfectly fine.