PhoenixGrey wrote: »
Psssst.
Zos.
Gimme.
My.
Melee.
Spammable.
Also thank you for the weekly feedback and sneak peek. this should happen in every PTS regardless of the Amount of Feedback Received
I am so exhausted after all these changes that I barely have the desire to log. I no longer care about my 6 year main templar being devasted, but please leave Dark Cloak as it is on live!
NB tank is my last source of fun, don't kill it or I'm done with this game.
Please @ZOS_GinaBruno @ZOS_Gilliam
ZOS_GinaBruno wrote: »Hi everyone,
We wanted to take a minute to give you some insight into some additional changes coming to the PTS affecting combat and balance.
As we’ve continued reading through your feedback from testing these changes, we determined that some of our goals were actively competing with each other and not reaching the target audiences in ways we intended. We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output, while simultaneously improving class balance in some problematic areas. So far, this has led to competing changes that have hurt some groups of players despite us stating we didn’t want to actively harm playstyles with any particular change; we are committed to following through with additional ways to mitigate these issues while still meeting our intended goals.
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
There will also be a handful of tweaks to some class abilities in next week’s PTS patch, based on the feedback we’ve received, but the majority of these will come in the final PTS patch. Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss. For Trials specifically, we’ll be reducing the health of all Champions and Bannermen on Veteran difficulty and above. The reduction in health for each boss will vary from encounter to encounter, but the results should be that each Dungeon and Trial boss fight will provide a similar challenge to what is on Live currently. The Trial bannermen and Champions provide a challenge in their own right so we felt additional adjustments were warranted.
We recognize there has been a lot of concern surrounding the combat changes currently on the PTS, and we truly believe with some continued adjustments and iterations, this is the best course of action for the long-term health of the game. We’re also working on a brief Q&A that should help address some of the more general questions surrounding these changes. Thanks for reading and, of course, taking the time to provide so much in-depth and valuable feedback.
Sincerely
Here is my suggestion for a solution to the power creep and Gap. That would be balanced and skill oriented. And would get rid of the unnecessary balance changes that the devs have set forth for testing.
My suggestion would be to leave the core mechanics similar to what they are already existing in the game. For these veteran trials and hard modes and veteran dungeons and their hard modes, what should be done is already an existing core mechanic in other parts of the game and could be incorporated into these dungeons and trials.
What I'm speaking of is like for example the Dolmens in Summerset. The harder you come at them and the more powerful you or your group including randoms around you hit it. The more the Dolmens throw at you meaning they get harder and the final boss has more health and becomes more difficult to kill. If you are by yourself and stand there and light attack the ads that come at you taking your time and barely doing any damage the final boss is like a wet noodle. NOW I'm not suggesting if you do like light damage in a trial than the boss would be like a wet noodle there should be a bottom level where all bosses start at in their power and the harder you hit the dungeon from the beginning the more powerful and harder it is for that bosses to be killed including the ads in between bosses and the ads thrown at you during the boss fight would reflect your power output. Essentially veteran mode could be removed (meaning) that the harder you hit the dungeon it becomes veteran because of your damage dealt.
And things like Trifecta and no death runs achievements would only be given if you hit the dungeon from the very beginning with everything you got all the way to the end and you reach a certain score of damage and time it has taken you together for the game to consider you doing it in hard mode vet.
This way people at the bottom of the power level would still be able to enjoy trials and DLC dungeons and learn the mechanics and get better so they could progress, have something to work for while having fun doing it. Which would also mean people at the very top tier, the 1% of gamers could and would still be challenged by a dungeon that's smart enough to know you are coming in there whooping some butt and it's going to throw everything it's got at you just like as if it was that hard mode. And mid-tier gamers would have a dungeon or trial thrown at them slightly less harder than the 1%, but definitely harder than the lower percent of the power band. Rewards and achievements would be given out based on overall performance. Higher performance higher rewards.
Say things like DLC dungeons. Low end players could enter that dungeon and practice and see how far they can get. And say maybe the game would give a scorecard letting them know how far their group was from receiving a vet accomplishment which would include a monster helmet. Not an individual scorecard but a group scorecard knowing the basic damage and time outputs of that group with maybe a few suggestions on what they can do to improve performance. Or (this would probably be better) if you give a individual scorecard let it be private only to that player so the group would not be able to see it but the player would know what they need to do to improve.
So to sum this up.
Smart dungeons & trials that adjust to your power band and give rewards accordingly to your progression through that dungeon or trial. Meaning no achievements unless you come at it full force but still passable by mid and lower tiered players
Leave existing basic combat mechanics that the community has grown to love and gotten used to except for small minor changes adjustments and tweaks.
Implement a group or individual suggestion card for improvement and help after completing said dungeons or trials.
I wholeheartedly believe this would satisfy the upper 1% the upper 2% and the lower end and everything in between. Making the game fun and accessible and challenging for all ESO players from all walks of life. Even the wood elves
Update 35 still represents huge nerfs to Class identity that are not being addressed.
There is also the frequency and severity of these balance changes, that seems to contradict what the game 'teaches' us at every turn
You have a situation where Biting Jabs is so bad that Dual Wield Flurry will be the go to 'spam attack' for Templars in U35. I think Wardens are in a similar boat. Testing this change is just one example of how U35 is utterly disappointing.
Is that really the intention here? Literally what is the point of Stamplar without Jabs? Its what people play when they want a really satisfying attack skill, the same type of skill that players request on every other class.
I believe Warden is in a similar boat where its gonna replace its awesome signature skills with "Flurry" as well... don't you think thats pretty whack?
I really wonder why ZOS doesn't strive to give every Class a hallmark skill that 'feels as good' as Jabs or the Warden Skills, instead of just dismantling fun kit that people have enjoyed for years.
You could instead incentivize other jobs in ways that make sense. You've already pushed a 'Grim Focus Lite' and 'Imbue Weapon' onto StamSorcs. Templars get the 'Flurry' already in Jabs. Maybe other jobs can get meaty attacks that provide Minor Force, or the benefits of Deadly Cloak, or otherwise free them from the most cookie cutter elements of Stam builds.
These are just basic examples, but there are so many ways you could preserve your vision while making players feel powerful and proud to claim a class as their main. Instead... these changes actually make the game more homogenous, while discouraging the time and effort people put into learning. Its confusing, and I have a hard time seeing how its good for the game.
PS: Sooner or later we have to accept that PVE and PVP cannot be so closely balanced at the same time. They are wildly different activities, and need to be tuned independently. I think if a number of these nerfs were only 'damage to players' or whatever the case may be, the backlash would probably be less intense.
Week 4 they finally did something because probably enough people talked with their wallets.
A longer pts cycle looks interesting, ZOS.
GlassHalfFull wrote: »
"some of our goals were actively competing with each other and not reaching the target audiences in ways we intended"
so you bought back medium weaving!? How does that go against your stated goals?
Tanis-Stormbinder wrote: »Last PTS patch before certification and No fixes to restoration staff heavy attacks, No buffs to Templars Jabs/Puncturing Sweeps, No word on medium weaving attack weaving raising the skill gap level. I have been playing since Beta and just canceled my sub. Tired of all these negative sweeping changes.