Out of curiosity, you're decreasing health because of the DPS nerf... are you also decreasing damage done by the mentioned enemies in accordance to the HPS loss? @ZOS_GinaBruno
Suna_Ye_Sunnabe wrote: »Ah, so we continue the cycle of nerf players, then nerf content to compensate for said nerfs. Remind me, what is the point of that? Doesn't that just put us back where we started? It's ridiculous.
P.s. I sincerely hope something is done to ensure Templar spammables are not still weaker than dual wield skills. To mention nothing of the butchered animations, and eviscerated burning light passives.
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.
Suna_Ye_Sunnabe wrote: »Ah, so we continue the cycle of nerf players, then nerf content to compensate for said nerfs. Remind me, what is the point of that? Doesn't that just put us back where we started? It's ridiculous.
P.s. I sincerely hope something is done to ensure Templar spammables are not still weaker than dual wield skills. To mention nothing of the butchered animations, and eviscerated burning light passives.
Hi there!
As stated originally - the point is to reduce the ceiling and raise the floor so instead of being a difference of 15 times from starter to veteran player, the range is maybe 5 to 7 times (still too much to be honest, but eh).
By nerfing ceiling content, this means if a starting player does 10k damage and the veteran is reduced from 140k to 100k but Veteran Trial fights are the same duration, I think the goal would be achieved (albeit not quite enough!)
FluffyBird wrote: »"Thanks to the playerbase for bringing to our attention something that anyone who played that game would think about from the very beginning"
If you told us "we'll make changes and will adjust content later, after we see new numbers" it would be okay.
If you told us "we'll nerf the heck out of everyone and then will try to bring the floor back up" it would be okay.
Even if you told us "we only have our spreadsheets, so we'll mess around and tweak" it would be okay-ish.
If it were the plan from the start.
Not "we made an oopsie of embarrasing proportions and will try to fix it, sorry".
I have no trust.
This is looking better. All the points that have been mentioned above merit real, deep consideration, however. PLEASE take the time needed to address all this properly too.
If I may add one inch to the mountain: Duration passives still need an overhaul. DK rotations are already quite accessible on live: Refresh DoTs every 14 or 15 seconds, spam till reapply. Going dynamic with 10, 14, 15, 18 and 19.5 seconds would add a little bit of deeps for the top end but not necessary except in the most extreme content because the outliers in duration also have ok-ish upfront damage. But on the PTS I now have to consider both 15 second and 24 second DoTs. Much less accessible. Especially since some of those DoTs ramp up and do more damage at the end than upfront. And if the long sticky DoTs were meant as the accessible-rotation option, well, the 24 second DoTs still don't line up with the 20 second sticky ones like Poison Injection and Deadly Cloak, or Trap at 20 seconds +1.5 sec delay. I'm sure combining sticky 20 sec DoTs with other DoTs of 10, 12, 15 and all kinds of durations would still be interesting for the players who want more varied rotations.
I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
ZOS_GinaBruno wrote: »Hi everyone,
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.
Hey Folks, one note regarding the content changes. I previously stated we wanted to gather as much information as possible to gauge the impact of combat changes on the content in the game. This is a multipronged approach which is a collaboration between the Combat, Dungeon and QA Teams as well as player feedback, logs and captures.
Given the overwhelming response and the wealth of information we have collected, we felt confident that we could make these content changes in order to ensure that the game maintained the challenge players are used to without a major shift in difficulty.
Again, thanks to all the community members that have logged on to PTS, played, reported and provided feedback, logs and video captures.
FluffyBird wrote: »"Thanks to the playerbase for bringing to our attention something that anyone who played that game would think about from the very beginning"
If you told us "we'll make changes and will adjust content later, after we see new numbers" it would be okay.
If you told us "we'll nerf the heck out of everyone and then will try to bring the floor back up" it would be okay.
Even if you told us "we only have our spreadsheets, so we'll mess around and tweak" it would be okay-ish.
If it were the plan from the start.
Not "we made an oopsie of embarrasing proportions and will try to fix it, sorry".
I have no trust.
I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
Danel_Vadan wrote: »I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
Maybe it's the fact that the team is untrustworthy? I mean, this is from U34, penned by Gilliam.
"Greetings! It’s about that time of year where the latest Chapter is coming up soon. The Combat Team would like to talk about some of the changes coming in Update 34 and provide some insight on where we’re coming from. We’d like to say now that since this is the big Chapter of the year, we’re continuing with last year’s approach where we slow down on the large-scale combat changes since there’s already a lot of new systems and features to take in. That being said, we still have quite a few smaller adjustments coming, focusing on the usual bug fixing and hitting outliers that are problematic for the game."
https://forums.elderscrollsonline.com/en/discussion/602819/update-34-combat-preview
I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
The problem with that is updates come every 3 months, so it will be 6-9 months at the earliest before the game they intentionally broke will begin to get fixed again.
Danel_Vadan wrote: »I don't understand this sentiment. Gilliam's original post, before PTS was even launched, literally said they would monitor feedback and make adjustments as required. They led with that before showing us any changes.
https://forums.elderscrollsonline.com/en/discussion/610438/update-35-combat-preview
"After these adjustments are live, we are going to focus on any resulting balance issues for the next few updates, hopefully reducing the chaotic nature of change for a brief period after the initial turbulence. We’ll be keeping a close eye on the discussions that come out of this, as well as the initial feedback over the upcoming PTS cycle. Since the scale of these changes is large in nature, please understand it may take more time for adjustments to come since changing one standard affects many specific abilities."
Maybe it's the fact that the team is untrustworthy? I mean, this is from U34, penned by Gilliam.
"Greetings! It’s about that time of year where the latest Chapter is coming up soon. The Combat Team would like to talk about some of the changes coming in Update 34 and provide some insight on where we’re coming from. We’d like to say now that since this is the big Chapter of the year, we’re continuing with last year’s approach where we slow down on the large-scale combat changes since there’s already a lot of new systems and features to take in. That being said, we still have quite a few smaller adjustments coming, focusing on the usual bug fixing and hitting outliers that are problematic for the game."
https://forums.elderscrollsonline.com/en/discussion/602819/update-34-combat-preview
VaranisArano wrote: »I'm concerned that so many of these changes are coming in the final PTS patch, including class abilities tweaks and the proposed boss health changes to Vet PVE content.
Players may be able to test in that final week, but that not a lot of time for the Devs to respond to reasonable feedback. Nor is there time to test further iterations and tweaks if more changes are needed. Realistically, it seems like there's two options: either the final week's version goes Live or the Live version has untested changes added that we're now "testing" in the main game.
VaranisArano wrote: »I'm concerned that so many of these changes are coming in the final PTS patch, including class abilities tweaks and the proposed boss health changes to Vet PVE content.
Players may be able to test in that final week, but that not a lot of time for the Devs to respond to reasonable feedback. Nor is there time to test further iterations and tweaks if more changes are needed. Realistically, it seems like there's two options: either the final week's version goes Live or the Live version has untested changes added that we're now "testing" in the main game.
We've all experienced what happens when the Devs lets something go Live so they can gather more data before adjusting it. It can be as small as an unbalanced set or as massive as Scalebreaker's combat changes that were promptly reevaluated three months later in Dragonhold.
I do understand that the Devs are between the rock and hard place of DLC launch deadlines and needing to get this patch out the door. I'm glad to see that changes are being made to the original plan in response to community feedback and testing. I'm not sure there's any way to take more much-needed testing time for the Update.
However, the rapid pace and drastic nature of changes here at the end of the PTS cycle leaves me worried that we're going to get an unfinished and thus unbalanced Live version. Even if what we get is better than the first iteration, that does not mean that what we'll get is good.
And I cannot think of much that would be more damaging to community morale than for this patch to get rushed out and then have the next update or two be spent "fixing" all the stuff the Devs didn't fix before rolling this patch out. Your community already has change fatigue. If the Devs expect that they can come back in over the next couple updates and clean up this messy rollout with small or large changes, that's only going to make the change fatigue worse.
I'm going to end on a brief note about the other MMO-style game I play: Warframe. Their recent update Angels of the Zariman was terribly buggy at launch. Worse, it's quest needed to be nerfed in the first couple days, and two major combat elements they reworked in the update needed to be rebalanced again in the first week or so. Here's what the new Creative Director Rebecca Ford had to say about it:
"I should've held it another week … But there were a lot of reasons we couldn't. And then I started to understand those reasons. Every little thing matters. You're making a hundred micro decisions a day and then they add up. We can't move this update. By the end of the [launch] week we had a more stable build, but that's what stung the most."
Interview: https://www.pcgamer.com/warframe-is-getting-into-the-time-loop-business-with-the-duviri-paradox/
So while I understand the rock and the hard place that ESO's Devs must be in right now, and understand that the Devs may have no choice but to push this Live on time whatever the changes are and fix it later no matter the cost to already fatigued players...I hope they aren't left saying "I should've held it another week."
Hey Folks, one note regarding the content changes. I previously stated we wanted to gather as much information as possible to gauge the impact of combat changes on the content in the game. This is a multipronged approach which is a collaboration between the Combat, Dungeon and QA Teams as well as player feedback, logs and captures.
Given the overwhelming response and the wealth of information we have collected, we felt confident that we could make these content changes in order to ensure that the game maintained the challenge players are used to without a major shift in difficulty.
Again, thanks to all the community members that have logged on to PTS, played, reported and provided feedback, logs and video captures.