FeedbackOnly wrote: »PingTheAwesome wrote: »This is better. Thank you.
Healer's take: You still haven't said what you're doing to our heals. Additionally, while you're reducing the health of the bosses, you do not mention addressing the damage that they do now that you've made it clear you intend to also nerf heals.
This needs addressing.
Most of healing is still over healing. We are fine
This one is simple Khajiit, but seems that what principally 'competes with the goal' of 'raising the floor' is the significant lowering of everyone's DPS and HPS. Unless this strategy is changed, no adjustment will ever accomplish the goal.
Necrotech_Master wrote: »I just got very confused by something here. Gina said "We ultimately want to help raise the floor and....", what has actually been done to raise the floor? This is a serious question. I have seen nothing on the PTS that raises the floor at all.
Back on week 1 of the PTS using the same toon, gear, CP, food, pots, I lost about 20% of my damage dropping from 54K on live to 44k on the PTS. If your raising the floor, with that same setup I should be hitting more than 54k on PTS now? What change made this happen?
Once again, I am not being sarcastic. I would really like to know.
They said they were raising the floor by making DOTs last longer, so they would be easier for lower tier players to keep track of. But what they ended up doing is creating two different classes of DOT timers (sticky and area), so now the DOT tracking requirements are doubled from Live.
nerfing dots to do less dmg also didnt really help from where they are on live either
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.
Necrotech_Master wrote: »
5. Are you just insistent on pushing through these changes in some form to save face b/c you think it would look back to admit you were wrong and scrap most the changes outright? Sounds like I silly question, but I've seen you guys argue about changes and push them through before only to slowly revert things as time goes on or make changes a few patches later. This goes to trust. If you can't admit you were wrong and do what's best for the game, then no use asking people to trust you.
At this point in the game, you shouldn't be completely reworking combat or anything else. Every patch should just have minor tweaks and balance changes and that's all that was needed now. Some classes are a bit over or under-tuned (or some abilities) and needed adjusting. If you want to nerf light attacks, you could use one patch to do that and only that and see how it effects everything else, instead of also changing hots/dots and abilities and not truly knowing how it will play out in in-game situations (something that spreadsheets alone don't tell you). Small changes each patch could have been used to finish hybrid changes, polish racial changes that were never truly balanced, work on CP (and maybe return some Quality of Life aspects players lost from the changes where we ended up losing quality of life features even with 3x the applied CP). And frankly, some of the end game trials needed adjusting for vet and HMs even without any nerfs to the the power level if you truly want your content "more accessible".
i think this nails it on the head
its kind of almost feeling like we are getting more communication due to the massive blowback
zos would have internal numbers to people who are pre-emptively canceling their subs at a minimum and im getting the feeling like they had some kind of internal meeting that was like "we got to do something"
combat is in a pretty decent spot right now and should only need adjustments to fix problem areas, blanket nerfing us, and now including the blanket nerf on enemies (at least partially) feels like its unnecessarily massively swinging the game balance
as others have noted just the fact they even put these massive changes out there is already leaving a bad taste in players mouths and its not even live yet
its like using a sledgehammer to put the final nail in a birdhouse, you might get the nail in the wood but your going to destroy the birdhouse in the process
spartaxoxo wrote: »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.
And that's why these efforts failed before and will fail again. You guys have never been willing to do enough of a major shift in difficulty for mid-tier players to actually be included. So these major changes don't actually change much about how the playerbase is divided. It just makes players constantly have to relearn how to play and for builds to become less and less fun. And makes high end players in particular feel more and more punished merely for being good.
You guys really should either accept that the playerbases current divisions and stop trying to change it. Or just rip-off the bandaid and decrease the difficultly enough/buff the damage of mid-tier players enough for it to actually matter.
Rollback of hots to 10s is adressing that afaik, but I didnt test healing on PTS, I mean self heal is sticky heal and got 20s duration. While main aoe hots are back to 10s.
So much for Tanks... 20s heals that tick every other second means your tanks are going to struggle, especially as the healers are mostly there to keep the heals on DPS and buff the DPS. Not heal the Tank. Tanks are supposed to be self-reliant... but you're not going to see many tanks slamming down AOE heals for themselves.
ZOS_GinaBruno wrote: »Note that the focus of these adjustments will be on Magicka-based Nightblades, Wardens, and Sorcerers.
Please reverse the Templar Sweeps/Jab changes. Not only are the nerfs lowering the floor but the new animation is largely disliked. It feels like this is also taking away from Templar class identity.
SeaUnicorn wrote: »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.
What about the trial Healers? Especially mobile fights and healing check mechanics? There is still 40% nerf to mobile HOTs, they are still weird durations (10s on Radiating, 16s on Vigor) but lower power. Please don't forget about Healers!
silentxthreat wrote: »SeaUnicorn wrote: »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.
What about the trial Healers? Especially mobile fights and healing check mechanics? There is still 40% nerf to mobile HOTs, they are still weird durations (10s on Radiating, 16s on Vigor) but lower power. Please don't forget about Healers!
I better nerf would be not letting heals stack with the same kind of heal instead of a %nerf