ZOS_GinaBruno wrote: »Hi everyone,
We ultimately want to help raise the floor and reduce the ceiling in regard to DPS output,
vivisectvib16_ESO wrote: »Also still waiting for an explanation as to why Unstable Wall is nerfed by 33%. Don't want to hear anything about "overperforming in PvP" either.
Indeed. With the possible exception of the odd vMA heavy attack build or people laying it down at chokepoints. Even then, they probably use the other morph.vivisectvib16_ESO wrote: »Also still waiting for an explanation as to why Unstable Wall is nerfed by 33%. Don't want to hear anything about "overperforming in PvP" either.
No one uses unstable wall in PvP
ZOS_GinaBruno wrote: »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.
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.
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."
ZOS_GinaBruno wrote: »
I wonder. I guess that you and ZOS have a better handle on what this means to newer players, but I was around when Maelstrom was released. This is my first and only MMO. It took me 3 years before I completed vet Maelstrom. Now I hear some people doing it for the first time within 1 1/2 days.HackTheMinotaur wrote: »@ZOS_GinaBruno or @ZOS_Kevin can you confirm the changes to Veteran bosses will also be implemented in Vet Maelstrom and Vet Vateshran?
Thanks,
Thanks. This is what we wanted to hear.I'm actually more concerned about incoming damage. Healing did take a nerf, and this is one of the common themes that I've seen in Update 35's feedback. PvPers are saying that healing is too strong in PvP, so that the nerfs to healing power were needed, but the amount of incoming damage in PvE is pretty intense.ZOS_GinaBruno wrote: »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.
While much of the attention has been focused on damage output, I think, particularly for the three most recent trials, survivability and our ability to deal with incoming damage is just as important.
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
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.