I strongly agree with everything on this post. One thing that could be added to this list is a nerf to synergies or harmony in general. On high damage builds someone can activate them without harmony can get very high numbers. Then with harmony the damage output is astronomical. I feel like harmony enabled this type of heal over time spam gameplay. Its introduction into the game from a pvp stand point needs to be adjusted further. There should be a spot for it in organized groups but in its current state it is far better than any other jewelry trait. Just a slight adjustment to synergies or harmony it self would be sufficient enough. My suggestion for the harmony trait would be to bring it down from 20 on gold pieces to 10, most builds that use it are using three at a time. Which still would be a 30% increase to all synergies which is still far better than any other buff or debuffs can give.
MidniteOwl1913 wrote: »Honestly, I don't care what nerfs happen in PVP as long as it *stays* in PVP. I'm really tired of PVP "balance" being the reason I can't have nice things in PVE.
And I don't know why ZOS can't seem to separate the two, but at this point expecting them to isn't reasonable.
React,
Gankers are more prevalent than they've ever been, yes there are great players that play on nightblade and fight people straight up. But the vast majority only gank and half of those are people sitting in stealth pressing snipe.
React,
Gankers are more prevalent than they've ever been, yes there are great players that play on nightblade and fight people straight up. But the vast majority only gank and half of those are people sitting in stealth pressing snipe.
Not sure if we’re in the same Cyrodiil, but as one who does his fair share of ganking, I must strongly disagree with the sentiment that “gankers are more prevalent than they’ve ever been.” If you were talking about the Oakensoul, Caluurion’s era, then I would agree. That was a brain-dead, no thumbs meta for ganking. It takes far more skill this patch to pull off a successful gank. The higher the skill requirement, the less players will do it. This has played out in Cyrodiil in the current meta, from my perspective. Many who “gank” nowadays, are pretty bad at it.
Attacking from stealth =/= ganking
Izanagi.Xiiib16_ESO wrote: »In general these are good suggestions, the ground hot limitations is something which I don't think zos can implement due to the way the game is designed but equally it's the least important because you can just negate the ground hots. Theres also the problem of the game needing to calculate the 'most powerful' hot to apply and then overwriting or applying to someone who doesn't have it already etc.
I also personally think the high hp issue is actually better fixed by splitting damage and healing between spell/weapon DMG and stamina/magicka. So that damage is only affected by max s/w damage and healing is only affected by max mag/stam. The reason people stack health (especially in groups), aside from the fact it gives you more reaction time and resistance to burst, is that losing max stam and magicka doesnt really impact your effectiveness when it comes to healing or damage. A cap would be fine but then why not just go back to softcaps in general for all stats (which was a far better system imo). Also health is far easier to stack due to the uneven scaling it has.
The snow treaders change honestly would likely just make groups use other mythics, 4s isn't really worth it when it's the same as other skills which give some more benefit to casting. Think this one needs a bit more thought.
MidniteOwl1913 wrote: »Honestly, I don't care what nerfs happen in PVP as long as it *stays* in PVP. I'm really tired of PVP "balance" being the reason I can't have nice things in PVE.
And I don't know why ZOS can't seem to separate the two, but at this point expecting them to isn't reasonable.
MidniteOwl1913 wrote: »Honestly, I don't care what nerfs happen in PVP as long as it *stays* in PVP. I'm really tired of PVP "balance" being the reason I can't have nice things in PVE.
And I don't know why ZOS can't seem to separate the two, but at this point expecting them to isn't reasonable.
I don't see any reason why you're offended. I've been using the same items and skill mechanics for like three years now. Nerfed dot damage??? So what? Well, wake up to use the spam ability more often. The only thing that could be disputed was the massive dot damage, but even that was changed in time. I've been playing for three years so nothing cardinally has changed. I even go to trials in old sets using all the old skills and pushing the old buttons. I changed 100500+ sets in pvp in three years and only once assembled one assembly for pve, and now I go to it for 2-3 years, I don’t remember ....
Thanks for the feedback. I can't see the calculations related to determining the highest version of a specific hot being greater than 6x of that hot ticking on 12 people simultaneously, and I don't think that would be a concern.
A lot of people have suggest that the equation for damage/healing be more evenly split between max stats & WD/SD. While I do think this is a good idea, and agree it would help with the max HP, I truly don't think zenimax can currently implement a system like that without breaking the game. I think something like that could be possible on a longer timeline with more time to balance and test it, but we need immediate/easy to implement changes to combat the current problems in the game.
Your point about the snow treaders is exactly the reason I made that suggestion - ball groups should be forced out of them. Even if they gain a small amount of damage & mitigation through markyn, or more stats through DDF, the ability to counterplay them with roots and snares will be far more impactful than any stat gain they would see.
As far as using the new version of that mythic outside of a ballgroup - I think it provides a unique mobility option for classes that don't have access to a good snare immunity or lack barspace, without totally crippling their mobility like the current version of snow treaders does when you don't have a group to provide every expedition buff in the game.
The power gap between premades and randoms is out of control. What can be done?Izanagi.Xiiib16_ESO wrote: »Making it 'harder' to play as a group will result in more population lost from the casual community (if there's much more population to lose from those areas).
xylena_lazarow wrote: »The power gap between premades and randoms is out of control. What can be done?Izanagi.Xiiib16_ESO wrote: »Making it 'harder' to play as a group will result in more population lost from the casual community (if there's much more population to lose from those areas).
Don’t PVP a lot and now mostly just BG’s so my thoughts are surely not great so what take anything I say knowing my recent personal knowledge is limited.
That said I have always felt the undead passive as too strong as well. Don’t think that your suggestion would decrease it’s as much as you would think it you get fully mitigation at 30%. If anything I would think it more mandatory/stronger then it is now. Honestly I believe 10% mitigation is all it should provide and be available at 20%. Why not remove the undead passive from vampire and move it to a guild passive instead, but also a lot of the penalties for being a vampire need to be reduced or limited with undeath removed.
Snow treaders, why not have the benefit work like Pale order ring does where the more people that wear it the more ineffective it becomes too useless.
Stay safe
Izanagi.Xiiib16_ESO wrote: »
If you introduce a health cap then groups will just shift to other survival methods (e.g. armour or dmg reduction based). So without targeting the root issues there wont ever really be a reliable solution outside of general softcaps to everything. It might be worth considering the scaling of dmg mitigation and armour if you are trying to scale down health in your suggestion.
Izanagi.Xiiib16_ESO wrote: »Personally I think it would likely be better to keep treaders as they are in terms of root and snare immunity but instead of disabling sprint, disable benefiting from movement speed increases outside of sprint. Also ZOS should just completely remove the free movement speed from red CP. The game can't handle high movement speeds when it comes to hit registration at the best of times. I really don't know why it was added.
Izanagi.Xiiib16_ESO wrote: »Before treaders groups managed fine with movement skills (the only issue was actually skill delay and performance related - roots and snares contributed more to 'rollback' issues.) So I think the 'forced out of them' is a little self defeating but it might harm some less experienced groups.
Izanagi.Xiiib16_ESO wrote: »Also it's really important to remember that huge population decline in PVP has resulted from every nerf to casual group gameplay but only boredom /poor game performance really reduces high end group population. Making it 'harder' to play as a group will result in more population lost from the casual community (if there's much more population to lose from those areas).
Tommy_The_Gun wrote: »Regarding high health pools in PvP - for the most part players build to adapt to the current meta. If average dmg goes up - then naturally players build to be more tanky. Things do not happen in a vacuum and one thing affects the other. If damage goes up - then players build for higher survivability to compensate. Especially if the game works how it works and you can not reliably use skills / potions etc because of lag.
Right now, I would guess you see higher health pools because we have "Corrosive" meta. If an armour (no matter what value it has) can be ignored, then it is pointless to invest in. So players tend to go for high health pools + higher healing.
I guess it can be all best summed up by saying:
You can not have fun, if you are dead.
If you want to just lower the survivability without lowering damage, then what will end up happening is that we will have "high damage meta".
^ It happened a couple of times in ESO history and the end result was that players were dying too fast. You had less players overall playing PvP and it was kinda rare to see stuff happening on the map. Sieges for example were lasting for a very short time as even with camps. What ended up happening is that players for the most part were doing PvDoor stuff, even to the greater scale than nowadays.
I noticed that players in the main burst damage who do not have a lot of defense win. And those who, on the contrary, invest a lot in it, just do not kill anyone. In general, defensive sets work pretty mediocre, with the exception of the battle cry. Any other defensive set reduces your damage and makes it much harder for you to kill someone. Strong players use a new mythical item and accelerate their damage to the mythical level as well and kill in a couple of seconds. This is especially noticeable in nb, dk and stam warden and templar with his dibile finishing blow and combo from which you can neither dodge nor block. Stable damage goes through the woods. Especially with the recent dot damage nerf and mediocre staves buffing only one type of damage that warden and necromancer suffered from until the warden was given an ice staff.
SkaraMinoc wrote: »@React Do you think 16-24k Nightblade crits are balanced? If so, why?
assassin will can be guaranteed hit if u know what u r doing, medium attack on off balance makes it unavoidable.
y'all can't get enough of weak players kills and dislike that they survive better for ur own feeling.
there's no need for nerfs on either defense or damage. This is not csgo and shouldn't be or become just cuz u want fast pew pew and log out.
the problems are targeting, sustain, line of sight, and content (not lack of, but what it provides)
Good. Then it should be no problem for you to adjust. Getting to ignore an entire aspect of the combat system (roots and snares + root and snare immunities/cleanses) would be fine if there was an actual drawback, but the drawback of the snow treaders is completely nullified by the mobility buffs in a 12 man. Additionally, not having to sprint allows these groups to press far more abilities per minute and benefits their stamina sustain greatly. The point about less experienced groups is fine - on PC NA, we have reached a point where 90% of 12 man groups in cyrodiil have realized that adapting even a very basic version of this playstyle allows them to be nigh unstoppable. There needs to be adequate counterplay to them.
&Izanagi.Xiiib16_ESO wrote: »Also it's really important to remember that huge population decline in PVP has resulted from every nerf to casual group gameplay but only boredom /poor game performance really reduces high end group population. Making it 'harder' to play as a group will result in more population lost from the casual community (if there's much more population to lose from those areas).
I completely disagree. I am a solo and small scale player, and within that community I know that absolutely everyone is tired of the overwhelming presence of these unstoppable 12 man groups. Every single keep fight, every scroll that gets taken, every bridge battle, these groups are present. You cannot find good fights as a player like me because of this.
Additionally, the "pug" groups, or the few uncoordinated alliance objective focused players are sick of these groups too. There are constant complaints in the zone chats of every faction about these groups. No one enjoys fighting them. No one enjoys the fact that they can stack on objectives and flip them while being unkillable.
I absolutely do not believe that adding counterplay to these groups will hurt the population in PVP. If anything, it would encourage players like me to try and fight them, and would allow the uncoordinated groups/zergs in cyrodiil to actually be able to fight back against them.
The fact is, for a myriad of reasons, 12 man groups have never been as untouchable as they are right now.
xylena_lazarow wrote: »The power gap between premades and randoms is out of control. What can be done?Izanagi.Xiiib16_ESO wrote: »Making it 'harder' to play as a group will result in more population lost from the casual community (if there's much more population to lose from those areas).