Thecompton73 wrote: »Currently, we are keeping a close eye on new sets like Mara's Balm and will continue to tune over time. We need more data for seeing how the sets will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
Can you explain the reasoning behind using this model for adjusting sets? Using long term metrics to balance sets that immediately introduce wild game play imbalances and thus become meta for months just doesn't seem ideal. I understand completely changing the functionality of a set or skill completely might take time. But surely things such as length of cooldown, the size of a radius effect and the damage or healing coefficients of a set or skill could be adjusted more frequently to fine tune them when simply playing for a few hours a week on the different classes makes it clear when something is over/under performing.
It felt like things were headed in a good direction when the Devs listened to the well reasoned feedback on Snake in the Stars and made logical adjustments to the set so quickly. But this statement significantly dims my hope that we might be seeing a better correlation between well reasoned feedback from actual game play experience and prompt, smaller and more frequent adjustments to keep game-play healthy.
Ultimately, it boils down to to seeing more player metrics for how something performs. And that's not to say we are not testing and balancing before items go into the wild. We are testing and balancing to the best of our ability before and after hitting PTS. A wider group of players are bound to use items and skills in different ways. Players are very crafty! PTS is great for seeing early indicators of this. But having something on live and having PC/ Xbox/ and PlayStation users all using an item or skill give a better holistic view really helps to compare against PTS comments and adjust accordingly. Not saying this is perfect, but it is helpful for the team.
It's still a relatively new set to the meta, since it was only added in U35. The team takes a good look at these sets for several update cycles before determining if it's in a good place after getting player feedback. So it's still a "new" set, all things considered.
ForumBully wrote: »Thecompton73 wrote: »Currently, we are keeping a close eye on new sets like Mara's Balm and will continue to tune over time. We need more data for seeing how the sets will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
Can you explain the reasoning behind using this model for adjusting sets? Using long term metrics to balance sets that immediately introduce wild game play imbalances and thus become meta for months just doesn't seem ideal. I understand completely changing the functionality of a set or skill completely might take time. But surely things such as length of cooldown, the size of a radius effect and the damage or healing coefficients of a set or skill could be adjusted more frequently to fine tune them when simply playing for a few hours a week on the different classes makes it clear when something is over/under performing.
It felt like things were headed in a good direction when the Devs listened to the well reasoned feedback on Snake in the Stars and made logical adjustments to the set so quickly. But this statement significantly dims my hope that we might be seeing a better correlation between well reasoned feedback from actual game play experience and prompt, smaller and more frequent adjustments to keep game-play healthy.
Ultimately, it boils down to to seeing more player metrics for how something performs. And that's not to say we are not testing and balancing before items go into the wild. We are testing and balancing to the best of our ability before and after hitting PTS. A wider group of players are bound to use items and skills in different ways. Players are very crafty! PTS is great for seeing early indicators of this. But having something on live and having PC/ Xbox/ and PlayStation users all using an item or skill give a better holistic view really helps to compare against PTS comments and adjust accordingly. Not saying this is perfect, but it is helpful for the team.
"Players are crafty" is the reason that players figure out the negative implications of changes during week one of any given PTS, consistently? Or is it just that devs want to give their bad ideas a few months in the sun simply because they refuse to accept the findings?
Necrotech_Master wrote: »ForumBully wrote: »Thecompton73 wrote: »Currently, we are keeping a close eye on new sets like Mara's Balm and will continue to tune over time. We need more data for seeing how the sets will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
Can you explain the reasoning behind using this model for adjusting sets? Using long term metrics to balance sets that immediately introduce wild game play imbalances and thus become meta for months just doesn't seem ideal. I understand completely changing the functionality of a set or skill completely might take time. But surely things such as length of cooldown, the size of a radius effect and the damage or healing coefficients of a set or skill could be adjusted more frequently to fine tune them when simply playing for a few hours a week on the different classes makes it clear when something is over/under performing.
It felt like things were headed in a good direction when the Devs listened to the well reasoned feedback on Snake in the Stars and made logical adjustments to the set so quickly. But this statement significantly dims my hope that we might be seeing a better correlation between well reasoned feedback from actual game play experience and prompt, smaller and more frequent adjustments to keep game-play healthy.
Ultimately, it boils down to to seeing more player metrics for how something performs. And that's not to say we are not testing and balancing before items go into the wild. We are testing and balancing to the best of our ability before and after hitting PTS. A wider group of players are bound to use items and skills in different ways. Players are very crafty! PTS is great for seeing early indicators of this. But having something on live and having PC/ Xbox/ and PlayStation users all using an item or skill give a better holistic view really helps to compare against PTS comments and adjust accordingly. Not saying this is perfect, but it is helpful for the team.
"Players are crafty" is the reason that players figure out the negative implications of changes during week one of any given PTS, consistently? Or is it just that devs want to give their bad ideas a few months in the sun simply because they refuse to accept the findings?
"players are crafty" is more referring to how a player is using a tool added by the developer in a completely unintentional/unthought of way than what the developer had in mind
though i agree that stuff like maras balm should have been a red flag from the get go (which is why its basically undergone nerfs at almost every major update cycle since release lol)
It's still a relatively new set to the meta, since it was only added in U35. The team takes a good look at these sets for several update cycles before determining if it's in a good place after getting player feedback. So it's still a "new" set, all things considered.
I honestly don´t know how you expect people to continue giving constructive feedback on this with a straight face.
There is a set with a very comparable effect: Wyrd Trees Blessing. It removes all negative effects every 15s.
It's still a relatively new set to the meta, since it was only added in U35. The team takes a good look at these sets for several update cycles before determining if it's in a good place after getting player feedback. So it's still a "new" set, all things considered.
HOWEVER this set (wyrd tree) requires active player input to remove those effects. Maras simply removes them passively when you´ve accumulated enough of them.
Mara`s requires no player input. It works automatically - for me personally this would require the effect to be less powerful than a comparable set effect requiring active player input (ie longer cooldown or limited number of effects).
Then mara's heals for every effect removed with the purge.
On top of that mara's also heals for every effect that gets reapplied up to once every second.
It is not even on the same planet as wyrd trees blessing when looking at the powerbudged of the 5p.
Anyone who thinks more than 30s about those two sets can only come to one of these two conclusions: Wyrd tree is massively underpowered or mara's is massively OP.
Now most players actively providing feedback on mara's are telling you extensively how the set is perceived in pvp.
I don´t know what else to say on this - and i for sure can´t imagine for one second what someone would have to continue to evaluate regarding it´s strengh.
ForumBully wrote: »Necrotech_Master wrote: »ForumBully wrote: »Thecompton73 wrote: »Currently, we are keeping a close eye on new sets like Mara's Balm and will continue to tune over time. We need more data for seeing how the sets will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
Can you explain the reasoning behind using this model for adjusting sets? Using long term metrics to balance sets that immediately introduce wild game play imbalances and thus become meta for months just doesn't seem ideal. I understand completely changing the functionality of a set or skill completely might take time. But surely things such as length of cooldown, the size of a radius effect and the damage or healing coefficients of a set or skill could be adjusted more frequently to fine tune them when simply playing for a few hours a week on the different classes makes it clear when something is over/under performing.
It felt like things were headed in a good direction when the Devs listened to the well reasoned feedback on Snake in the Stars and made logical adjustments to the set so quickly. But this statement significantly dims my hope that we might be seeing a better correlation between well reasoned feedback from actual game play experience and prompt, smaller and more frequent adjustments to keep game-play healthy.
Ultimately, it boils down to to seeing more player metrics for how something performs. And that's not to say we are not testing and balancing before items go into the wild. We are testing and balancing to the best of our ability before and after hitting PTS. A wider group of players are bound to use items and skills in different ways. Players are very crafty! PTS is great for seeing early indicators of this. But having something on live and having PC/ Xbox/ and PlayStation users all using an item or skill give a better holistic view really helps to compare against PTS comments and adjust accordingly. Not saying this is perfect, but it is helpful for the team.
"Players are crafty" is the reason that players figure out the negative implications of changes during week one of any given PTS, consistently? Or is it just that devs want to give their bad ideas a few months in the sun simply because they refuse to accept the findings?
"players are crafty" is more referring to how a player is using a tool added by the developer in a completely unintentional/unthought of way than what the developer had in mind
though i agree that stuff like maras balm should have been a red flag from the get go (which is why its basically undergone nerfs at almost every major update cycle since release lol)
It's concerning that players can and do spot problems and report them almost immediately after the PTS starts and yet nothing happens most of the time. It's more concerning that devs don't see (or understand) those problems before the PTS even starts, what with all the internal testing they apparently do.
It can only mean that they intend to cause these problems or that they simply don't understand the game, or aspects of the game (PvP), well enough to identify them.
(5 items) When you remove a negative effect from yourself or a friendly target, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 20 seconds.
Outside of a heal per second and a burst heal itTechMaybeHic wrote: »I'm not sure what DOT meta we are going toward other than hard hitting siege; but a free purge nullifies Templar and Sorc delayed burst automatically, and after the first time when it procs right at 6 effects, it goes into a 15 second cool down; it can purge unlimited effects that the heal then scales up with. So at min, it's around a 10k burst heal tooltip, but could easily double or more.
I'd lower it's proc condition to 4 or 5, and the limit it's purge to 4 or 5. Then double it's live HOT value but make it a 2 second CD as it's getting pointless on PTS, but at the same time it's oppressive to rapid small hits like jabs on live.
EDIT:. Also the way it is now; if you single bar Maras, you control when the burst heal comes so you just swap to that bar when you have more than 6 effects and when you need it and you just have yourself a bigger burst heal than what's you could get from an ability if you had 9 or 10 negative effects
No point in nerfing Maras, my pve Healer I bring into pvp does all that for my team. They can go full damage without maras.
Nobody is killing my peeps if I'm still alive.
😁
It's still a relatively new set to the meta, since it was only added in U35. The team takes a good look at these sets for several update cycles before determining if it's in a good place after getting player feedback. So it's still a "new" set, all things considered.
KingLewie_III wrote: »We've been in a "tank meta" for years. If ZOS gives more damage, people build more resistances. It's how people choose to play this game that makes PVP unenjoyable. Most choose to build to take damage rather than deal damage. Even during the no-proc tests everyone was running around in Fortified Brass and Impreg.
This set is worn by almost every player in PVP at the moment. Its basically meta... This makes for horriable PVP! Think about all the sets in the game you have 1 that eveyone is wearing the little nerf that was attached to it will do little to solve the issue it will still be the go to set!
langewapper wrote: »mara works thanks to a bug in pvp
i play in pvp and got 10 or more burning effects on me who w'ont go away after purge
so every 15 second i got 1600 x 10 health + the other effects
zos have to remove these bug that all
langewapper wrote: »mara works thanks to a bug in pvp
i play in pvp and got 10 or more burning effects on me who w'ont go away after purge
so every 15 second i got 1600 x 10 health + the other effects
zos have to remove these bug that all
langewapper wrote: »mara works thanks to a bug in pvp
i play in pvp and got 10 or more burning effects on me who w'ont go away after purge
so every 15 second i got 1600 x 10 health + the other effects
zos have to remove these bug that all
guess after this is fixed im perfectly fine with the set
Currently, we are keeping a close eye on new sets like Mara's Balm and will continue to tune over time. We need more data for seeing how the sets will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
The_Titan_Tim wrote: »Or they could buff the other sets to be comparative, rather than nerf the only functioning counter to the creeping DoT meta we’ve been moving towards.