StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
No one with a clue truly believes the change is OK. They're just like the result and don't want to lose it. It was exactly the same in 2014 when the original DK was over the top OP, but many of those who played it would never admit it even though it was obvious.
It's true in every game when something is OP.
It's so funny watching all the mediocre fotm players playing sorc these days. At least an OP nb takes a little more ability IMO.
[snip]
They see this, but they think it's a good thing, because they can now stalemate fights they used to get smoked in. But it's really only a narrow band of mid-tier Sorc players being "helped" here (the ones who think a stalemate is a win), casual Sorcs are as clueless and fragile as ever, and competitive Sorcs all seem to agree Ward is horrible for competitive play.StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
xylena_lazarow wrote: »They see this, but they think it's a good thing, because they can now stalemate fights they used to get smoked in. But it's really only a narrow band of mid-tier Sorc players being "helped" here (the ones who think a stalemate is a win), casual Sorcs are as clueless and fragile as ever, and competitive Sorcs all seem to agree Ward is horrible for competitive play.StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
xylena_lazarow wrote: »They see this, but they think it's a good thing, because they can now stalemate fights they used to get smoked in. But it's really only a narrow band of mid-tier Sorc players being "helped" here (the ones who think a stalemate is a win), casual Sorcs are as clueless and fragile as ever, and competitive Sorcs all seem to agree Ward is horrible for competitive play.StaticWave wrote: »Also, Ward is the only ability right now that allows you to just ignore core combat mechanics if you have a decent tooltip. You don’t need to roll dodge or block when 1v1ing on a Sorc. Every other class has to if they don’t want to die. It was fine back then without the burst heal, but now it isn’t. If you can’t see the problem created by having a big shield + a decent heal in 1 GCD, then nobody can discuss balancing issues with you.
Let's try to avoid semantics over what "casual" means, Hardened Ward isn't doing anything for the hard cast frag guy who runs 28k max mag Mad Tinkerer and blames all his deaths on macros, it's buffing the mid tier or better player who knows enough to put together a coherent 50k+ max mag stack build and the basics of piloting it.Bushido2513 wrote: »I don't think this is the best change they could have done by far but I do think it probably works well for the target audience, casual players.
xylena_lazarow wrote: »Let's try to avoid semantics over what "casual" means, Hardened Ward isn't doing anything for the hard cast frag guy who runs 28k max mag Mad Tinkerer and blames all his deaths on macros, it's buffing the mid tier or better player who knows enough to put together a coherent 50k+ max mag stack build and the basics of piloting it.Bushido2513 wrote: »I don't think this is the best change they could have done by far but I do think it probably works well for the target audience, casual players.
xylena_lazarow wrote: »Let's try to avoid semantics over what "casual" means, Hardened Ward isn't doing anything for the hard cast frag guy who runs 28k max mag Mad Tinkerer and blames all his deaths on macros, it's buffing the mid tier or better player who knows enough to put together a coherent 50k+ max mag stack build and the basics of piloting it.Bushido2513 wrote: »I don't think this is the best change they could have done by far but I do think it probably works well for the target audience, casual players.
StaticWave wrote: »xylena_lazarow wrote: »Let's try to avoid semantics over what "casual" means, Hardened Ward isn't doing anything for the hard cast frag guy who runs 28k max mag Mad Tinkerer and blames all his deaths on macros, it's buffing the mid tier or better player who knows enough to put together a coherent 50k+ max mag stack build and the basics of piloting it.Bushido2513 wrote: »I don't think this is the best change they could have done by far but I do think it probably works well for the target audience, casual players.
Right. When an overperforming ability/set is introduced, it usually goes like this:
Newbie => still dies
Anything higher than average => can punch above their own weight
Average players can now compete with above average players. Above average players can now compete with decent players. Decent players can now compete with top tier players. Top tier players are almost unkillable
If we're using newbie players as an argument then it doesn't matter. They're going to die regardless of what they put on. For everything else, balance issue applies. If a skill/set is allowing average or better players to punch above their own weight, then don't you think there's a problem?
PvP has become stale as now there are many sorcs who are damn near unkillable unless you dog pile them. The sad part is they think they're good.
Hardened ward needs to be reverted back to its previous state. Whoever thought of it should be demoted to janitorial duties.
I absolutely don't get why you are trying to relativate clear balancing issues by basically saying that some players are not good enough to understand how unbalanced PvP is and therefore think the imbalances are acceptable. What kind of game experience does a premise like this promise? How do you define casuals? Most casuals I know play the things they like and are punished for it, because a few classes/sets/skills just pack disproportionate levels of power. The players that actually benefit from cheesy builds are petty FOTM kids that are neither interested in actually becoming good at the game and winning in a dignified way, nor do they care about the roleplay aspects of build design. The level of depth PvP has under these circumstances is so pathetic that some browser games offer more enjoyable PvP experiences.
I am not saying that PvP is beyond repair, but this perspective on player effort and class balance that you have been bringing forward, despite all the good arguments that have been posted, is surely the fastest way to get rid of all serious players. Be it that they are serious about the RPG aspect or the PvP aspect, be it that they are serious now or in a few months when they have figured out the game. It is just bad.
Offering other spells through spell crafting (the system with variety as selling point) only to be pigeonholed into another OP pick, to cancel out balancing messes, is clearly not going to make for a much more enjoyable experience. That is a non-argument.
PvP has become stale as now there are many sorcs who are damn near unkillable unless you dog pile them. The sad part is they think they're good.
Hardened ward needs to be reverted back to its previous state. Whoever thought of it should be demoted to janitorial duties.
The class has everything now. Unkillable in 1v1 on my plar, has significantly more pressure, better burst, better resource pools, better manoeuvrability, better sustain, better survivability.
[snip]
Same old ZOS, they either need something into oblivion or turn something into god tier, there's rarely anything in between.
So boring.
I absolutely don't get why you are trying to relativate clear balancing issues by basically saying that some players are not good enough to understand how unbalanced PvP is and therefore think the imbalances are acceptable. What kind of game experience does a premise like this promise? How do you define casuals? Most casuals I know play the things they like and are punished for it, because a few classes/sets/skills just pack disproportionate levels of power. The players that actually benefit from cheesy builds are petty FOTM kids that are neither interested in actually becoming good at the game and winning in a dignified way, nor do they care about the roleplay aspects of build design. The level of depth PvP has under these circumstances is so pathetic that some browser games offer more enjoyable PvP experiences.
I am not saying that PvP is beyond repair, but this perspective on player effort and class balance that you have been bringing forward, despite all the good arguments that have been posted, is surely the fastest way to get rid of all serious players. Be it that they are serious about the RPG aspect or the PvP aspect, be it that they are serious now or in a few months when they have figured out the game. It is just bad.
Offering other spells through spell crafting (the system with variety as selling point) only to be pigeonholed into another OP pick, to cancel out balancing messes, is clearly not going to make for a much more enjoyable experience. That is a non-argument.
The class has everything now. Unkillable in 1v1 on my plar, has significantly more pressure, better burst, better resource pools, better manoeuvrability, better sustain, better survivability.
[snip]
Same old ZOS, they either need something into oblivion or turn something into god tier, there's rarely anything in between.
So boring.
StaticWave wrote: »I absolutely don't get why you are trying to relativate clear balancing issues by basically saying that some players are not good enough to understand how unbalanced PvP is and therefore think the imbalances are acceptable. What kind of game experience does a premise like this promise? How do you define casuals? Most casuals I know play the things they like and are punished for it, because a few classes/sets/skills just pack disproportionate levels of power. The players that actually benefit from cheesy builds are petty FOTM kids that are neither interested in actually becoming good at the game and winning in a dignified way, nor do they care about the roleplay aspects of build design. The level of depth PvP has under these circumstances is so pathetic that some browser games offer more enjoyable PvP experiences.
I am not saying that PvP is beyond repair, but this perspective on player effort and class balance that you have been bringing forward, despite all the good arguments that have been posted, is surely the fastest way to get rid of all serious players. Be it that they are serious about the RPG aspect or the PvP aspect, be it that they are serious now or in a few months when they have figured out the game. It is just bad.
Offering other spells through spell crafting (the system with variety as selling point) only to be pigeonholed into another OP pick, to cancel out balancing messes, is clearly not going to make for a much more enjoyable experience. That is a non-argument.
Yea, imagine a new PvPer eager to learn about PvP in the game, only to realize a few months into PvP that there's so much imbalance, and he leaves. Kinda hard to retain PvP players if we treat everything as casual lol.
StaticWave wrote: »For the people saying that Wield Soul's oblivion damage will affect Sorc next patch, this is what Pelican has to say about it:
For the people who may not understand what Pelican is talking about, a typical magsorc build with 50k max mag will have around 13-14k shield and 3k heal in PvP. The burst heal mechanic will cancel the oblivion damage mechanic from Wield Soul, and since there is a 3s cooldown for Wield Soul's oblivion mechanic, a Sorc can use Ward 3 times within that window and heal back to full HP. Basically, Sorc is not affected by it as badly as other classes.
This is also my experience when dueling magsorcs on the live server with an infused 2h and oblivion enchant. My oblivion enchant damage is practically negated by the burst heal, and since there is a 2.5s cooldown for my glyph, the Sorc is usually unaffected.
Imbalances like this heavily favor the meta player, widening the gap between meta builds and unoptimized casual builds. If anything, casual players and builds are more dependent on a well balanced PvP game to have any chance at all to succeed, while hardcore competitive players can easily drop whatever they're doing to go abuse the new broken thing.StaticWave wrote: »Yea, imagine a new PvPer eager to learn about PvP in the game, only to realize a few months into PvP that there's so much imbalance, and he leaves. Kinda hard to retain PvP players if we treat everything as casual lol.
xylena_lazarow wrote: »Imbalances like this heavily favor the meta player, widening the gap between meta builds and unoptimized casual builds. If anything, casual players and builds are more dependent on a well balanced PvP game to have any chance at all to succeed, while hardcore competitive players can easily drop whatever they're doing to go abuse the new broken thing.StaticWave wrote: »Yea, imagine a new PvPer eager to learn about PvP in the game, only to realize a few months into PvP that there's so much imbalance, and he leaves. Kinda hard to retain PvP players if we treat everything as casual lol.
One angle I'm not sure has been covered is the way stacking max mag is not only a buff to both defense and offense, but also a massive sustain buff, your 50k max mag pool lasts twice as long as the 25k mag pools everyone else is running. You simply cannot say that about stacking pen or wd/sd, only max mag sorcs efficiently get 3 entire build pillars from 1 stat.
xylena_lazarow wrote: »Imbalances like this heavily favor the meta player, widening the gap between meta builds and unoptimized casual builds. If anything, casual players and builds are more dependent on a well balanced PvP game to have any chance at all to succeed, while hardcore competitive players can easily drop whatever they're doing to go abuse the new broken thing.StaticWave wrote: »Yea, imagine a new PvPer eager to learn about PvP in the game, only to realize a few months into PvP that there's so much imbalance, and he leaves. Kinda hard to retain PvP players if we treat everything as casual lol.
One angle I'm not sure has been covered is the way stacking max mag is not only a buff to both defense and offense, but also a massive sustain buff, your 50k max mag pool lasts twice as long as the 25k mag pools everyone else is running. You simply cannot say that about stacking pen or wd/sd, only max mag sorcs efficiently get 3 entire build pillars from 1 stat.
StaticWave wrote: »For the people saying that Wield Soul's oblivion damage will affect Sorc next patch, this is what Pelican has to say about it:
For the people who may not understand what Pelican is talking about, a typical magsorc build with 50k max mag will have around 13-14k shield and 3k heal in PvP. The burst heal mechanic will cancel the oblivion damage mechanic from Wield Soul, and since there is a 3s cooldown for Wield Soul's oblivion mechanic, a Sorc can use Ward 3 times within that window and heal back to full HP. Basically, Sorc is not affected by it as badly as other classes.
This is also my experience when dueling magsorcs on the live server with an infused 2h and oblivion enchant. My oblivion enchant damage is practically negated by the burst heal, and since there is a 2.5s cooldown for my glyph, the Sorc is usually unaffected.
This is only considering 1v1s. While yes I agree that the oblivion damage script isn't a death sentence to a Sorc in a 1v1, in Open world this quickly changes (and I'm not saying it's a death sentence open world).
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
And same goes for if you pop a shield at super low health like 5% (1500). You will die next patch against this ability, where as someone with a true burst heal like Coagulating or Healthy offering will survive.
StaticWave wrote: »If you're using a Shield at let's say 20% of your health (6k), each oblivion proc will be doing ~4500 damage to you. Any class that uses a burst heal as their main defensive "heal' would stand a better chance against let's say two players using the scribe against them than a Sorc would.
And same goes for if you pop a shield at super low health like 5% (1500). You will die next patch against this ability, where as someone with a true burst heal like Coagulating or Healthy offering will survive.
And you can always counter that by slotting Vigor over Bound Aegis. You will still have a decent shield and burst heal tooltip (12k shield and 6-7k burst heal), while also having Vigor, Blood Magic, and Crit Surge. Sorc is going to fair much better vs Oblivion damage than other classes due to Ward's mechanic.
It's pretty simple to test. Have 2 players apply 4+ DoTs and heavy attack you with Knight Slayer. Use a modified shield build with Vigor for 1st test and burst heal build for 2nd test. You'll see why the shield build is better defensively.