That may be a bit problematic true, but the more I think about, it it may not be as bad as it seems. It will require some testing. Of course, ideally, there SHOULD be a way to detect hidden players, but I have a feeling that hidden player in vengeance mode won't be anywhere near close to the same power level what hidden player is on regular PvP.YandereGirlfriend wrote: »Nightblade, in particular, still has Cloak... but there is no mechanism for stealth detection available in the game mode. Like, WHAT?!
Especially if it's NB as the S tier class again, players are gonna nope out fast.CameraBeardThePirate wrote: »you cannot expect to get the population needed for good data if the test campaign goes live with the biggest power gap the classes have ever seen.
Hey @acastanza_ESO, we understand why the balance topics you are calling out are important to you. We want to stress that for PTS specifically, this is a functionality test only, ahead of the live test and the test overall is designed to prioritize game performance to see what is possible. For this functionality test on the PTS, we are focused on the questions in the first post. Remember, the core point of this test is to see how Cyrodiil performs overall in a barebones environment, rather than on class kit focus.
Tommy_The_Gun wrote: »That may be a bit problematic true, but the more I think about, it it may not be as bad as it seems. It will require some testing. Of course, ideally, there SHOULD be a way to detect hidden players, but I have a feeling that hidden player in vengeance mode won't be anywhere near close to the same power level what hidden player is on regular PvP.YandereGirlfriend wrote: »Nightblade, in particular, still has Cloak... but there is no mechanism for stealth detection available in the game mode. Like, WHAT?!
It seems like they tried to counter-effect this by adding 4 second cooldown on cloak (yes, it works like old cloak with cast), but you can't chain-cast it since it has a cooldown, so no "perma cloak". At best, you can combo vengeance cloak with crouch stealth... but you move slowly & can be seen if some one is too close as there is no stealth boosting passives.
I do wonder if they also did not changed what interrupts cloak to simplify it a bit (I have not tested it yet), since for whatever reason it has a heal, which may indicate that even AOE DOT could interrupt it.
Anyway, does any vengeance class has Direct damage AOE skill ? Those can break cloak on live server. I know Vengeance NB has Drain Power that seems to be Direct damage AOE, so it should remove cloak. It seems like if you have any AOE that deals direct damage (and possibly DOT - requires testing) - it should work & should be quite effective vs melee NBs.
It will be harder vs ranged players, but since there are no passives that will boost your range, it is like 28m at most. And gap closers can be used to get there fast I guess.
It is gonna be totally different game vs what we have now. We may use what we know as a "base", but for the most part a lot of things will be totally different in this test mode.
- Do characters properly zone into Cyrodiil with templatized Stats and Gear?
I think you could still use Lighting Form and it will automatically zap cloaked NB that is too close. Again, NB won't be able to stay invisible for longer than 3 seconds, as cloak has longer cooldown in this mode. Stealth =/= invisibility, and NB that would want to stay hidden will have to use crouch stealth, so in theory you won't even need detection to deal with NBs (again, crouch stealth will be easy to deal with as there are no passives that boost it) . Also Daedric Curse will always work.YandereGirlfriend wrote: »Tommy_The_Gun wrote: »That may be a bit problematic true, but the more I think about, it it may not be as bad as it seems. It will require some testing. Of course, ideally, there SHOULD be a way to detect hidden players, but I have a feeling that hidden player in vengeance mode won't be anywhere near close to the same power level what hidden player is on regular PvP.YandereGirlfriend wrote: »Nightblade, in particular, still has Cloak... but there is no mechanism for stealth detection available in the game mode. Like, WHAT?!
It seems like they tried to counter-effect this by adding 4 second cooldown on cloak (yes, it works like old cloak with cast), but you can't chain-cast it since it has a cooldown, so no "perma cloak". At best, you can combo vengeance cloak with crouch stealth... but you move slowly & can be seen if some one is too close as there is no stealth boosting passives.
I do wonder if they also did not changed what interrupts cloak to simplify it a bit (I have not tested it yet), since for whatever reason it has a heal, which may indicate that even AOE DOT could interrupt it.
Anyway, does any vengeance class has Direct damage AOE skill ? Those can break cloak on live server. I know Vengeance NB has Drain Power that seems to be Direct damage AOE, so it should remove cloak. It seems like if you have any AOE that deals direct damage (and possibly DOT - requires testing) - it should work & should be quite effective vs melee NBs.
It will be harder vs ranged players, but since there are no passives that will boost your range, it is like 28m at most. And gap closers can be used to get there fast I guess.
It is gonna be totally different game vs what we have now. We may use what we know as a "base", but for the most part a lot of things will be totally different in this test mode.
Cloak with no means of detection should be a HARD no-go as the only potential counterplay is to waste your own resources randomly spamming AOE damage abilities in the hopes that you somehow manage to guess their location correctly. And then adding the big self-heal on top of that easily makes it the most overtuned single button press in the entire Vengeance campaign.
And then imagine fighting a ranged NB as a Necro that has no access to either Expedition, a Stun or a gap-close. It's like in Civilization when you're fighting Bronze Age spearmen with X-Com Squads.
- Do characters properly zone into Cyrodiil with templatized Stats and Gear?
I'm a bit confused on the gear front. The set bonuses are red and disabled, but is the gear entirely disabled? Why do we have weapons in our inventory if we still have our weapons from the real world? The enchants from my gear seem to not be adding to the stats, but the visual language is confusing to me since its just the set bonuses that are red. For instance, my ice staff does 1335 damage, but the one provided does 739. Does this mean that my real staff would do more light attack damage, or less because its disabled?
As for leaving and entering, everything seems fine whether it's using the wayshrine, porting to imperial city, or force closing the game using task manager.
CameraBeardThePirate wrote: »Look, I understand the focus on performance @ZOS_Kevin , but this feels like another Sacrificial Bones situation, where you say "we'll focus on balancing it later" and then never adjust it again.
If the environment isn't remotely balanced, you aren't going to get good data when the test goes live, because no one will want to play it.
Necro with no blastbones, Sorc with no spammable, etc make these classes impossible to play, meaning players that enjoy those classes will likely not even join the test environment.
Sure, performance is great to focus on right now, and it makes sense to ensure the campaign functions correctly first and foremost, but you cannot expect to get the population needed for good data if the test campaign goes live with the biggest power gap the classes have ever seen.
xylena_lazarow wrote: »Especially if it's NB as the S tier class again, players are gonna nope out fast.CameraBeardThePirate wrote: »you cannot expect to get the population needed for good data if the test campaign goes live with the biggest power gap the classes have ever seen.
The Q&A may have been handy before this. Since the topic is difficult to focus on with all the concerns in the air.
To stay on topic I have a question: "You also cannot pack up any siege to be saved later."
Does that mean no specialty siege for the test? I assume so, but I want to make sure I get everything off my character for the test cuz I don't want to lose my fancy siege (and I'm scared I'll get corrupted too so I'm glad they're testing that... I may just use an alt anyway when it goes live.)
I'm currently downloading the PTS so I can try things out over the course of the week.
I do seriously hope that players will stop instantly griping over the perceived balance issues and focus on what is important, because if not, then this campaign test will get nowhere and we'll be stuck with current cyrodiil. Sure, some classes can have a better spammable to feel better, but class weaknesses are not going to matter when the potential population cap is 1800+ compared to the meager ~90 we currently have. The test is not meant to see if you can still X or honor duel on all classes. That's not going to be possible when you're always going to have hundreds of other players around you. Players should be more concerned on when the next iteration of this test is going to come out. I really hope we don't need to wait more than a couple of months between tests, because any longer would hurt its momentum.
I am not sure.... I mean... we all have 70K HP here.... it will take like 5 or 7 Players to kill someone anyway (unless AFK)So the test is gonna devolve into all nb bridge fight for a week?
I get the theory behind not worrying about builds, but I have to agree the test may not be testing all that much if we can't even kind of pretend we are pvp'ing naturally/normally because the builds are weird. Unfortunately I'm not able to PTS at the moment so I'm just vicariously speculating. Sorry Kevin. 😬
I'm currently downloading the PTS so I can try things out over the course of the week.
I do seriously hope that players will stop instantly griping over the perceived balance issues and focus on what is important, because if not, then this campaign test will get nowhere and we'll be stuck with current cyrodiil. Sure, some classes can have a better spammable to feel better, but class weaknesses are not going to matter when the potential population cap is 1800+ compared to the meager ~90 we currently have. The test is not meant to see if you can still X or honor duel on all classes. That's not going to be possible when you're always going to have hundreds of other players around you. Players should be more concerned on when the next iteration of this test is going to come out. I really hope we don't need to wait more than a couple of months between tests, because any longer would hurt its momentum.
it's this! exactly this!
when this hits live, no one is going to care what ZoS are trying to achieve, they just want to play the game and have fun. The balance matters to the test, because if half the classes aren't fun to play NO ONE WILL DO IT.
You will not get 1800 players if it sucks!
I know balance doesn't matter. I know it's not the point.
But it's a game and the players are not paid testers, they will not hang around just because you want them to. You have to make it fun too!!!
Tommy_The_Gun wrote: »I am not sure.... I mean... we all have 70K HP here.... it will take like 5 or 7 Players to kill someone anyway (unless AFK)So the test is gonna devolve into all nb bridge fight for a week?
I get the theory behind not worrying about builds, but I have to agree the test may not be testing all that much if we can't even kind of pretend we are pvp'ing naturally/normally because the builds are weird. Unfortunately I'm not able to PTS at the moment so I'm just vicariously speculating. Sorry Kevin. 😬
...and there are also no proc sets.
MincMincMinc wrote: »I havent gotten home yet to check, but I sure hope the team disabled status effects as they are a whole other level of ticks and effects on the server.
What is sad is that some of the skills seem better than live.
- Curious how overload works
- Maybe atronach will actually do enough damage to be used in pvp, instead of a pve buff
- Surge should be a hot considering sorc already has ward and matriach. A hot closer aligns with the original intent of healing every time you crit.
- Sorc not having a spammable is concerning, Itd be better to just make frags an instant cast with normal damage. Or even make it only a 33% proc so people can still do the timed burst playstyle.
- Darkdeal being instant heal and resource return is AMAZING, it closer aligns with the sorc playstyle of running a deficit build. Where this was changed on live to be a poor copy of warden's sustain method of return over time.