This new system, with all of it's flaws, isn't going to suddenly inspire 5x the number of players to jump into PVP - in fact, I'd be surprised if there was any net positive population gain whatsoever given the full removal of buildcraft, skill decisions, etc. This is concerning because it gives an air of pointlessness to the entirety of the project - why gut the entire build/combat system to allow for a playerbase that doesn't exist?
SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play during the test.
SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play.
MincMincMinc wrote: »SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play.
If you seriously spent any amount of time dueling you would know it is fine and no reason to complain. It is actually very well balanced. If you can't do enough damage that is your problem. Don't get scared and freak out because of the number of health....... the numbers of stats are completely arbitrary, no point in even bringing it up.
SkaraMinoc wrote: »MincMincMinc wrote: »SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play.
If you seriously spent any amount of time dueling you would know it is fine and no reason to complain. It is actually very well balanced. If you can't do enough damage that is your problem. Don't get scared and freak out because of the number of health....... the numbers of stats are completely arbitrary, no point in even bringing it up.
Many players already do more damage on Live than what's being provided in the Vengeance test. Except now everyone has 70k health. So TTK has effectively doubled while removing all build diversity.
So that we can try and get back on track, we checked in with the team for an order of operations for this test, between PTS and the Live test in March. So hopefully this will help and we can get back to the core feedback needed for this portion of the test.
- Functionality on the PTS server is first and the goal of that is to make sure we can provide the best play experience when this goes to the live server in March.
- We look at the data from the PTS functionality test to ensure things are working properly for the live test.
- If everything looks good, we move on to the test on the live server.
- After the test on the live server is done, we shut down Vengeance and review the data.
- Next steps will be determined based on the data. Nothing else related to the test will immediately go into the live game, including any Vengeance Class/Skill kits.
- We will share next steps once we evaluate the data.
SkaraMinoc wrote: »MincMincMinc wrote: »SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play.
If you seriously spent any amount of time dueling you would know it is fine and no reason to complain. It is actually very well balanced. If you can't do enough damage that is your problem. Don't get scared and freak out because of the number of health....... the numbers of stats are completely arbitrary, no point in even bringing it up.
Many players already do more damage on Live than what's being provided in the Vengeance test. Except now everyone has 70k health. So TTK has effectively doubled while removing all build diversity.
I will say again that battlespirit is disabled. Battlespirit, in case you didn't know, reduces damage done and taken by 50%, and healing by 55%. In vengeance, healing is only 5% stronger than live, but the low resistances makes up for this by a lot. The TTK is effectively the same as live, and in some instances, shorter.
There is a 3s penalty and compared to the 30% speed boost like 6s from warden....Tommy_The_Gun wrote: »Streak will be actually very strong in this mode as there aren't really many ways to boost mobility. So Sorc will be way harder to catch up with than in regular pvp.
It's not like that - it's a difference between a non-balanced campaign and a non-playable-campaign.It's saddening to see so many players, especially big PvP names, complaining because they can't X anymore in a campaign that is watered down for the sole purpose of stress testing.
Exactly this - I see no reason to play a sorc - IF i would participate at all, I would play a warden which is in any catageory better playable(!) (stronger too - but this is not the real problem) during that one week.DrGIggles80 wrote: »peopleare focused on balance because the weak classes will not be played, therefore affecting the whole test.
If that was a response to my post - please read again.Classes are not balanced at all for that mode.
On the PTS you cannot say anything about rubber banding or lags anyway.Hey guys. I haven't seen one comment about performance. Is the Lag and rubber banding better or worse. I don't care about balance or new abilities. They are all useless if the old lag issues remain
SkaraMinoc wrote: »MincMincMinc wrote: »SkaraMinoc wrote: »I don't see this Vengeance Cyrodiil being any fun. Everyone has 70k health and there's far more healing than damage. The abilities don't feel impactful and player choice has been taken away. So I don't understand why I would even play.
If you seriously spent any amount of time dueling you would know it is fine and no reason to complain. It is actually very well balanced. If you can't do enough damage that is your problem. Don't get scared and freak out because of the number of health....... the numbers of stats are completely arbitrary, no point in even bringing it up.
Many players already do more damage on Live than what's being provided in the Vengeance test. Except now everyone has 70k health. So TTK has effectively doubled while removing all build diversity.
There are almost no performance issues in Cyrodiil now due to low population. I can't remember the last time my abilities had noticeable delay. Maybe 6+ months ago during a weekend tri-keep siege.
Turtle_Bot wrote: »I do understand and appreciate that balance is the last thing on the list for this test, but you did say that if there are some egregious outliers they would be looked at and that you wanted to provide the best play experience possible, so I just wanted to note a few of the more egregious outliers that I noticed in my testing of the different vengeance abilities that were making for a bad play experience (i.e. not fun to play/use):So that we can try and get back on track, we checked in with the team for an order of operations for this test, between PTS and the Live test in March. So hopefully this will help and we can get back to the core feedback needed for this portion of the test.
- Functionality on the PTS server is first and the goal of that is to make sure we can provide the best play experience when this goes to the live server in March.
- We look at the data from the PTS functionality test to ensure things are working properly for the live test.
- If everything looks good, we move on to the test on the live server.
- After the test on the live server is done, we shut down Vengeance and review the data.
- Next steps will be determined based on the data. Nothing else related to the test will immediately go into the live game, including any Vengeance Class/Skill kits.
- We will share next steps once we evaluate the data.
- Cast time on Sorcerer crystal shards (just feels like a clunky/slow necro flaming skull)
- the length of the cooldown on sorcerer surge (Didn't need to be 6 seconds when 2-3 seconds would have sufficed)
- clunkyness/delay on bolt escape (although others seem to not have the same issue I have with it so maybe it's a ping issue? I will have to test this further I guess)
- over-reliance on fatecarver for arcanist damage (this is an issue with Arcanist design overall, even on live, so is not unique to this test)
- cast time on templar flare (just feels like a clunky/slow crystal shards, which is just a clunky/slow flaming skull)
Outside of tweaking some numbers for Arcanist to shift some of beams power to runeblades or flail, most of these issues are more QoL things that would go a long way to ensuring a good play experience for these classes, which was the biggest issue I was having with them in my testing.
I will still be aiming to participate in the tests, but unless the QoL issues listed above that make some of the classes unfun to play are addressed, I will likely just be sticking to DK, NB, Warden or Necro for the tests since those 4 classes felt the most fun/fluid to play on the PTS (not even talking power level differences, just that their abilities as a whole kit were fluid and intuitive and not jarring to use when not just spamming the 1 ability over and over).
In contrast to the list above, I do want to also give props to the designs of vengeance abilities that I liked, since that does tend to get overlooked a lot in feedback being given:
- Power of the light (smaller upfront damage then guaranteed burst when it ends) I hope the team looks into porting this design choice for this ability and morphs over to the live servers. The ability felt good to use again now that it was no longer tied to some very convoluted damage calculations/checks that were nigh-impossible to achieve in PvP.
- Pets in general (being converted to a direct ability) Really helped the abilities to feel useful in PvP where pets have traditionally struggled. Hopefully the team can consider some morph choices for pet abilities where 1 morph remains a pet, but the other would be a more traditional DoT ability.
- Stone fist (single target ranged interrupt, like destro staff crushing shock morph), felt fluid and intuitive to use, no awkward double cast or stacks to keep track of, just simple point and click. Like I mentioned with the pets, maybe look into changing 1 morph to function more like this design.
- Detonating Siphon (see my point above regarding pets), felt really clean and easy to use since the tether time was only 1 second before it automatically detonated applying a sticky DoT to enemies hit by the detonation.
- flaming skulls (with all the convoluted conditions and clauses removed) it actually feels good to use. I hope the team can take this feedback to the live version of skulls, remove all the convoluted conditions with GLS, the third cast etc.
- Runeblades (and runemend) being a single instance of damage/healing respectively felt nice. Could maybe use a little bit more oomph on runeblades itself but the ability kept its fun to use feeling that it has when using it on live.
- Spirit mender animation, I really like the animation for this, simple, unique and smooth. Not sure how this would work with guardian morph though since that requires transferring damage thus would need a health bar etc. but it was something I liked.
Ty for this information.MincMincMinc wrote: »Sorc is super fun. Curse> Scamp> Overload>> Streak(stun) > Endless. Then to a defensive rotation. Overload builds fast enough to be the "spammable" while gaining ult.
Streak works just like on live, I experienced no differences.
MincMincMinc wrote: »NB has great single target damage as expected. Dot and bow into concealed > incap > execute.
So that we can try and get back on track, we checked in with the team for an order of operations for this test, between PTS and the Live test in March. So hopefully this will help and we can get back to the core feedback needed for this portion of the test.
- Functionality on the PTS server is first and the goal of that is to make sure we can provide the best play experience when this goes to the live server in March.
- We look at the data from the PTS functionality test to ensure things are working properly for the live test.
- If everything looks good, we move on to the test on the live server.
- After the test on the live server is done, we shut down Vengeance and review the data.
- Next steps will be determined based on the data. Nothing else related to the test will immediately go into the live game, including any Vengeance Class/Skill kits.
- We will share next steps once we evaluate the data.
Ty for this information.MincMincMinc wrote: »Sorc is super fun. Curse> Scamp> Overload>> Streak(stun) > Endless. Then to a defensive rotation. Overload builds fast enough to be the "spammable" while gaining ult.
Streak works just like on live, I experienced no differences.
I did not even look to the pets so I don't know what the Scamp is doing. Maybe I should check out the flappy too? Maybe we get some kind of major sorcery somewhere?
But pls can you explain how many OL you cast in that rotation?
With only one OL your fury should be casted to early imo.
Because this is not a 6s rotation and so I assume 2-3 OL?
Major problem I have with your input - Cyro is not a 1:1 in >95% of the time - especially if there would be 300+ on each side.
And you will never come to a 6s offensive window in bigger fights without HoTs.
And when you fight more then 1 - will the pet (whatever it is doing) do it in time to the right enemy? I heard tab target is not working? (Didn't test that on my own)
And maybe surge 6s cd is no problem for you in a 1:1 - but in a bigger fight?
Streak is ofc different - I guess you mean only the delay?
Bc. it has the 3s (sure in a duell you dont try to make much distance - but in "real" cyro you need to do it from time to time) and only stuns in the arriving area which makes it harder to stun ppl even in a 1:1 and for sure much harder in mass fights.
But I will check it out again (when PTS has the EU chars) and try it with a pet (first time since 2019) and OL as the spammable. Even if I cant believe that sorc is on the same level as NB and Warden (have you fought one?) in other fights then a 1:1 - but I'm fine if OL really is usable as the spammer - like you claim.
When I started it was not my goal at all and I spended more then 5mins - but I got so disapointed and checked the warden to compare.MincMincMinc wrote: »It seems like alot of people are "testing" on the pts just to ignore the pts and complain on the forums. Many people simply didn't even spend 5 mins to figure out how to make it work.
Sounds to good to be trueMincMincMinc wrote: »I dueled all of the base classes with all of the base classes. They are all balanced fine that 99.9% of people wouldnt be able to figure out a difference. Your skill as a player is worth exceedingly more than the current "balance" issues people are trying to claim.
Ok thirdsecond time now you say this. (Edit - one time was this I11I comedian)Sorcerer is fine, not Op. I meet 4 NB and manage to survive, but not abble to kill anyone by my own. And I did 1v1 against sorc then 1v1 against NB.NB is too strong and too oppressive.
Then pls enlighten us how you play?
Curse->hardcastfrag->->hardcastfrag->->hardcastfrag->->hardcastfrag->->hardcastfrag->Fury?
Or Curse->HA->HA-Fury?
Or how can this "fine not OP" sorcerer kill anyone?
Thanks too - I will test this and Mincs suggestions soon.Ok thirdsecond time now you say this. (Edit - one time was this I11I comedian)Sorcerer is fine, not Op. I meet 4 NB and manage to survive, but not abble to kill anyone by my own. And I did 1v1 against sorc then 1v1 against NB.NB is too strong and too oppressive.
Then pls enlighten us how you play?
Curse->hardcastfrag->->hardcastfrag->->hardcastfrag->->hardcastfrag->->hardcastfrag->Fury?
Or Curse->HA->HA-Fury?
Or how can this "fine not OP" sorcerer kill anyone?
Shield, familiar, curse, rune prison, frag=>overload with a roll dodge. Frag and overload will hit at the same time, repeat frag overload.
When frag hit with overload and curse, it hurts really bad, you can use fury.
I did kill a veteran Player, like that. Keep up curse and familiar all the time. If you don't have ultimate, keep the pressure, and stay defensive while generating ultimate.
When I started it was not my goal at all and I spended more then 5mins - but I got so disapointed and checked the warden to compare.MincMincMinc wrote: »It seems like alot of people are "testing" on the pts just to ignore the pts and complain on the forums. Many people simply didn't even spend 5 mins to figure out how to make it work.
Then I was sure that this all is a big [snip]. Maybe I gave up to early.
But at least your input gave me some hope that I can participate at the test and have at least a bit of fun...Sounds to good to be trueMincMincMinc wrote: »I dueled all of the base classes with all of the base classes. They are all balanced fine that 99.9% of people wouldnt be able to figure out a difference. Your skill as a player is worth exceedingly more than the current "balance" issues people are trying to claim.
I had a different feeling by comparing warden vs. sorc - but as I said I give it another try soon and check out pet+OL.
TY (even if you dont react to any cyro vs 1:1 argument)