This is such an important aspect of it. Literally no one needs max stam or mag anymore. Between the hybridization, crazy-strong regen sets, the boost to the regen buffs thesmelves, and some of the new CP that make it way too easy to sustain simply by getting beat up there is no point in it anymore. So without the need to invest in them we might as well dump it all into health. Best bang for the buck.Major_Mangle wrote: »Then we´ve the big imbalance of how easy it is to stack high HP without any real trade-off. An interesting observation when you look at set bonuses from gear is how HP is always a bit higher than max stat values. On top of that, the amount of HP you get when distributing your attributes (on your character stat menu) will give more HP compared to stam/mag.
Yeah. I get shot down every time I even dare suggest this. So I'm not even going there now. Good luck. It'll all get nered later anyway when the new batch of broken stuff needs to come in.Major_Mangle wrote: »Then we´ve the biggest elephant in the room: Scribing.
Scribing is in my opinion the biggest power creep the game has ever seen, especially when we look at it from a group PoV. The amount of cross-shielding and group buffs available through scribing is super overtuned and needs a major rebalance as well.
No the meta wasn't better with garbage like Vamp 3. Players should absolutely be forced to build hard for defense, not get it nigh for free just from Vamp 3 + back bar block + your "damage" sets being heavy armor with defense lines.Interestingly, a lot of the damage reduction buffs have been severely nerfed over the years. This seems like it should be a good idea but it has the effect that people are just willing to invest that much more in defense. It's why in 2019 we could get away with 20k-22k hp.
StaticWave wrote: »I'm literally looking back at my old videos and the offensive and defensive stats I had are literally mediocre by todays standards, yet I was able to kill the majority of people I ran into. Explain to me why 5 years ago, I didn't need to stack as many armor debuffs and damage buffs as possible just to kill someone? Explain to me why people could actually be punished for making a mistake?
ZOS, you need to fix this up. It's absurd that in U44, a build with 40k stam, 7k+ weapon damage, 21k+ pen, AND 100% crit damage is STILL NOT ENOUGH to kill players.
My point was more to explain why things are so different now. I don't completely disagree with you here. Like I said, once I changed my view on what stats are now versus what I knew them to be in the past the game actually feels closer to a style I preferred years ago. Where building a well-rounded character was a good idea.xylena_lazarow wrote: »Since then, they've done a very good job nerfing back bar block turtling on DD builds, nerfing guar crap like Vamp 3 or the old Mara's proc set, and un-nerfing all the mistake-punishing pressure damage they had deleted from the game. I'm finding far fewer fights stalemating these days, usually the stalemates are a result of comp group nonsense.
Part of this is that open world builds tend to use a lot more sustain and speed than minmax dueling builds, and unlike structured dueling, there's no penalty for deliberately stalemating a fight you think you're going to lose, rather it's generally incentivized by all 3 open world modes to stalemate or disengage when you can't win.It just feels too easy to avoid punching yourself out, at least in a 1v1. There was a stage just before what we have now where the sets were hybrid but not the skills and I really enjoyed that.
@Major_Mangle I pretty much agree with all of that. And I also agree that the troubles very distinctly started with CP2.0 (because of the free hidden stats like you mentioned). The hybridization is also a big factor that when combined with the new CP system totally broke everything.
To play devil's advocate a little though, I will say that once I let go of my old concepts of what the numbers mean it does look a little better. I don't aim for the crazy high damage now. I've been finding 4.5k to 5.5k when fully buffed is enough. Heck, unbuffed my weapon damage sits at 2.7k! Last year it casually rested at over 6k when unbuffed! And I don't even feel the difference in killing power! And Whatever pen I get is fine. 6k. 20k. 30k. I can feel the difference a little but not enough to worry about it. I just look at my defense and decide if that is enough.This is such an important aspect of it. Literally no one needs max stam or mag anymore. Between the hybridization, crazy-strong regen sets, the boost to the regen buffs thesmelves, and some of the new CP that make it way too easy to sustain simply by getting beat up there is no point in it anymore. So without the need to invest in them we might as well dump it all into health. Best bang for the buck.Major_Mangle wrote: »Then we´ve the big imbalance of how easy it is to stack high HP without any real trade-off. An interesting observation when you look at set bonuses from gear is how HP is always a bit higher than max stat values. On top of that, the amount of HP you get when distributing your attributes (on your character stat menu) will give more HP compared to stam/mag.
I remember No-Cp five years ago. I could really really feel the difference between 30k stam and 25k stam. I had a lot less damage and I gassed out so fast that it was hard to finish a combo in a 1v1 without that extra little bit. And that meant I was willing to sacrifice the extra health to get it. Now though, I don't bat an eye if my stam and mag are like 12k-15k.
Interestingly, a lot of the damage reduction buffs have been severely nerfed over the years. This seems like it should be a good idea but it has the effect that people are just willing to invest that much more in defense. It's why in 2019 we could get away with 20k-22k hp. I don't think simply reintroducing it now would help though. Too many other things are off-kilter.Yeah. I get shot down every time I even dare suggest this. So I'm not even going there now. Good luck. It'll all get nered later anyway when the new batch of broken stuff needs to come in.Major_Mangle wrote: »Then we´ve the biggest elephant in the room: Scribing.
Scribing is in my opinion the biggest power creep the game has ever seen, especially when we look at it from a group PoV. The amount of cross-shielding and group buffs available through scribing is super overtuned and needs a major rebalance as well.
Major_Mangle wrote: »The game as a whole (both PvP and PvE) needs a stat squish as a whole, and support/group sets needs to be less powerful/effective (but maybe make it a bit easier to keep those buffs up idk).
SeaGtGruff wrote: »Major_Mangle wrote: »The game as a whole (both PvP and PvE) needs a stat squish as a whole, and support/group sets needs to be less powerful/effective (but maybe make it a bit easier to keep those buffs up idk).
The problem is, once something "cool" gets added to the game-- be it buffs to sets and their bonuses/procs, or a new set with an outrageous proc or way-over-powered bonuses, or a new mythic with a BIS bonus, or a new class that has skills which can vastly out-perform existing classes, etc. etc.-- trying to claw any of that back in the name of "balancing" simply results in an uproar from some of the players. And once a few "influencers" jump into the uproar, it can get picked up and amplified by a huge percentage of the playerbase, whether or not they're even affected by the claw-backs to the extent that the influencers are convincing everyone is the case.
That's how I see it, anyway. Basically, everyone says they want things to be changed-- but once the changes start occurring, they scream bloody murder about it. I'm not saying that nothing should be changed; I'm just cringing at the thought of what happens after changes get implemented.
Vengeance seems to attempt to address all these problems in a manner similar to how a stat squish would, rebalancing the entire game around a significantly lower power ceiling.Turtle_Bot wrote: »As good as doing a stat squish would be for fixing balance, it just won't happen
xylena_lazarow wrote: »Vengeance seems to attempt to address all these problems in a manner similar to how a stat squish would, rebalancing the entire game around a significantly lower power ceiling.Turtle_Bot wrote: »As good as doing a stat squish would be for fixing balance, it just won't happen
StaticWave wrote: »I'm literally looking back at my old videos and the offensive and defensive stats I had are literally mediocre by todays standards, yet I was able to kill the majority of people I ran into. Explain to me why 5 years ago, I didn't need to stack as many armor debuffs and damage buffs as possible just to kill someone? Explain to me why people could actually be punished for making a mistake?
ZOS, you need to fix this up. It's absurd that in U44, a build with 40k stam, 7k+ weapon damage, 21k+ pen, AND 100% crit damage is STILL NOT ENOUGH to kill players.
That's not the message I've been getting from Cyrodiil. Casuals have long complained about the ball group meta, zergs get smaller and smaller, ball groups get more and more powerful. Azureblight gets deleted, zergs lose their best tool, Rushing Agony continues its reign of terror, inflicting cheap deaths on casuals right and left.Bushido2513 wrote: »PVP combat could definitely be more balance than it is but ZOS is always going to consider the casual market that doesn't want to fight or be fought at a more skill based level.
I was actually playing the game last night with some friends that are more casual that myself last night and listened as they basically got to a point where too many cheap deaths persuaded them to move over to another game they enjoy that offered a more relaxed experience.
xylena_lazarow wrote: »That's not the message I've been getting from Cyrodiil. Casuals have long complained about the ball group meta, zergs get smaller and smaller, ball groups get more and more powerful. Azureblight gets deleted, zergs lose their best tool, Rushing Agony continues its reign of terror, inflicting cheap deaths on casuals right and left.Bushido2513 wrote: »PVP combat could definitely be more balance than it is but ZOS is always going to consider the casual market that doesn't want to fight or be fought at a more skill based level.
I was actually playing the game last night with some friends that are more casual that myself last night and listened as they basically got to a point where too many cheap deaths persuaded them to move over to another game they enjoy that offered a more relaxed experience.
Whether intended or not, the optics are that ESO PvP is for sweaty organized comp groups only, solos and casuals can go pound sand. Seems like they want to reverse this trend with Vengeance and its drastically lower power ceiling.
Sweaty organized comp GvG isn't what brings players to Cyrodiil, catering to that audience is trying to push a square peg into a round hole, and that's a big reason why Cyro is dead. Vengeance is a genuine attempt to cater to casual zerg PvP instead, so while the mechanics still have me skeptical, I think the right vision might be somewhere in there.Bushido2513 wrote: »gvg being the preferred format
Major_Mangle wrote: »Yep, I´ve been saying this for ages now. People love to complain about proc sets as the worst offenders to why PvP is in such a poor state, and don´t get me wrong there are a few ones that does need adjustment (just not as many as people make it out to be), but the stat power creep is a much much bigger problem. In my opinion it started when ZOS reworked the CP system around waking flame patch (I think) and gave everyone 1k free weapon and spell damage. That change alone is responsible for a lot of the ridiculousness we see today. We had similar stat power creeps back in the day as well like the 7th/Fury meta, which I know you don´t necessarily share the same view that it was problematic back the, but at least it got adjusted.
Next is the continuous addition of new and more powerful stat boosting/group buffing sets added to the game. Sets like Rallying Cry and Wretched Vitality are just two sets that offers some of the most overtuned stat boosts I´ve ever seen in the game. Then we´ve the endless list of support/group sets that is in dire need of adjustment as well, and this isn´t just for PvP but PvE needs a "power-check" as well.
Then we´ve the big imbalance of how easy it is to stack high HP without any real trade-off. An interesting observation when you look at set bonuses from gear is how HP is always a bit higher than max stat values. On top of that, the amount of HP you get when distributing your attributes (on your character stat menu) will give more HP compared to stam/mag.
Then we´ve the biggest elephant in the room: Scribing.
Scribing is in my opinion the biggest power creep the game has ever seen, especially when we look at it from a group PoV. The amount of cross-shielding and group buffs available through scribing is super overtuned and needs a major rebalance as well.
The game as a whole (both PvP and PvE) needs a stat squish as a whole, and support/group sets needs to be less powerful/effective (but maybe make it a bit easier to keep those buffs up idk). The few suggestions I´ve on top of my head to adjust some of the issues would be:
* Remove the bonus 1k weapon-/spell damage we received all those years ago with the CP system rework
* Make HP bonuses on set pieces match max stam/mag values and make 1 attribute point into HP give the same amount of stats as 1 point into stamina or magicka
* Adjust specific sets and skills that offers too much (like RC, Wretched, certain shield skills in the scribing system)
* Reduce the power of most support/group buff sets (aka giving less stats), but make it easier to have better uptime of said sets.
* Rework some of the red CP slottables like survival instinct (25% cost reduction is ridiculous, should be 10% at most) , pain´s refuge, sustain by suffering etc.
Obviously more things that could be done, but as a whole the game is in dire need of a stat squish/rebalance.
Major_Mangle wrote: »Yep, I´ve been saying this for ages now. People love to complain about proc sets as the worst offenders to why PvP is in such a poor state, and don´t get me wrong there are a few ones that does need adjustment (just not as many as people make it out to be), but the stat power creep is a much much bigger problem. In my opinion it started when ZOS reworked the CP system around waking flame patch (I think) and gave everyone 1k free weapon and spell damage. That change alone is responsible for a lot of the ridiculousness we see today. We had similar stat power creeps back in the day as well like the 7th/Fury meta, which I know you don´t necessarily share the same view that it was problematic back the, but at least it got adjusted.
Next is the continuous addition of new and more powerful stat boosting/group buffing sets added to the game. Sets like Rallying Cry and Wretched Vitality are just two sets that offers some of the most overtuned stat boosts I´ve ever seen in the game. Then we´ve the endless list of support/group sets that is in dire need of adjustment as well, and this isn´t just for PvP but PvE needs a "power-check" as well.
Then we´ve the big imbalance of how easy it is to stack high HP without any real trade-off. An interesting observation when you look at set bonuses from gear is how HP is always a bit higher than max stat values. On top of that, the amount of HP you get when distributing your attributes (on your character stat menu) will give more HP compared to stam/mag.
Then we´ve the biggest elephant in the room: Scribing.
Scribing is in my opinion the biggest power creep the game has ever seen, especially when we look at it from a group PoV. The amount of cross-shielding and group buffs available through scribing is super overtuned and needs a major rebalance as well.
The game as a whole (both PvP and PvE) needs a stat squish as a whole, and support/group sets needs to be less powerful/effective (but maybe make it a bit easier to keep those buffs up idk). The few suggestions I´ve on top of my head to adjust some of the issues would be:
* Remove the bonus 1k weapon-/spell damage we received all those years ago with the CP system rework
* Make HP bonuses on set pieces match max stam/mag values and make 1 attribute point into HP give the same amount of stats as 1 point into stamina or magicka
* Adjust specific sets and skills that offers too much (like RC, Wretched, certain shield skills in the scribing system)
* Reduce the power of most support/group buff sets (aka giving less stats), but make it easier to have better uptime of said sets.
* Rework some of the red CP slottables like survival instinct (25% cost reduction is ridiculous, should be 10% at most) , pain´s refuge, sustain by suffering etc.
Obviously more things that could be done, but as a whole the game is in dire need of a stat squish/rebalance.
Than the ballgroup dd stack damage stats and deal more dmg and the ballgroup healer healing stats and heal more and the solo player has to stack dmg and healing stats and gets less of both.YandereGirlfriend wrote: »You could fix most of this by de-coupling healing power from damage stats so that you couldn't mindlessly stack damage and still get the best of both worlds.
We even have Healing Done as a separate bonus in the game's itemization but nobody cares because stacking Weapon Damage is always the superior option.
Izanagi.Xiiib16_ESO wrote: »StaticWave wrote: »I'm literally looking back at my old videos and the offensive and defensive stats I had are literally mediocre by todays standards, yet I was able to kill the majority of people I ran into. Explain to me why 5 years ago, I didn't need to stack as many armor debuffs and damage buffs as possible just to kill someone? Explain to me why people could actually be punished for making a mistake?
ZOS, you need to fix this up. It's absurd that in U44, a build with 40k stam, 7k+ weapon damage, 21k+ pen, AND 100% crit damage is STILL NOT ENOUGH to kill players.
Hybridisation did this
CameraBeardThePirate wrote: »Izanagi.Xiiib16_ESO wrote: »StaticWave wrote: »I'm literally looking back at my old videos and the offensive and defensive stats I had are literally mediocre by todays standards, yet I was able to kill the majority of people I ran into. Explain to me why 5 years ago, I didn't need to stack as many armor debuffs and damage buffs as possible just to kill someone? Explain to me why people could actually be punished for making a mistake?
ZOS, you need to fix this up. It's absurd that in U44, a build with 40k stam, 7k+ weapon damage, 21k+ pen, AND 100% crit damage is STILL NOT ENOUGH to kill players.
Hybridisation did this
It was hybridization combined with the slow but sure devaluation of Max Mag/Stam. The only class where it's still worth stacking Max Stat and not just dumping all your points into health is Sorc, and that's only because they get a ton of % increase to their Max Mag.
The devaluation started with Champ Points 2.0. Despite the intended result of that change being to curb power creep, adding 1000 Weapon and Spell damage to everyone essentially started an arms race, where suddenly people realized you no longer needed Max mag or stam for damage, and should just put points into health with practically no downside. Doesn't help that you get more health per point vs mag or stam. Effective health skyrocketed further with the introduction of some of these ridiculously over tuned shields.
Finally, sustain has only gotten easier due to hybridization and the ridiculous raw power of Wretched and Roksa, meaning you need Max mag or stam even less - you can get by with only 13k mag if you have over 3000 mag recovery without even trying.
All of this leads to the ability to create obscenely tanky builds while not really sacrificing any offensive power.
Edit to add: You also can't understate how much sets like Rush of Agony contribute to the tank meta. When a single set can make lining up 80k+ spike damage a piece of cake, people build tankier to not get blown up.