acastanza_ESO wrote: »Seriously, there are literally no meaningful changes in this week or last week. Despite pages and pages of feedback explaining to you in detail the things that are unbalanced, broken by subclassing, or performing poorly.
Since week 1, we've had minor walkbacks to some of the pants-on-head week one nerfs in week 2 and then literally nothing else.
Honestly, and this is a sincere question, what are the combat devs even doing?
If we hadn't forced you to walk back (some) (of the worst) week 1 changes in week 2 would we have even had patch notes this cycle at all?
They are literally re-writing the game from scratch with vengeance.
Should I believe the whole combat team is on vacation or something? I can only base my info off of streams and patch notes. There were next to no changes for skill line balance, but there were for vengeanc. So the only conclusion to draw is that they are focusing on that.acastanza_ESO wrote: »They are literally re-writing the game from scratch with vengeance.
You seriously believe this? We saw last tiny amount of vengeance skills that are upcoming. Zero reason to believe there is anything else there until the next cycle. Wild.
MincMincMinc wrote: »
They are literally re-writing the game from scratch with vengeance. At the very least 50% of the team is working on restructuring the whole game from the ground up in a performative way.
MincMincMinc wrote: »
They are literally re-writing the game from scratch with vengeance. At the very least 50% of the team is working on restructuring the whole game from the ground up in a performative way.
If 50% of the team is working on that, why are we seeing just minuscule changes to the system every 3-6 months? They aren't even clear about what the end goal is. They keep stating that the system is purely for performance testing, and won't clarify whether they intend to actually implement it as a replacement for cyrodiil or if they are just going to apply what they learned to the current live system.
Lets not forget that in 2021/2022, zenimax told us they were rewriting the entire base code of the game. They said that it would fix performance, and allow them to make changes to the game without breaking things or causing more lag. They said that because of how many resources they were devoting to this project, there would be zero further development on PVP while the work was underway.
Then after nearly two years of "work" on this project, they announced they'd made no tangible progress and had no plans for continuing it.
Seeing the current pace for vengeance development and the lack of clarity around the future of the project or it's intended goals, coupled with knowing the history of similar tests going back 8 years or so, it's hard to believe that vengeance is anything other than more of the same.
MincMincMinc wrote: »MincMincMinc wrote: »
They are literally re-writing the game from scratch with vengeance. At the very least 50% of the team is working on restructuring the whole game from the ground up in a performative way.
If 50% of the team is working on that, why are we seeing just minuscule changes to the system every 3-6 months? They aren't even clear about what the end goal is. They keep stating that the system is purely for performance testing, and won't clarify whether they intend to actually implement it as a replacement for cyrodiil or if they are just going to apply what they learned to the current live system.
Lets not forget that in 2021/2022, zenimax told us they were rewriting the entire base code of the game. They said that it would fix performance, and allow them to make changes to the game without breaking things or causing more lag. They said that because of how many resources they were devoting to this project, there would be zero further development on PVP while the work was underway.
Then after nearly two years of "work" on this project, they announced they'd made no tangible progress and had no plans for continuing it.
Seeing the current pace for vengeance development and the lack of clarity around the future of the project or it's intended goals, coupled with knowing the history of similar tests going back 8 years or so, it's hard to believe that vengeance is anything other than more of the same.
Well they are not writing out all of the background changes, you shouldn't expect that. We only see the surface changes taking place. Back in those years they did rewrite a large portion of background code if you did a lot of pts testing. There were plenty of changes to how cast times were handled, desync issues, death flags. Again we can't see everything nor do they tell us. If they knew one thing was ever going to fix performance they were lying through their teeth or mispoke. Anyone with any sort of engineering or basic problem solving skills knows that this is a very multifaceted issue.
People somehow want zos to immediately add sets and other build choices when those are like 5+ tests out. Chances are we still have many "boring" or "empty" changes for upcoming tests.
- Flush out skill lines. Testing background things like achievements, addons, etc
- Flush out skill lines. Testing Aoe cap increase on dmg, lower aoe cap on heals
- Flush out skill lines. Test effect stacking limits and prevent heal/buff outside of group
- Add mundus and armor layer(no sets) (skills do not change tooltip)
- Add armor and jewlery enchants
- Add Weapon enchants
- Add skill scaling based on DMG/MAX
- .......etc. we can go on or split up tests more before we get close to having morphs and set bonuses.
Could they be more transparent, yeah, plenty to be angry with that. Honestly I thought they were going to completely give up after the first vengeance test.
acastanza_ESO wrote: »MincMincMinc wrote: »MincMincMinc wrote: »
They are literally re-writing the game from scratch with vengeance. At the very least 50% of the team is working on restructuring the whole game from the ground up in a performative way.
If 50% of the team is working on that, why are we seeing just minuscule changes to the system every 3-6 months? They aren't even clear about what the end goal is. They keep stating that the system is purely for performance testing, and won't clarify whether they intend to actually implement it as a replacement for cyrodiil or if they are just going to apply what they learned to the current live system.
Lets not forget that in 2021/2022, zenimax told us they were rewriting the entire base code of the game. They said that it would fix performance, and allow them to make changes to the game without breaking things or causing more lag. They said that because of how many resources they were devoting to this project, there would be zero further development on PVP while the work was underway.
Then after nearly two years of "work" on this project, they announced they'd made no tangible progress and had no plans for continuing it.
Seeing the current pace for vengeance development and the lack of clarity around the future of the project or it's intended goals, coupled with knowing the history of similar tests going back 8 years or so, it's hard to believe that vengeance is anything other than more of the same.
Well they are not writing out all of the background changes, you shouldn't expect that. We only see the surface changes taking place. Back in those years they did rewrite a large portion of background code if you did a lot of pts testing. There were plenty of changes to how cast times were handled, desync issues, death flags. Again we can't see everything nor do they tell us. If they knew one thing was ever going to fix performance they were lying through their teeth or mispoke. Anyone with any sort of engineering or basic problem solving skills knows that this is a very multifaceted issue.
People somehow want zos to immediately add sets and other build choices when those are like 5+ tests out. Chances are we still have many "boring" or "empty" changes for upcoming tests.
- Flush out skill lines. Testing background things like achievements, addons, etc
- Flush out skill lines. Testing Aoe cap increase on dmg, lower aoe cap on heals
- Flush out skill lines. Test effect stacking limits and prevent heal/buff outside of group
- Add mundus and armor layer(no sets) (skills do not change tooltip)
- Add armor and jewlery enchants
- Add Weapon enchants
- Add skill scaling based on DMG/MAX
- .......etc. we can go on or split up tests more before we get close to having morphs and set bonuses.
Could they be more transparent, yeah, plenty to be angry with that. Honestly I thought they were going to completely give up after the first vengeance test.
You can not assume they are working on any of those things if they will not communicate about them. ZOS has done absolutely nothing to deserve this level of deference and blind faith. If anything, assuming they're all on vacation is the more reasonable assumption basing on the things we've seen. If they are working on substantial back end changes (doubt), then they have a responsibility to tell us that that is why the things that are actively making the game worse are not showing meaningful progress.
MincMincMinc wrote: »Also they do not have a responsibility to do anything really.
silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
There's literally charts made by people for PVE that very clearly show the discrepency of usage based on logs. It's sickening and they did literally nothing to raise the floor for viability. If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced. I'm sure PVP has similar data as well even if it's harder to come by.
madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
There's literally charts made by people for PVE that very clearly show the discrepency of usage based on logs. It's sickening and they did literally nothing to raise the floor for viability. If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced. I'm sure PVP has similar data as well even if it's harder to come by.
The most interesting thing about this chart is that if we use half the usage rate of the top-ranked line as the qualifying criterion, that is, 4399 ÷ 2, then all skill lines except the second-ranked one will be eliminated.
If we use half the usage rate of the third-ranked line (since players must have three class skill lines), that is, 1778 ÷ 2, then Sorc and Warden will be the only two eliminated, as the usage rates of their three lines are less than half of the third-ranked one.
YandereGirlfriend wrote: »madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
There's literally charts made by people for PVE that very clearly show the discrepency of usage based on logs. It's sickening and they did literally nothing to raise the floor for viability. If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced. I'm sure PVP has similar data as well even if it's harder to come by.
The most interesting thing about this chart is that if we use half the usage rate of the top-ranked line as the qualifying criterion, that is, 4399 ÷ 2, then all skill lines except the second-ranked one will be eliminated.
If we use half the usage rate of the third-ranked line (since players must have three class skill lines), that is, 1778 ÷ 2, then Sorc and Warden will be the only two eliminated, as the usage rates of their three lines are less than half of the third-ranked one.
And with Sorc the only reason that Summoning is being used is to be a buff-bot for the Arc-Assass-Plar DDs rather than for any other redeeming purpose.
madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced.
madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced.
That's the DD variant. As a Warden main, it's sad to see (but not surprising at all) that its skill lines combined were picked only 2.83% of the time.
But yeah, I really hoped to see more balance changes this patch. Subclassing gave us over 1,000 unique skill line combinations to play with, but right now it feels like only a small handful of them are actually viable compared to the others. Kinda defeats the purpose.
It's like they're intentionally establishing 3-4 mandatory one-stop-shops for competitive play, then brutally reminding us in game that the other 17-18 skill lines are strictly for aesthetics or roleplay only. What was the point of all this?It's really disappointing that they aren't focusing on buffing the weaker skill lines/passives up to bar with the meta ones.
xylena_lazarow wrote: »It's like they're intentionally establishing 3-4 mandatory one-stop-shops for competitive play, then brutally reminding us in game that the other 17-18 skill lines are strictly for aesthetics or roleplay only. What was the point of all this?It's really disappointing that they aren't focusing on buffing the weaker skill lines/passives up to bar with the meta ones.
Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »It's like they're intentionally establishing 3-4 mandatory one-stop-shops for competitive play, then brutally reminding us in game that the other 17-18 skill lines are strictly for aesthetics or roleplay only. What was the point of all this?It's really disappointing that they aren't focusing on buffing the weaker skill lines/passives up to bar with the meta ones.
If you're not roleplaying as an Icemancer what are you even playing ESO for though
Had this from U46 pts. No it's not competitive, but the roleplay was on target and you can zerg with it!Izanagi.Xiiib16_ESO wrote: »If you're not roleplaying as an Icemancer what are you even playing ESO for though
universal_wrath wrote: »madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced.
That's the DD variant. As a Warden main, it's sad to see (but not surprising at all) that its skill lines combined were picked only 2.83% of the time.
But yeah, I really hoped to see more balance changes this patch. Subclassing gave us over 1,000 unique skill line combinations to play with, but right now it feels like only a small handful of them are actually viable compared to the others. Kinda defeats the purpose.
It is not a DD varient, more like an ulti regen build designed specificaly to cast as much ult as possible to buff the group. If not for the passive and unique ultimate buff, nkbody would use this skil line.
universal_wrath wrote: »madmufffin wrote: »silky_soft wrote: »I don't get it either. Surely in their spreadsheets they can see what skills have been selected and what hasn't.
Just reduce cost of unused skills by 10% or bump their damage 10% or their stats 10% or their duration by a couple of seconds.
They could even do the same for unused sets.
If it were for just dps, I'm sure the pick rate would be even more sickeningly unbalanced.
That's the DD variant. As a Warden main, it's sad to see (but not surprising at all) that its skill lines combined were picked only 2.83% of the time.
But yeah, I really hoped to see more balance changes this patch. Subclassing gave us over 1,000 unique skill line combinations to play with, but right now it feels like only a small handful of them are actually viable compared to the others. Kinda defeats the purpose.
It is not a DD varient, more like an ulti regen build designed specificaly to cast as much ult as possible to buff the group. If not for the passive and unique ultimate buff, nkbody would use this skil line.
... what build are you talking about? The graph just shows the number of times each skill line was picked in logs by damage dealers (and almost none of the most picked skill lines even have a passive that increases Ultimate generation).