moderatelyfatman wrote: »I have yet to see a combat change which significantly improved the gameplay experience or class diversity for any vaguely challenging content such as veteran dungeons and trials in PvE or general PvP.
moderatelyfatman wrote: »Hello Everyone,
I've been playing this game for nearly six years...
Horace-Wimp wrote: »moderatelyfatman wrote: »Hello Everyone,
I've been playing this game for nearly six years...
There. I proved you wrong. What's my prize?

The sad thing is, I've never seen them admit they were wrong about a single thing related to combat or balance. Might be their biggest downfall, honestly.
spartaxoxo wrote: »Heavy Attack Builds used to be pretty bad and now they aren't. They aren't meta but they have greatly improved access to harder content for the general playerbase.
Necromancer is a fun and interesting clas, even if it needs buffs.
The addition of mythic items was a great
I do actually like Arcanist too. I'll give this only half credit though because of the balance issues before and after it's release
Let me preface this by saying, that I am well aware of the shortcomings in combat balancing. But nevertheless, many changes have made the game much better for me.
Just a couple from recent memory:
Hybridization benefits:
>Flavor based alternatives becoming an option /Dropping Rally, Trap Beast and Caltrops once and for all
>Free Weapon selection with manageable tradeoffs independent of main resource
>Reducing set quality bias towards pre-hybridization WD/SD hybrid sets
Scribing benefits:
>More flexible buff and damage type sourcing for bar-reshuffles
>Skill-line independent gap-fillers with reasonable opportunity cost
>Massive flavor options for breaking class confines pre-Subclassing
Subclassing benefits:
>Huge upgrade to character building by loosening poor and arbitrary class configurations
>Leveling playground for (still much needed) direct skill/line specific balancing without class-wide power budgeting constraints
Important combat changes that gave me peace of mind:
Nerfs:
>Savage Werewolf & Crystal Weapon nerfs
>Mara's Balm nerf
>Masters Stinging Slashes nerf
>Removal of unique %-damage multiplier on Cloak/Concealed against players
>Hardened Ward nerf
>Removal of flat WD from Grim Focus
>Combustion resource reduction
>Removal of Ult generation during Corrosive
>Removal of Pyrebrand Crits
>Change of unrestricted Banner Bearer Crux Pulses
All of these have enabled uniquely oppressive and toxic play styles that easily outperformed the global build average with minimal user requirements. They were only problematic because ZOS made them so, but I appreciate that they got adjusted.
Buffs:
>Warden Brittle Synergy Rework
>Leeching Strikes Rework (severely reduced ranged weapon bias)
>Lightning flood self synergy for caster
>Nobility in Decay and upcoming Living Corpse Mechanic
>General adjustment of melee range instead of being an Elder Dragon exclusive
>Cloak rework to cleaner and smoother handling and removal of Entropy bug
There are many more small tweaks that made certain abilities/passives/builds more competitive without breaking or shifting the meta, which is the gold standard for me. Some of these changes didn't do much for the overall performance of optimal specs, but they helped to make combat feel fairer for everyone else.
There are plenty of problems and I am far from satisfied with the pace of post-subclassing balancing, but I wouldn't want to go back to any older version. For me the game has become better, but at the same time, some old sores just become harder to bear the longer they are left without remedy.
And I would like to use the opportunity to express my great disdain towards the current, insanely powercrept Mythic generation including Saint&Seducer, Monomyth and possibly that new thing, depending on how it goes on PTS. This is the stuff that really drives narrow and bland metas in PvP, where fairness and parity matters way more than in PvE.
The sad thing is, I've never seen them admit they were wrong about a single thing related to combat or balance. Might be their biggest downfall, honestly.
I can't remember the exact dev quote but it was something like: "Animation cancelling was never intended but it is not an exploit."