New ZOS Song:
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Flooooooor!!!"
How dare those tanks think they can block 100% of the time and gain ultimate in trials and dungeons from blockcasting skills, how dare they not take any damage when they should get 1-2 shotted like everyone else who doesn't block, they should all be nerfed to hell and die!
AsweetRoll wrote: »I will reword it for you, hopefully my comment didn't offend you to much..
"It promotes bad BUILDS"
Now let me edit that in.
Of course. That's what happens when you re-balance a game. ZoS looked at the result of their initial balance and aren't happy with the fact that only a few buids are viable and try to make changes to increase the variety, as they always intended it to be.
Champion System should increase build variety allowing more people to be effective Stamina DPSers without any issues, but regarding the magicka DPS builds, it will decrease the variety since now, the only thing people will strife for, is damage and there will only be one combination that is more OP than the others, as always.
Build Diversity is a Myth.
With out seeing all the changes at once this is a very narrow view point to be looking at the future patch. Things we know are coming in 1.6 are, changes to skills (some new skills being added in), changes to buffs (not being able to stack as much as before), provisioning update (meh for this argument), ultimate generation, and champion system. Majority of these changes could add new things that encourage build diversity, one of the examples you gave earlier was sharpen vs precise (I am guessing as you wrote thief). Now say the champion system throws in a passive that works off of crits, like a mini crit surge, instead of focusing on damage players then can choose if they want to work on getting more frequent heals, more damage, bigger heals ext. Sharpen could also be taking a hit in comparison seeing as armor types will now determine spell resistance as well, meaning it will be possible to have a lot lower spell resist then we currently do, weakening the effectiveness of % based penetrations.
Your other statement about this being to fix something in PVP, it is just as possible this was done for more of a PVE perspective. The current state was that if you were in a situation that the enemy spawn adds you could keep up an ultimate non stop. This would make it harder to balance fights and ultimates to keep it engaging and difficult without causing to much problems. Example: With the removal of AOE caps this means that some ultimates will be able to hit multitudes of enemies causing a drastic increase in damage for groups above 6, (with drop off damage) while still providing secondary effects (standard / viel of blades / nova if these aren't changed), but if they gave sorc's negate unlimited targets and still allowed fast generation of ultimate, then any fight with adds would literally become trivial.
As a lot of people I do think this seems a little to simplified, but at the same time having ultimate gain based on damage done/crits/heals done/block doesn't actually promote much better game play as this is all things that players are going to be doing anyways, the ones who mess up mechanics (fail to block a well telegraphed attack and such) will most likely die and thus will still be penalized. I am waiting to see what they do with all the ultimate generating abilities before saying this is broken, as this might lead to some more interesting builds depending on waht they nerf or keep the same ( WW's using their ultimate like players are using flawless dawnbreaker now).
New ZOS Song:
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Flooooooor!!!"
How dare those tanks think they can block 100% of the time and gain ultimate in trials and dungeons from blockcasting skills, how dare they not take any damage when they should get 1-2 shotted like everyone else who doesn't block, they should all be nerfed to hell and die!
No offense... but tanks shouldn't be being hit all the time, they could easily drop block for a short while to do a single light attack. Closest time they wouldn't is if they are holding every monster on them, which we already know the game wasn't designed nor balanced behind that concept of tanking (stated by ZOS how tanks are suppose to hold main priority targets and they didn't want AoE taunts).
AsweetRoll wrote: »I will reword it for you, hopefully my comment didn't offend you to much..
"It promotes bad BUILDS"
Now let me edit that in.
Of course. That's what happens when you re-balance a game. ZoS looked at the result of their initial balance and aren't happy with the fact that only a few buids are viable and try to make changes to increase the variety, as they always intended it to be.
Champion System should increase build variety allowing more people to be effective Stamina DPSers without any issues, but regarding the magicka DPS builds, it will decrease the variety since now, the only thing people will strife for, is damage and there will only be one combination that is more OP than the others, as always.
Build Diversity is a Myth.
With out seeing all the changes at once this is a very narrow view point to be looking at the future patch. Things we know are coming in 1.6 are, changes to skills (some new skills being added in), changes to buffs (not being able to stack as much as before), provisioning update (meh for this argument), ultimate generation, and champion system. Majority of these changes could add new things that encourage build diversity, one of the examples you gave earlier was sharpen vs precise (I am guessing as you wrote thief). Now say the champion system throws in a passive that works off of crits, like a mini crit surge, instead of focusing on damage players then can choose if they want to work on getting more frequent heals, more damage, bigger heals ext. Sharpen could also be taking a hit in comparison seeing as armor types will now determine spell resistance as well, meaning it will be possible to have a lot lower spell resist then we currently do, weakening the effectiveness of % based penetrations.
Your other statement about this being to fix something in PVP, it is just as possible this was done for more of a PVE perspective. The current state was that if you were in a situation that the enemy spawn adds you could keep up an ultimate non stop. This would make it harder to balance fights and ultimates to keep it engaging and difficult without causing to much problems. Example: With the removal of AOE caps this means that some ultimates will be able to hit multitudes of enemies causing a drastic increase in damage for groups above 6, (with drop off damage) while still providing secondary effects (standard / viel of blades / nova if these aren't changed), but if they gave sorc's negate unlimited targets and still allowed fast generation of ultimate, then any fight with adds would literally become trivial.
As a lot of people I do think this seems a little to simplified, but at the same time having ultimate gain based on damage done/crits/heals done/block doesn't actually promote much better game play as this is all things that players are going to be doing anyways, the ones who mess up mechanics (fail to block a well telegraphed attack and such) will most likely die and thus will still be penalized. I am waiting to see what they do with all the ultimate generating abilities before saying this is broken, as this might lead to some more interesting builds depending on waht they nerf or keep the same ( WW's using their ultimate like players are using flawless dawnbreaker now).
Note:
- I'm not against champion system, I think it will make some classes more viable especially stamina once and for all.
- I'm pro skills/synergies changes.
- Ult regen system change is BS because it's an easy solution to fix many problems that they could have fixed otherwise without penalizing good players/DPSers.
As for build diversity, I don't need to look at the patch to know how this or any other MMORPG ever made works. You can make all the complex systems you want, put 100000 options: There are OP combinations. Once they are found, most of the players (at least the ones raiding end game content), eventually end up using them, because they are OP, because if you don't you're less good & left aside thus bringing the end of story (and build diversity). At least before with the ult regen based on crit, you had a choice between damage and utility. Now it's gonna be DAMAGE.
It is true there are always going to be OP builds, but sometimes it is really just in the eye of the beholder. People are afraid of the unknown, if players are coming in with builds or play styles that people aren't use to they will automatically be trying to critique it, true there are TONS of bad builds but not all builds that are not taken with are bad. It still will depend on updates that could be associated with this update, we aren't sure if they have figured out what they are doing with CC's that boss' are immune too (developer said they were looking into making it give small buffs or debuffs in an eso live episode). There will always be builds that are preferred / needed to join "X" group. Build diversity comes in when you can play with friends and work with their strengths and weakness, and synergize the builds that you guys play together, and be willing to have some failed runs to test out new concepts.
I think I have never agreed more with a post on this forum since I registered.
What ZOS proposed was uncalled for and such a major change that it is almost impossible to fathom how this game will look when they launch 1.6.In end game pve the amount of systems and content they have to balance around this change is massive. I do not expect that the game will be playable at launch in places like Vet dungeons and trials.
I know how it will look. We'll see a whole lot less continuous Batswarm and Veil of Blades Spamming Impulse groups. I can't fathom how this would be considered a bad thing except from those pretty much entrenched in Impulse Spam Bat Swarming Blob running combat...shrug. Go ZoS!
Those Impulse groups will be able to hit n run but they won't have the sustainability they have now. That's a good thing in my book.
Agree here about crit, it creates the setting where you prioritize one thing or another as you say so crit should stay important. Crit also affect light attacks.AsweetRoll wrote: »I will reword it for you, hopefully my comment didn't offend you to much..
"It promotes bad BUILDS"
Now let me edit that in.
Of course. That's what happens when you re-balance a game. ZoS looked at the result of their initial balance and aren't happy with the fact that only a few buids are viable and try to make changes to increase the variety, as they always intended it to be.
Champion System should increase build variety allowing more people to be effective Stamina DPSers without any issues, but regarding the magicka DPS builds, it will decrease the variety since now, the only thing people will strife for, is damage and there will only be one combination that is more OP than the others, as always.
Build Diversity is a Myth.
With out seeing all the changes at once this is a very narrow view point to be looking at the future patch. Things we know are coming in 1.6 are, changes to skills (some new skills being added in), changes to buffs (not being able to stack as much as before), provisioning update (meh for this argument), ultimate generation, and champion system. Majority of these changes could add new things that encourage build diversity, one of the examples you gave earlier was sharpen vs precise (I am guessing as you wrote thief). Now say the champion system throws in a passive that works off of crits, like a mini crit surge, instead of focusing on damage players then can choose if they want to work on getting more frequent heals, more damage, bigger heals ext. Sharpen could also be taking a hit in comparison seeing as armor types will now determine spell resistance as well, meaning it will be possible to have a lot lower spell resist then we currently do, weakening the effectiveness of % based penetrations.
Your other statement about this being to fix something in PVP, it is just as possible this was done for more of a PVE perspective. The current state was that if you were in a situation that the enemy spawn adds you could keep up an ultimate non stop. This would make it harder to balance fights and ultimates to keep it engaging and difficult without causing to much problems. Example: With the removal of AOE caps this means that some ultimates will be able to hit multitudes of enemies causing a drastic increase in damage for groups above 6, (with drop off damage) while still providing secondary effects (standard / viel of blades / nova if these aren't changed), but if they gave sorc's negate unlimited targets and still allowed fast generation of ultimate, then any fight with adds would literally become trivial.
As a lot of people I do think this seems a little to simplified, but at the same time having ultimate gain based on damage done/crits/heals done/block doesn't actually promote much better game play as this is all things that players are going to be doing anyways, the ones who mess up mechanics (fail to block a well telegraphed attack and such) will most likely die and thus will still be penalized. I am waiting to see what they do with all the ultimate generating abilities before saying this is broken, as this might lead to some more interesting builds depending on waht they nerf or keep the same ( WW's using their ultimate like players are using flawless dawnbreaker now).
Note:
- I'm not against champion system, I think it will make some classes more viable especially stamina once and for all.
- I'm pro skills/synergies changes.
- Ult regen system change is BS because it's an easy solution to fix many problems that they could have fixed otherwise without penalizing good players/DPSers.
As for build diversity, I don't need to look at the patch to know how this or any other MMORPG ever made works. You can make all the complex systems you want, put 100000 options: There are OP combinations. Once they are found, most of the players (at least the ones raiding end game content), eventually end up using them, because they are OP, because if you don't you're less good & left aside thus bringing the end of story (and build diversity). At least before with the ult regen based on crit, you had a choice between damage and utility. Now it's gonna be DAMAGE.
New ZOS Song:
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Floor!"
"Let The Tanks Hit The Flooooooor!!!"
How dare those tanks think they can block 100% of the time and gain ultimate in trials and dungeons from blockcasting skills, how dare they not take any damage when they should get 1-2 shotted like everyone else who doesn't block, they should all be nerfed to hell and die!
No offense... but tanks shouldn't be being hit all the time, they could easily drop block for a short while to do a single light attack. Closest time they wouldn't is if they are holding every monster on them, which we already know the game wasn't designed nor balanced behind that concept of tanking (stated by ZOS how tanks are suppose to hold main priority targets and they didn't want AoE taunts).
Like the 3rd Veteran Spindleclutch boss right? The tank isn't supposed to run in the center and try to CC and dps the mob waves, but is supposed to be focused on 1 of the targets (there are 3 subbosses and 1 main boss) while the rest of the group will be getting hit, running, and dying. Is that right?
It is true there are always going to be OP builds, but sometimes it is really just in the eye of the beholder. People are afraid of the unknown, if players are coming in with builds or play styles that people aren't use to they will automatically be trying to critique it, true there are TONS of bad builds but not all builds that are not taken with are bad. It still will depend on updates that could be associated with this update, we aren't sure if they have figured out what they are doing with CC's that boss' are immune too (developer said they were looking into making it give small buffs or debuffs in an eso live episode). There will always be builds that are preferred / needed to join "X" group. Build diversity comes in when you can play with friends and work with their strengths and weakness, and synergize the builds that you guys play together, and be willing to have some failed runs to test out new concepts.
This is a non issue really and still leads to no diversity. People who have the skills to develop truly new functional builds can also master the FOTM builds.
Once you're in a PVE guild with good players that know you know your [snip], then they will be open to new things without hesitation because they know you're a good player and that in worst case scenario you will pull bad DPS but still move & act as needed and i best case scenario you improve and your group improves as well. If the test proves to be better than the previous build, then everybody will move to that new build and your guild will be better of. If the test fails, you'll have a good laugh, joke around about the guy being a naab and keep on playing with the current best builds you have.
I'm actually betting on the new synergies, if they trully are stronger and more important than before, it will open room for new strategies where the correct people will have to use the synergies at the correct time in order to maximize effectiveness and clear content, and that is a good thing since there can only be one best build to maximize DPS or Healing output (especially now that ult regen is out of the picture), but there can be many many strategies. (And I hope ZOS builds around that and stops making fights where we can stack & DPS like they did in VR City Of Ash which is awesome).
I've said it in another thread and will say it again: We like mechanics and abilities to make sense ZOS. A light attack giving you some instant nonsensical buff is weird, tedious and illogical. Why not reward skillful play? Better players should be able to gather more ultimate. For every style there can be stuff you can think of to reward them for fullfilling their role.
This is so uncreative its like a slap in the face. And its dumbing down the game as well. Way to go!
I'm actually betting on the new synergies, if they trully are stronger and more important than before, it will open room for new strategies where the correct people will have to use the synergies at the correct time in order to maximize effectiveness and clear content, and that is a good thing since there can only be one best build to maximize DPS or Healing output (especially now that ult regen is out of the picture), but there can be many many strategies. (And I hope ZOS builds around that and stops making fights where we can stack & DPS like they did in VR City Of Ash which is awesome).
AsweetRoll wrote: »So, the ultimate gain is currently a broken system, allowing certain builds to basically spam their ultimates. ZOS attempts to fix this by totally redoing the ultimate gain mechanics, and people cry before even trying it?
Stop being so mad about your ult-gain build being nerfed. That's life.
I had to laugh at this sentence in the OP•It promotes and helps bad players. It makes it so players don't have to focus on AoE based builds and every one pretty much gets the same ultimate.
So, basically you think players are "bad" if they don't build their character around exploiting poorly designed ult gain mechanics? Also, you think it's a bad thing if players all gain ult at "pretty much" the same rate?
Are players who didn't exploit the broken Snipe, batswarm, bolt escape, etc all bad players? Or is it really that YOU are the bad player, relying on the exploitation of broken(or poorly designed) game mechanics? I really don't care, I just think it's funny to label players as bad because they don't activel;y try to exploit the system.
I will reword it for you, hopefully my comment didn't offend you to much..
"It promotes bad BUILDS"
Now let me edit that in.
AssaultLemming wrote: »Don't forget that this also comes with a nerf to light armor at the same time, so my light armor nightblade who I specifically designed to generate as much ult as possible to act as a support class in dungeons to increase survivability, take out adds and also as my farming toon for craglorn basically becomes non viable.
Nevermind that I spent hundreds of k on his legendary gear, now he will generate ultimate at the same rate as a level 1 templar totally naked.
I could care less about pvp because the PvP system is a joke anyway, and from the start there should have been separate PvP skills and gear. And now yet again the PvE players get the crap nerfed out of us in the interest of balancing a fundamentally broken PvP system.
I suppose we will have to wait until it hits pts to really judge the impact, but on the surface this change looks very badly thought out and just another case of zos changing the fundamentals of the game with no compensation for the affected players.
/endrant
SO many [snip] complaining just to complain. This is a good change. And for the record: if you aren't using light attack you are doing it wrong...
[Moderator Note: Edited per our rules on Rude and Insulting Comments]
What makes you think so? Ultimate gain helps to even out outnumbered fights/trashpulls in dungeons.prototypefb wrote: »well, current system 6 aoe targets let certain builds pretty much spam Ultimate every few seconds which i bet was never intended by ZOS.
Only if people all clumb up on the crown. They could have capped ultimate gain at 6 targets tho.Upcoming 9 target aoe would increase Ulti gain for about 35-45% ish, that would be rly insane( not that it isn't there already)
If you can use the vamp ultimate which lasts 5 seconds once every 50 seconds if will not be less powerful, it will probably be totally useless. Everyone will use werewolf instead for passive ultimate gain. There are no downsides to werewolf so I guess everyone will be werewolf after the next patch. So much variety.New system proposed changes are step into right direction, no more Ulti spam: which will lead to vamps being less powerfull, DKs getting resource management back in line with other classes, whick will lead to more balanced pve/pvp, which will lead to few angry players(hopefully not more than few days, till they realize upside) and many happy players, which will lead to better ESO game
(*) (*) (*) (*) (*)
You do realize that this change was made for PvE? They said they would not want to force players to use crit builds to gain ultimate which is a 100% pve issue as barely anyone uses critbuilds in pvp and if, just for crit surge and the damage, not for ult gain. Only time you need crit to gain ultimate is on boss mobs.I cannot help think that every person who says anything like the above is not someone who plays end-game content or who hasn't built and upgraded their gear to achieve certain stats/effects and upgraded it to gold standard, etc.
I do not know about you - but for me - even potentially messing with my whole build because *Why was that again???* (there was never any real answer about this!) tends to make me feel at best, on edge and that ZOS is pretty shady.
I am sure it come down to AvA (this does not mean what you think it means.)
Not all of us PVP all the time or care that some pvp whiners are whining again about some other pvp whiners.
I am so tired already of seeing PVP people moan about other PVP people (I have seen all playstyles put down so far! So HOW is one MEANT to pvp exactly? Seems like however the current poster is doing it and no other way)everywhere that I wish pvp in Cyrodill was just REMOVED from this game.
Well - really I wish people would quit calling everything except what THEY THEMSELVES do spamming/zerging/exploiting whatever and just get over it - but I know better than holding that hope out.
You do realize that this change was made for PvE? They said they would not want to force players to use crit builds to gain ultimate which is a 100% pve issue as barely anyone uses critbuilds in pvp and if, just for crit surge and the damage, not for ult gain. Only time you need crit to gain ultimate is on boss mobs.
Talons cost 332 Magicka, GDB 353 and Reflect 310. So 332 Magicka cost in average.
Sorc: Streak with a cost of 250, Volatile Familiar (bugged atm, prolly fixed in 1.6) with a cost of ~180 and curse with a cost of 228. Averagly 220 Magicka. 112 less than DK. 1200/112 = 10,7 cast in one minute.
Well of course it is impossible to take every single passive into account.
Talons cost 332 Magicka, GDB 353 and Reflect 310. So 332 Magicka cost in average.
Sorc: Streak with a cost of 250, Volatile Familiar (bugged atm, prolly fixed in 1.6) with a cost of ~180 and curse with a cost of 228. Averagly 220 Magicka. 112 less than DK. 1200/112 = 10,7 cast in one minute.
This section (as I mainly know sorcs wont comment on the other 2 ) is a little misleading. You use streak as an example that if used multiple times in a row increases the cost, and thus not the greatest of a consistant example. Volitle Familiar you are counting in one of our passives that gives back mana on return. Curse you are comparing one of our low cost damaging moves without even mentioning yours (flame lash is 222, does slightly less damage but can heal while curse does do aoe it is also on a delay and only one curse can be active on a target at a time limiting its spammability or usefulness with multiple sorcs). I could do the same and make sorcs costs look cheap. Compare Igneious weapon (222) to crit surge (359) or talons (332) to shattering prison (392).
For your comparison you have used 3 of the sorcs passives (10 % off storm calling, 5 % off all stamina / magicka abilities, and 15 % return when a summon is desummoned, and you will probably mention our 10 % magicka regen) without even going into the passives of the DK (which you gain something for losing the cost reduction the sorcs get). You have a passive that returns 5 % stamina when using earthern heart abilities (50 stamina for if you use igneious weapon or obsidian shield figuring at 1000 stamina, and also gives 2 ultimate which isn't much but maybe with the improved skills will be a better passive once 1.6 hits if it isn't changed much) when gdb is active your stamina regen goes up by 30 % (raises 18 points with only 60 stamina regen). You do have battle roar which gives back some stamina, magicka, and health, even at a longer wait between casts is a nice bonus. So making yourself out to be really hard on resources compared to at least sorcs is kind of streching it. While you aren't as magical sustaining as sorcs your stamina sustain is considerably higher and you still do have some synergies with your passives that sorcs could only wish for (looking at you daedric summoning tree).
And why do you think that it is a good change?good change IMO. Get over it and adapt ladies.
I really wish ZOS would reconsider the planned changes to ultimate generation. The current system is FUN and REWARDS the player for playing well and optimizing their build. The new system will basically have us using an addon to track when to precisely use the next light attack.
For those that choose not to use a light attack(buff tracker?) addon, I wish you the best. Good luck counting 1 one thousand, 2 one thousand....etc... in high pressure situations where AOE DPS is needed.
Sounds like a blast ....
I hope I'm wrong, but I think this change will not be good for ESO