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[GIANT "wall of text"] Attorneyatlawl's 1.6 feedback megapost.

  • Tankqull
    Tankqull
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    Tankqull wrote: »
    Denidil wrote: »
    I think it would help if you rewrote the CP diminishing returns to be more unstandable, or presented it as a table. In fact.. lemme see if i can whip up a table.

    (btw this is /u/Kazan)

    Oh thank you, I was about to fire up excel and cook one up.

    has allready been made can be found here: http://asolutionaday.com/calculators-index/

    and as this graph e.g. clearly indicates that is by no means a dimnishing system
    [.img]http://asolutionaday.com/wp-content/uploads/2015/02/Mooncalf.png[/img]


    That actually shows a downward trend, but it's largely a useless graph given that it doesn't show the relative point investment and the gain, or which category of scaling it falls under. There are five categories the different passives fall under. Here's how it stacks up in detail.

    6VHGAVI.png

    Easier to follow than my text explanation, for sure :)!

    sorry but that is still not a dimnishing system.
    by your calculation the simple linear function y=x+1 is a dimnishing system because someone going from 99 to 100 has to invest 100x more than someone going from 0 to 1.
    but a dimnishing system is defined by a decreasing gain for investing the same point at different times and thats simply not the case from 25 to 100 points spend they net all the same outcome 0.2%
    pcYVkX5.png
    wich is exactly a linear groth an not a groth with dimnishing return.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Abagaile
    Abagaile
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    Hello all! If you read the title and clicked this anyway, you probably know why, and won't care that there's no tl;dr (too long didn't read) snippets. :) I have done a lot of testing on the 1.6 PTS patches, and overall am pretty impressed with it. There are a huge number of things to cover, including bugs, balance oversights, and itemization here though, and while this is actually an abbreviated version of what I originally had been writing, it hits on the vast majority of ones I think are "important" or higher in terms of severity :).

    NOTE: This is an edited version of feedback given through a different channel to make it more readable, and protect the innocent :p.

    Thoughts on a variety of 1.6 changes and additions from Attorneyatlawl:

    Itemization and Equipment:


    Glyphs and enchantments
    Glyph values for jewelry and some weapons are, by and large, much worse in relative power as compared to 1.5 with the new stat system, and a few unique enchants have outright been removed from the game that could come on some dungeon drop items such as Shield of the Man-Bull (Auriel’s Shield enchantment, which was 5% chance for a moderate damage shield on all attacks, has been replaced with a standard +health enchant now on PTS). Pure stat glyphs for armor pieces themselves (ie +max magicka, +max health, etc.) are relatively a little weaker than live but only to a smaller extent, which is probably intended as far as balance goes.

    The jewelry glyph change however is a heavy nerf and really leaves the only “good” jewelry glyphs as cost reductions, with only one other glyph being useful but only for a couple of very niche builds in pvp (health regen, even though its value is also comparatively worse). As an example, in the 1.6 patch you can get VR14 gold jewelry glyphs for 64 spell damage, while most set bonuses offer 177 spell damage rating at the same tier. However, in prior patches on live, it’s always been about even for a jewelry glyph versus a set bonus (i.e. a jewelry glyph gives 13 on live while a set bonus is 12). This of course lowers build varieties in gear for those slots significantly and renders a good number of glyphs nearly worthless to use.

    I’ll include a quick list below of the ones I can think of off the top of my head affected in this fashion, all are jewelry glyphs:
    -Health, Stamina, and Magicka regeneration
    -Spell Damage and Weapon Damage
    -Armor and Spell resistances (both values being far lower in provided mitigation compared to 1.5 and earlier live versions, as well as relative utility due to normal gear armor rating providing spell resistance too instead of just plain armor rating).
    -Individual resistances such as fire, poison, and shock glyphs all provide much less mitigation as well since their values are close to the existing live ones numerically in resistance amount but with the stat system scaling, they’re about 1/10th as powerful as they used to be in actual damage reduction.
    -Weapon glyphs have seen a nerf across the board, a handful of the most drastic examples include damage shield bubble enchantments which were scaled only a minor amount in proportion to average hitpoint pools people have & additionally already had twice the internal cooldown compared to damage type glyphs, along with other specials like armor debuffs that reduce enemy mitigation by a much smaller amount due to the numerical rating value not being scaled properly (example: numerical value doubled compared to live, but people have anywhere from 10-20 times the armor numbers-wise in the 1.6 patch, literally, than on their live characters, making the actual effect tiny). Pure damage type weapon glyphs are a little weaker relative to live, but negligibly so.

    Potions and Food/Drink
    -Regeneration bonuses on potions as well as the other buffs such as critical chance are largely wasted in 1.6 since they don’t stack with the numerous class abilities that already provide them now in most builds, whereas previously they would. (This was resolved in the 1.6.3 version patch notes. Thanks for pointing that out, Kazan!)

    Set Bonuses
    -Dropped sets have slightly lower bonuses for the core stats like health/magicka/stamina than crafted ones provide for equivalent piece numbers. Example: If a dropped set gives 980 max health, a crafted one of the same level and quality gives around 1050 max health, on the 1.6 PTS. On live and all other prior versions, these were equal.

    -Critical Rating is a great idea and allows for finer granularity on what is provided. A lot of these bonuses (as well as passives in various skill lines) give less of a percentage chance boost compared to live, but I think that’s a good balance change when taking into account that impenetrable doesn't impact the chance now but reduces the damage instead, making 80-100%+ crit chance amounts unneeded and hypothetically very overpowered.

    However, I'd recommend placing a percentage number in parentheses after the critical chance number in the tooltips, reflecting the change it’ll give to you on your character as a percentage chance. For example, a weapon’s precise trait says it gives 4% critical chance, but a set bonus might say it gives “2099 spell critical chance”. Change that to something like “2099 spell critical chance (9.5%)”, and it's much more user-friendly.

    Soul Magic (main story quest skill line)
    -The Soul Shatter passive tweak is a good change and makes it a nice skill but not unfair or just plain overpowered (such as you dying to a low-health enemy and they get killed with the damage as a result alongside you in beta!).
    -Soul Assault may scale a little too high with damage-heavy builds, becoming capable of killing many players on its own from full health if they don’t break line of sight or interrupt it (can’t block or dodge it on live). For example, my PTS Dragon Knight (this would be true of any class, though), who is missing what would be an extra 177 spell power on live, has his Soul Assault tooltip for over 30,000 damage, while many players are currently running 20-30k health while some are going heavy tank more rarely with 40-50k health. While it should be a very high damage ability and punishing to take the full charge from, it probably shouldn’t be able to kill some people with just the one cast, fun as it would be, if taken by surprise.

    Alliance War, Weapon, Mage/Fighters’ Guild, Soul Magic, and Undaunted skill lines

    -For the Alliance War, it’s a good thing, in my opinion, to have abilities like Vigor and Inevitable Detonation higher in the paths to earn with alliance rank. It will encourage people to play in Cyrodiil more than they otherwise might, and gives more meaning to the otherwise by-and-large aesthetic ranks. I would like to see Alliance Ranks become shared account-wide like the champion ranks will be, but with more abilities added or other passive benefits for higher levels (the Alliance War line is maxed out by the time you hit rank 24 or so, which is 7.84 million alliance points). This will allow people to bring what their group needs or just switch things up to stay interesting themselves out in PVP, similar to how armor and items can be shared from raids to your other characters by banking them.

    -With 50 ranks available going all the way up to 68.7 million points earned currently, it is absolutely essential to longer-term pvp health in Cyrodiil and the Imperial City that you still get something for earning them, and adds to the fun factor too! However, and I’ve mentioned this before, be careful to provide the most important bonuses or skills that are critical to pvp gameplay earlier in the line, the existing skill lines for Assault and Support being good examples at just around 10% of the maximum Alliance Rank points needed to earn. Having Purge be at maximum rank though for example, would be a bad move and leave a large power gap being such a key skill in PVP!

    -The Undaunted line taunt should cause an enemy target to deal less damage to any enemy in pvp except the person who taunted them, unless purged like any other debuff, for the same length of time as it would normally force a pve mob to attack you. Basically the “taunt” mechanic from Warhammer Online, providing protection to allies at times such as “taunting” an enemy aoe bomber making them deal 30% less damage to anyone else while affected. It currently is worthless in PVP, and could provide some extra depth with this change.

    -Mage’s Guild skills are quite desirable in 1.6, but it feels like the Spell Symmetry and its other versions are set at a poor rate of return for the health cost and taking a full skill global-use timer to cast (plus its other effects and healing debuff). On a character with 33,000 magicka and 20,500 health, it costs ~25% of my health to gain back 7.5% of your magicka! This should probably be proportional to your max magicka, keeping around the standard 2 to 1 ratio of health cost to magicka on most characters, restored as a percentage instead.

    -The change to the Fighters’ Guild ultimate (Dawnbreaker) is nice! It’s now actually useful and does reasonable damage instead of sitting there, never activated, for the weapon damage buff passive alone.

    One Hand and Shield:
    -Reverberating Bash is a competitive skill for pvp at this point in 1.6 between the healing debuff it applies (albeit a little weaker than the live 1.5 version) and the crowd control immunity changes. The disorient happening afterwards so long as the stun lands seems much more reliable.
    -Deep Slash and Heroic Slash are both great morphs and each have a good tradeoff between them. Heroic providing the Minor Heroism ultimate regeneration buff is absolutely great, but Deep allowing it to hit 3 people instead of 1 for the snare, damage, and outgoing damage debuff is also interesting.
    -Pierce Armor is much less interesting for a build now since it is classified as a Major Breach debuff, therefore no longer stacking with debuffs of the same type that many builds will already have elsewhere. Its only other effect is a moderate damage amount that taunts pve monsters. It's now become a weak skill without adding a secondary effect, unless the suggestion above in the Alliance War section or something similar regarding making taunt a useful effect in pvp combat is implemented.


    Destruction Staff:
    -The changes to Wall of Elements and its morphs are welcome, especially the faster damage ticks happening every half a second as opposed to once a second like on live. Relative damage stays close proportionally, but this gives more chances at weapon procs, element effect procs, and affects enemies more reliably that are passing through and then out of the skill’s area once cast.
    -Force Shock and its morphs remain competitive damage-wise, with the added elemental effect chances and it doing three hits both helping it stay a strong skill. The three hits means more stamina drained in pvp on enemies, and for both pvp and pve means more chances for your weapon’s enchantment to proc (which then gets procced again more quickly after its own internal cooldown is up, raising the overall number of procs over a given timespan).
    -Weakness to Elements and its morphs: Excellent changes all around here. It no longer having a cost is a big deal towards making it a good utility skill, and the tradeoff between the morphs of either having to spend time re-casting it every so often since it wears off but gaining magicka back per-hit with the right damage types, or choosing to have it automatically refresh on damage instead but not getting magicka restored, is a real decision.


    Champion System
    -Don’t implement daily caps on earned xp per day. I’ve seen this suggestion a handful of times, and it would serve no positive purpose. One thing it would cause is making people feel as though they’re losing out if they don’t earn the capped amount every day since they can’t spend extra time later to catch back up. Another major problem with the suggestion is it also would punish people who want to play the game more than whatever amount of time allows them to get the capped amount, since they’d be leaving a lot on the table continuing at that point instead of just finishing what they wanted to do once it had reset.

    -The whole Enlightenment idea currently in 1.6 is probably the best solution here as it accrues over a few days before topping off and gives a strong bonus to champion experience earned while active, diminishing the pool proportionately.

    -The champion system overall is well-balanced, but you need to better communicate to players the severity of the diminishing returns for higher investments in any given passive as there are concerns over the power gap between none and maxed, but the truth is between 1/6th of the way through (~600 total champion points earned) and all the way through to the maximum (3600 champion points earned) the gap is much smaller and pretty fair given the time and effort taken to earn points to max them. Spreading your points into moderate investments across a bunch of passives is by design much more beneficial than stacking 100 points into just one or two, which I think isn’t something most people realize.

    EDIT to add in a full explanation of this:
    All of the champion passives are placed in one of five scales for its bonus scaling. Here's how it breaks down for each group at a few different point investment amounts:

    Click for full-size: http://i.imgur.com/6VHGAVI.png
    6VHGAVI.png
    10 points invested: A: 2.5%, B: 3.6%, C: 4.0%, D.: 4.9%, E: 5.0%

    30 points invested: A: 3.9%, B: 6.6%, C: 7.7% D.: 10.5%, E: 10.8%

    50 points invested: A: 4.7%, B: 8.8%, C: 10.5% D.: 14.9%, E: 15.4%

    100 points invested: A: 6.3%, B: 13.0%, C: 15.8%, D.: 24.0%, E: 25.0%

    To break this down, with 10 points (a minimal investment) you get a small bonus in any of these. When you go to 30 points by placing three times that amount into it total (so 2x more past your original points spent), you gain only a 56% benefit for category A, 83% benefit for category B, a 92% benefit for category C, a 114% benefit for category D, and a slightly better 116% benefit for category E. That is for spending an extra 200% of champion points, after already having had 10 in them initially.

    Once you go to the 50 point level, it gets even steeper a curve. For A you get a relative boost of 20% for spending another 67% of champion points. For B that becomes a 33% boost for spending the extra 67% of points. In category C, you're only netting yourself 36% in gains over the 30-point level for spending another 67% in champ points. On category D, it improves to 42%, and category E gains the same amount, both of course for an extra 67% investment.

    Pop over to the 100 point maximum for them, and the numbers just get worse on the bang for your buck :). Given that most of the champion abilities don't apply to all builds, you can buy the 30 point tier of the ones that are important for you pretty quickly, gaining generally around 1/2 to 2/3 of the buff someone who spent 100 points in that same passive gets for categories A, B, and C, while a little under half for categories D and E, which are mostly less-significant bonuses to boot. That's despite them spending 3.3 times the number of points, or 333% the investment on each one.

    -Some of the unlocked effect passives are very weak, such as Critical Leech which grants a paltry 400ish health return for critically striking an enemy with a 5 second internal cooldown. Either shorten that to 1 second for example, or raise the health return value, to make it desirable and useful. There are a few other ones similarly of little use.


    Class Skill lines (briefer notes and bugs)


    Dragon Knight:
    -While the ultimate generation changes have a disparately large impact on the Dragon Knight as compared to other classes partially due to their reliance on Battle Roar for resource regeneration (raising the amount it restores per ultimate point spent a little may be needed), it is best for balance’s sake and helps even the field with the other classes more readily on ultimates.
    -Removing the secondary effects on Igneous Weapons/Molten Armaments on light/heavy attacks like extra fire damage, it is much less useful for pvp as it requires heavy attacks and nothing else. While you can partially-charge them, it feels less effective since you can’t weave abilities this way like you normally would with light attacks. Spending the magicka and time to cast it generally seems like a waste for PVP, and may not be worth it even in PVE for Trials, though I’d need to do further testing to determine that part.
    -The “Elder Dragon” passive in the Draconic Power skill line isn’t always behaving consistently with how it applies its effect, resulting in less benefit when adding in the ultimate ability from that line (Dragon Leap) compared to the regular skills.

    Sorcerer: The pets’ on-death effects are very nice on the Unstable Clannfear and Unstable Familiar! In some builds with enough max magicka, the Rebate passive synergizes well and makes them cost-efficient, with the mechanic then being when to dismiss and/or resummons them (or leave them on one bar only so they automatically cause their effects from being desummoned when you swap weapon sets).

    However, I would like to to see the Restoring Twilight and Twilight Matriarch pets be instant casts like the Unstable ones are, both for usability and because they don’t have particularly good secondary effects. Making them instant casts would bring them up to being competitive since their attacks have higher damage, and wouldn’t penalize you for using them on one of your bars instead of all of them since you don’t have to do a long cast while vulnerable to interrupts to get them back (which is how the Unstable pets work). This would overall help ease the "too many toggles" problem with sorcs until broader changes might be made.

    Templar: Eclipse and its morphs: I’ve seen a handful of complaints regarding this ability not being effective, but I personally feel it is a very underrated skill that’s quite solid as it is effectively an analog to the Dragon Knight’s reflection spell but has some important differences that are both pro and con in comparison, giving each a more unique effect.

    And this is why I missed AAL.
    Please, no need to edit this, but ZOS, I formally suggest you hiring AAL for your Dev team!
  • Attorneyatlawl
    Attorneyatlawl
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    "Abagaile wrote: »
    And this is why I missed AAL.
    Please, no need to edit this, but ZOS, I formally suggest you hiring AAL for your Dev team!

    :p Thank you...
    (As an aside, I actually am working on my skills to make some commercial games (primarily will be targeting android/ios once I get going but desktop as appropriate), as a one-man-band. Just a funny coincidence since you posted that :)).
    Tankqull wrote: »
    sorry but that is still not a dimnishing system.
    by your calculation the simple linear function y=x+1 is a dimnishing system because someone going from 99 to 100 has to invest 100x more than someone going from 0 to 1.
    but a dimnishing system is defined by a decreasing gain for investing the same point at different times and thats simply not the case from 25 to 100 points spend they net all the same outcome 0.2%
    pcYVkX5.png
    wich is exactly a linear groth an not a groth with dimnishing return.

    Ok, I think I get what you're trying to say, now. You don't get the same benefit per point at different times or starting point in the system, as it does have, even in the best-scaling category for your points, a small curve to it as a diminishing return:

    ZAgQ5FK.png
    (This graph has a 1:1 ratio plot area on the X and Y axes, and each one represents 100% of the possible values in its range. Fully linear. P.S. I was surprised it took a workaround to even get Excel to spit out a proper graph like that!)

    However, while the curve that is there for that category (previously referred to as scaling category "E") isn't too steep, it is enough that combined with inherent relative diminishments, it works out about how I said in practice. On the categories that don't provide as much benefit per point, this effect is much more pronounced, for example in category "A" your relative gains will be a little less than half as much as a passive in category "E" would give.

    We're (mostly) describing the same thing, but explaining it differently, if I'm understanding you right.
    Edited by Attorneyatlawl on February 25, 2015 8:03PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • DDuke
    DDuke
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    Forget the graphs & scales. Raw comparisons incoming...

    Here's what you can get with 500CP as a stamina build:
    • -10.5% Stamina Costs Spells/Abilities
    • +14.5% Stamina Regeneration
    • +4% Heavy Attack Stamina/Magicka return
    • +10.1% more Healing Reduction
    • -10% Break Free/Roll Dodge cost
    • +5% Light/Heavy Attack damage
    • +16% Physical Critical Strike damage
    • +25% Physical damage
    • +2.2% Armour Penetration
    • +2.5% Armour with Medium Armour
    • +6.9% Spell Resistance
    • -9.5% Critical Strike damage taken
    • -10% DoT damage taken
    • -14.5% Poison/Disease/Magic damage taken
    • -14.5% Flame/Frost/Shock damage taken
    • +33% chance on Bash to reduce enemy Movement Speed by 20% for 3 seconds
    • +20% Inspiration Gains
    • +10% Chance for double yields on resource nodes
    • +2 Ultimate every time you activate a synergy
    • +50% gold from Treasure Chests
    • -10% Repair Costs
    • +30% Damage on next Physical Attack after blocking a Heavy Attack
    • +15% Damage on next Physical Attack after interrupting
    • +12% Weapon Critical
    • +10% Damage against off balance enemies
    • Major Heroism after falling below 20% Health, +3 Ultimate every 1,5 seconds for 8 second duration. Can only occur every 30 seconds
    • +20% Chance to restore X health when Bashing an enemy
    • After Roll Dodging, gain X Armour & Spell Resistance
    • Restore X Magicka when taking Flame, Frost, Shock, Magic, Earth, or Oblivion Damage equivalent to 30% of your maximum Health. Can only occur every 10 seconds.
    • Restore X Health when you are hit by a Critical Attack
    • After Critically striking an opponent, restore X health, 5 second cooldown
    • -80% Stamina Costs after Break Free for 3 seconds


    Now, let's assume someone purchases a bunch of XP boosters, or simply plays 50% more than you and gets to 750CP.
    He would gain:

    All of the above, and:
    • -5.3% Stamina Costs Spells/Abilities
    • +4.5% Stamina Regeneration
    • +5.1% more Healing Reduction
    • +5.8% Light/Heavy Attack Damage
    • +9% Physical Critical Strike damage
    • +5.9% Armour Penetration
    • +1.2% Spell Resistance
    • -6.9% DoT damage taken
    • -5% Poison/Disease/Magic damage taken
    • -5% Flame/Frost/Shock damage taken.
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    Please tell me this is balanced & fine... Person with just 250 more CPs gains access to multiple set bonus' worth of benefits.

    Edit: forgot to check the health/magicka/stamina difference as well... I'll have to do that later.
    Edited by DDuke on February 25, 2015 8:20PM
  • ThatHappyCat
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    I'm curious as to why you think Eclipse is underrated and comparable with Reflective Scales. It certainly does some things different but it is 1. CC breakable (RS has no direct counter except Negate) 2. doesn't affect physical projectiles (e.g. Snipe) 3. doesn't protect the caster (cannot charge in with it on and ignore ranged attacks).

    Number 1 alone makes it useless against anyone that doesn't have a L2P issue as if they're going to CC break it I'd much rather use a stun, and if they can't CC break then a stun would let me kill them faster and more reliably than Eclipse. The only real purpose for Eclipse is against flappybird DKs to make them eat amplified spells, which can be quite hilarious when used against a rambo DK that thinks they're invincible when charging into a zerg.
  • derpsticks
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    Could you post the equations for each category or are you just making this graph from a table of 3600 data points?
  • starkerealm
    starkerealm
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    derpsticks wrote: »
    Could you post the equations for each category or are you just making this graph from a table of 3600 data points?

    That's just raw data on 100 data points. You might be able to extract a formula from them, but, I don't think any of us have gone in and said, "yeah, I need to know what the math driving this mess looks like."
  • c0rp
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    Good stuff here. A LOT can be added to the sorc analysis for the record...
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • derpsticks
    derpsticks
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    If we had a formula we could simply take its derivative and plot it to view the rate of change or I guess we can plot the differences between consecutive points of data
  • starkerealm
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    derpsticks wrote: »
    If we had a formula we could simply take its derivative and plot it to view the rate of change or I guess we can plot the differences between consecutive points of data

    Yeah, no, I understand exactly what you're suggesting. It's just with this many points of data, sorting out anything coherent would be a pain in the ass.
  • Helluin
    Helluin
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    ...

    Set Bonuses
    -Dropped sets have slightly lower bonuses for the core stats like health/magicka/stamina than crafted ones provide for equivalent piece numbers. Example: If a dropped set gives 980 max health, a crafted one of the same level and quality gives around 1050 max health, on the 1.6 PTS. On live and all other prior versions, these were equal.

    ...

    Great feedback mate but, sorry, what quoted is not correct. :)
    Crafted sets provide slightly more max stats, armor, etc. also on live servers and it was always so.
    Probably the new values of health, 1 digit more were confusing.

    Using max magicka as a set bonus example:

    Live server
    VR14 legendary: 94 crafted, 93 dropped
    VR14 epic: 91 crafted, 90 dropped

    PTS
    VR14 legendary: 945 crafted, 933 dropped
    VR14 epic: 911 crafted, 900 dropped

    Edited by Helluin on February 25, 2015 9:01PM
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • wraith808
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    DDuke wrote: »
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • DDuke
    DDuke
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    wraith808 wrote: »
    DDuke wrote: »
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.

    I am simply comparing the difference of 500 & 750 CPs based on how I would spend them as a stamina player.
    What you just quoted are far from being the "bulk of my argument".


    This is the bulk of my argument:
    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
    +4.5% Stamina Regeneration - huge, and compounds with other % increases
    +5.1% more Healing Reduction
    +5.8% Light/Heavy Attack Damage
    +9% Physical Critical Strike damage - this alone is 5% DPS boost
    +5.9% Armour Penetration
    +1.2% Spell Resistance
    -6.9% DoT damage taken
    -5% Poison/Disease/Magic damage taken
    -5% Flame/Frost/Shock damage taken.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    Forget the graphs & scales. Raw comparisons incoming...

    Here's what you can get with 500CP as a stamina build:
    • -10.5% Stamina Costs Spells/Abilities
    • +25% Physical damage
    • -14.5% Poison/Disease/Magic damage taken
    • -14.5% Flame/Frost/Shock damage taken
    • +33% chance on Bash to reduce enemy Movement Speed by 20% for 3 seconds
    • Major Heroism after falling below 20% Health, +3 Ultimate every 1,5 seconds for 8 second duration. Can only occur every 30 seconds
    • Restore X Magicka when taking Flame, Frost, Shock, Magic, Earth, or Oblivion Damage equivalent to 30% of your maximum Health. Can only occur every 10 seconds.
    • -80% Stamina Costs after Break Free for 3 seconds

    Please tell me this is balanced & fine... Person with just 250 more CPs gains access to multiple set bonus' worth of benefits.

    Edit: forgot to check the health/magicka/stamina difference as well... I'll have to do that later.

    Abridged the list a bit and highlighted a few.

    @DDuke Totally agree. Anyone who loves theorycrafting and build design needs to weigh in now.

    If any SINGLE ITEM on the list above was introduced as a five piece bonus for a new crafted gear about two patches ago, it would have been considered an extremely strong and desirable set.

    Any one of those items looks a lot better than the 5 piece bonuses of most of the Existing Sets out there

    A few examples:
    • The seducer set only gives you 8% reduction of magicka costs and it is very popular and well used in both PvP and PvE but now you can get 10% mag or stam reduction with CP.
    • Hunding's rage gives you 20 weapon damage which doesn't even result in a 25% physical damage increase.
    • People would be clamoring to figure out which was better, the Way of the Arena Set or the "80% Stamina Cost reduction after Break Free set" and hoping one of them had jewelry so they could be stacked. "That would be super OP right? Those two sets together? WOW I would rock in PvP with those!!" Well, anyone with 500CP can "stack" those now, and every other Champion bonus on top of it.

    When testing the PTS with 3600 champion points I had so many effects randomly proc on me that I couldn't keep track of them. Granted this is a long way off, but there is no harm in reading the writing on the wall for where this game will be eventually.

    They joy of theory-crafting right now is picking between which set bonuses you want and trying to figure out which set bonuses your opponent is using. You fight someone that knocks you back or gets a damage shield when he is low health? Must be using Death's wind or whitestrakes, heals for days? Malubeth set + masters sword.

    Just try to figure that out after you are wiped off the map by someone with a ton of Champ points.

    Here is the key point:

    Set bonuses and special effects are only valuable when you have to choose carefully between them and make compromises in your build to obtain them. With so many bonuses available at once from the Champion system, Gear Set bonuses no longer become unique, special, or valuable - thus the time needed to grind dungeons to obtain valuable gear becomes no longer valuable.
    .

    What used to be special will just become part of the Meta of the game. For example, after a certain amount of time when a critical mass of people get 500 Champion Points, you will know that everyone's stamina costs will be reduced after break free, every time you are bashed you have a 30% potential to be snared.

    The learning curve, especially for PvP, increases dramatically for new players and "champion players" are placed on a higher tier than everyone else. Anyone playing since beta remembered how futile it was as a level 40ish to fight a VR10. This will no different.

    I'd hate to be the one that inspired a huge nerf of the champion system but it seems like having so many effects active at one time is detrimental to the metagame and kills the fun and uniqueness of what is now set and build theorycrafting. Perhaps you should be limited to one passive (not the incremental ones) from one tree. People with twice born star could pick two trees as well as two mundus. That would make the twice born star set more valuable and theorycrafting more interesting. You can always just buff gear and crafted sets to compensate but you can only get so godlike with so many particle effects and abilities before the game gets boring.

    Can anyone else weigh in on this?
    Edited by Yolokin_Swagonborn on February 25, 2015 9:42PM
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    CP vs Percent
    CP = 1 ~ 100
    Percent = 0.617+(SIN(CP/100*90)*(25-0.617))
    % / CP @ 1CP = 1%
    % / CP @ 10 CP = 0.44%
    % / CP @ 30 CP = 0.39%
    % / CP @ 50 CP = 0.36%
    % / CP @ 100 CP = 0.25%
    Anything that can be exploited will be exploited
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Potions and Food/Drink
    -Regeneration bonuses on potions as well as the other buffs such as critical chance are largely wasted in 1.6 since they don’t stack with the numerous class abilities that already provide them now in most builds, whereas previously they would. (This was resolved in the 1.6.3 version patch notes. Thanks for pointing that out, Kazan!)

    I just logged on to test this, and potion effects and ability buffs DO NOT stack, at least according to the character stat screen.

    Created a fresh Template character, and consumed the supplied potion to give Major Brutality, and also slotted Rally from the 2h line.

    Screenshot 1: no buffs, armor, or CP allocated. only skillpoint spent was for Rally. Weapon damage is 1332.
    57gigKA.jpg

    Screenshot 2: Drank potion. Weapon damage is now 1598, but effect icon does not display in character stat page
    oPfWRNu.jpg

    Screenshot 3: While potion still active, used Rally. Weapon damage stayed at 1598.
    A1kcB49.jpg

    1.6.3 didn't seem to change anything. My critiques and ideas about the changes to potion usage still stand.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • Denidil
    Denidil
    ✭✭✭
    DDuke wrote: »
    Forget the graphs & scales. Raw comparisons incoming...

    Here's what you can get with 500CP as a stamina build:
    • -10.5% Stamina Costs Spells/Abilities
    • +14.5% Stamina Regeneration
    • +4% Heavy Attack Stamina/Magicka return
    • +10.1% more Healing Reduction
    • -10% Break Free/Roll Dodge cost
    • +5% Light/Heavy Attack damage
    • +16% Physical Critical Strike damage
    • +25% Physical damage
    • +2.2% Armour Penetration
    • +2.5% Armour with Medium Armour
    • +6.9% Spell Resistance
    • -9.5% Critical Strike damage taken
    • -10% DoT damage taken
    • -14.5% Poison/Disease/Magic damage taken
    • -14.5% Flame/Frost/Shock damage taken
    • +33% chance on Bash to reduce enemy Movement Speed by 20% for 3 seconds
    • +20% Inspiration Gains
    • +10% Chance for double yields on resource nodes
    • +2 Ultimate every time you activate a synergy
    • +50% gold from Treasure Chests
    • -10% Repair Costs
    • +30% Damage on next Physical Attack after blocking a Heavy Attack
    • +15% Damage on next Physical Attack after interrupting
    • +12% Weapon Critical
    • +10% Damage against off balance enemies
    • Major Heroism after falling below 20% Health, +3 Ultimate every 1,5 seconds for 8 second duration. Can only occur every 30 seconds
    • +20% Chance to restore X health when Bashing an enemy
    • After Roll Dodging, gain X Armour & Spell Resistance
    • Restore X Magicka when taking Flame, Frost, Shock, Magic, Earth, or Oblivion Damage equivalent to 30% of your maximum Health. Can only occur every 10 seconds.
    • Restore X Health when you are hit by a Critical Attack
    • After Critically striking an opponent, restore X health, 5 second cooldown
    • -80% Stamina Costs after Break Free for 3 seconds


    Now, let's assume someone purchases a bunch of XP boosters, or simply plays 50% more than you and gets to 750CP.
    He would gain:

    All of the above, and:
    • -5.3% Stamina Costs Spells/Abilities
    • +4.5% Stamina Regeneration
    • +5.1% more Healing Reduction
    • +5.8% Light/Heavy Attack Damage
    • +9% Physical Critical Strike damage
    • +5.9% Armour Penetration
    • +1.2% Spell Resistance
    • -6.9% DoT damage taken
    • -5% Poison/Disease/Magic damage taken
    • -5% Flame/Frost/Shock damage taken.
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    Please tell me this is balanced & fine... Person with just 250 more CPs gains access to multiple set bonus' worth of benefits.

    Edit: forgot to check the health/magicka/stamina difference as well... I'll have to do that later.

    because the person with 500CPs has gained MORE PER CP than the person with 750.
  • wraith808
    wraith808
    ✭✭✭✭
    DDuke wrote: »
    wraith808 wrote: »
    DDuke wrote: »
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.

    I am simply comparing the difference of 500 & 750 CPs based on how I would spend them as a stamina player.
    What you just quoted are far from being the "bulk of my argument".


    This is the bulk of my argument:
    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
    +4.5% Stamina Regeneration - huge, and compounds with other % increases
    +5.1% more Healing Reduction
    +5.8% Light/Heavy Attack Damage
    +9% Physical Critical Strike damage - this alone is 5% DPS boost
    +5.9% Armour Penetration
    +1.2% Spell Resistance
    -6.9% DoT damage taken
    -5% Poison/Disease/Magic damage taken
    -5% Flame/Frost/Shock damage taken.

    The reason that it is the bulk of the argument is the fact that the other gains are (somewhat) linear based on a (somewhat)linear gain, i.e. just taking your first point:

    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus

    The other player at a 33% less advancement rate gets... 33% less, i.e. from your own post:

    -10.5% Stamina Costs Spells/Abilities

    The only things that do not fall into that categories are the triggered events.
    Edited by wraith808 on February 25, 2015 10:16PM
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • DDuke
    DDuke
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    ✭✭✭✭
    wraith808 wrote: »
    DDuke wrote: »
    wraith808 wrote: »
    DDuke wrote: »
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.

    I am simply comparing the difference of 500 & 750 CPs based on how I would spend them as a stamina player.
    What you just quoted are far from being the "bulk of my argument".


    This is the bulk of my argument:
    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
    +4.5% Stamina Regeneration - huge, and compounds with other % increases
    +5.1% more Healing Reduction
    +5.8% Light/Heavy Attack Damage
    +9% Physical Critical Strike damage - this alone is 5% DPS boost
    +5.9% Armour Penetration
    +1.2% Spell Resistance
    -6.9% DoT damage taken
    -5% Poison/Disease/Magic damage taken
    -5% Flame/Frost/Shock damage taken.

    The reason that it is the bulk of the argument is the fact that the other gains are (somewhat) linear based on a (somewhat)linear gain, i.e. just taking your first point:

    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus

    The other player at a 33% less advancement rate gets... 33% less, i.e. from your own post:

    -10.5% Stamina Costs Spells/Abilities

    The only things that do not fall into that categories are the triggered events.

    The point was to illustrate that the difference 250 Champion points can make is significant, even if it's "only 33% more than 500CPs", what some people are claiming is not the case.

    500CP vs 750CP. In current game it'd more or less be like a VR2 fighting a VR14 charater. We all know how that ends.


    Note: I'm not against end game character progression, even if that granted big advantages. I'm against tying it into a time and/or $$$ based grind (as opposed to skill based one, e.g. difficult raids & PvP arena leaderboards).
    Edited by DDuke on February 25, 2015 10:32PM
  • Draehl
    Draehl
    ✭✭✭
    In regards to Soul Assault, what if the skill passively channeled on its own, albeit at a much lower rate of damage, while allowing you to act as your normally? Effectively it would be an ult DoT that couldn't be cleansed? It would only do moderate damage, but not disrupting your overall utility of other skills, attacks, blocking, dodging, etc. Obviously it would need to be tuned way down, but that's the problem with a channeled skill like that. They either tend to be OP or useless because of the opportunity cost (which is currently the case on live- the damage from any other ult, likely cheaper ult, PLUS the damage of your normal skill rotation easily outdoes the damage of soul assault over the same duration)
    Edited by Draehl on February 25, 2015 11:26PM
    Main: Breton Nightblade "Shadow Cleric" (Sustained Damage/offhealer) 5L/2H - Resto + S&B
    Alt: Argonian Dragonknight (Stam DoTs/Tank) 5H/2M - S&B + Bow
    Alt: Nord Templar Berserker (Rawr) 5M/2H - Dual Wield + Two Hander
    Alt: Altmer Sorceror (Pewpew) 7L - Destro + Resto
  • Denidil
    Denidil
    ✭✭✭
    Potions and Food/Drink
    -Regeneration bonuses on potions as well as the other buffs such as critical chance are largely wasted in 1.6 since they don’t stack with the numerous class abilities that already provide them now in most builds, whereas previously they would. (This was resolved in the 1.6.3 version patch notes. Thanks for pointing that out, Kazan!)

    I just logged on to test this, and potion effects and ability buffs DO NOT stack, at least according to the character stat screen.

    Created a fresh Template character, and consumed the supplied potion to give Major Brutality, and also slotted Rally from the 2h line.

    Screenshot 1: no buffs, armor, or CP allocated. only skillpoint spent was for Rally. Weapon damage is 1332.
    57gigKA.jpg

    Screenshot 2: Drank potion. Weapon damage is now 1598, but effect icon does not display in character stat page
    oPfWRNu.jpg

    Screenshot 3: While potion still active, used Rally. Weapon damage stayed at 1598.
    A1kcB49.jpg

    1.6.3 didn't seem to change anything. My critiques and ideas about the changes to potion usage still stand.

    That's a bug!

    Paging @ZOS_GinaBruno and @ZOS_ShannonM
  • xaraan
    xaraan
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    ✭✭✭✭✭
    A few pieces of good advice in the OP, but a few things I disagree with as well.

    Soul Assault wise, I'd have to see it in action a bit more, but as it is, I hardly ever see the skill make it to the end of the channel unless someone doesn't know what they are doing or is really caught in a bad spot. So I'm not sure making it weaker is a good answer unless they also make the power less breakable.

    I have a big disagreement with the comments on the Alliance War lines. Though I do like that they are adding passives, the idea that they should make it so new skills open up at high levels, making it only rewarding for hardcore PvPers is not one I like. As it stands, leveling up your alliance war skill line (not talking about alliance war rank, which I agree should be shared on your account - the skill line should level up separately IMO) is already the slowest leveling skill line in the game by far. Not to mention the idea that skill points, money, soul gems, gear, etc. are not rewards for continuing to play PvP and players need even more to separate themselves is asking for a bit much IMO. --- BUT, the big problem with the new skills is the new heal Vigor. Out of all the alliance war skills in the game - all of them are mostly just useful in PvP with niche uses in PvE, this one stands apart because it does not do that, it's extremely useful anywhere. Personally, I feel like a different, more focused PvP skill should be in its place and that skill (or a slightly weaker version of it) should take the place of Trap Beast in Fighter's Guild skill line.

    I do like the idea of how to use the taunt skills in PvP, I've heard this from other players before, so it's a pretty popular idea I think.

    Don't really agree with making Equilibrium and its morphs more powerful (as in restoring more magicka), I think if a player stacks magicka far over health, that should be a sacrifice they are making by choice. But a small change probably wouldn't hurt, so I'm not as disagreeable on this one.

    Don't think we should make pet builds any stronger than they are, that includes making pets cast faster than they do.

    The DK comments really raised my eyebrows, they don't need buffs. The battle roar passive was ridiculous already, the fact that its weaker in 1.6 is a good thing. No other class gets a chunk of their resources back for activating one of the most powerful ultimates in the game. Now the magma armor ulti on the other hand... that might need some work, but not the buffing kind.

    And lastly, the Champion System. I don't think anyone knowledgeable about the CS has a problem getting the concept of diminishing returns. The problem here are the passive tiers that open up (some of which are very powerful) that cause a sudden leap in power level for simply having XX number of points in a line. This goes against the initial purpose of what they said the CS would be (small continual growth with diminishing returns) and becomes another version of leveling up. Though it's too late to change now, the best way to address it is to break as many of the passives up into 3 or 4 parts and have them open up at levels as you level up a line. (So there wouldn't be a huge power gap for a player that only has 85 points vs. 90 (allowing the 12% crit bonus) and instead they would at least have achieved 9% or 8% (depending on how many parts is was broken down into) and less likely to be viewed as significantly weaker than they will be as the system is now. I think they really dropped the ball with the champion system with those passive tiers in there.

    Good write up on the initial changes however, with the enchantments and set changes. Much of the other advice honestly feels very weighted toward PvP and certain classes though.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • timidobserver
    timidobserver
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    ✭✭✭✭

    Templar: Eclipse and its morphs: I’ve seen a handful of complaints regarding this ability not being effective, but I personally feel it is a very underrated skill that’s quite solid as it is effectively an analog to the Dragon Knight’s reflection spell but has some important differences that are both pro and con in comparison, giving each a more unique effect.

    There is alot of good stuff in your post, however I really hope they don't listen to this portion that I've quoted. This skill isn't completely useless, but it gets pretty close to it. In PvP it's not worth blowing immunity by putting this on people. In PVE it doesn't work on bosses. This skill cannot even really be compared to reflective scale in terms of situation effectiveness.
    Edited by timidobserver on February 25, 2015 11:50PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • robeauch
    robeauch
    ✭✭✭
    Rune_Relic wrote: »
    CP vs Percent
    CP = 1 ~ 100
    Percent = 0.617+(SIN(CP/100*90)*(25-0.617))
    % / CP @ 1CP = 1%
    % / CP @ 10 CP = 0.44%
    % / CP @ 30 CP = 0.39%
    % / CP @ 50 CP = 0.36%
    % / CP @ 100 CP = 0.25%
    Nice! But only the endpoints provide a close fit to the data. Between about 25 to 90 CP, it gives values that are definitely higher than what's shown.

    But I played around with your formula some. Had to replace the sin(CP) with an exponent to get a closer match across the entire domain. This formula seems pretty close to exactly matching the curve:

    Percent = 25 * ((CP/100)^.7)

    Technically the returns *do* continue diminishing, all the way up the scale -- but just barely. Past 30, each new point will give you very nearly the same bonus as the previous one. (More than 99% of the previous point's bonus.)

    TLDR: If the buff is important to your playstyle, pile on the points. The diminishing returns are *almost* nonexistent past 30.
  • Messy1
    Messy1
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    You're hired . . . start a kickstarter site and we will contribute monetarily so you can represent all player grievances against ZOS.
  • Suru
    Suru
    ✭✭✭✭
    Key term: User friendly, for critical.


    Suru
  • wraith808
    wraith808
    ✭✭✭✭
    DDuke wrote: »
    wraith808 wrote: »
    DDuke wrote: »
    wraith808 wrote: »
    DDuke wrote: »
    • When killed, heal Allies within 8m by X
    • 50% reduced Gathering times
    • Better items from Treasure Chests
    • 15% chance to return X damage to attacker when blocking a melee attack, 5 second cooldown


    These are point in time single time benefits. Thus they are not valid to include in a linear progression discussion. In essence you are basing the bulk of your argument around a single data point, and then couching it as if it is a generic point on the graph. If you take the same discussion of two points in time that didn't bisect that particular data point, you'd get a more relevant argument- and one that would disprove your imbalance statement.

    I am simply comparing the difference of 500 & 750 CPs based on how I would spend them as a stamina player.
    What you just quoted are far from being the "bulk of my argument".


    This is the bulk of my argument:
    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus
    +4.5% Stamina Regeneration - huge, and compounds with other % increases
    +5.1% more Healing Reduction
    +5.8% Light/Heavy Attack Damage
    +9% Physical Critical Strike damage - this alone is 5% DPS boost
    +5.9% Armour Penetration
    +1.2% Spell Resistance
    -6.9% DoT damage taken
    -5% Poison/Disease/Magic damage taken
    -5% Flame/Frost/Shock damage taken.

    The reason that it is the bulk of the argument is the fact that the other gains are (somewhat) linear based on a (somewhat)linear gain, i.e. just taking your first point:

    -5.3% Stamina Costs Spells/Abilities - almost equal to a 5-set bonus

    The other player at a 33% less advancement rate gets... 33% less, i.e. from your own post:

    -10.5% Stamina Costs Spells/Abilities

    The only things that do not fall into that categories are the triggered events.

    The point was to illustrate that the difference 250 Champion points can make is significant, even if it's "only 33% more than 500CPs", what some people are claiming is not the case.

    500CP vs 750CP. In current game it'd more or less be like a VR2 fighting a VR14 charater. We all know how that ends.


    Note: I'm not against end game character progression, even if that granted big advantages. I'm against tying it into a time and/or $$$ based grind (as opposed to skill based one, e.g. difficult raids & PvP arena leaderboards).

    But... it is a 33% difference approximately. The 750 would have a total of -15.8% stamina reduction, and the 500 would have a -10.5% stamina reduction. Not exactly 33%, but close enough for government work.

    And it's not a time based grind... it's an XP based grind, right? So if you do more difficult content, you should get correspondingly more XP, right?
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • Sacadon
    Sacadon
    ✭✭✭✭✭
    @Attorneyatlawl, thank you for taking the time to post all this. Contrary to its size, it's a fast read. Sure would be great to see the unabridged version :).
  • Zheg
    Zheg
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    ✭✭✭✭
    Gaaaww. I saw attorney back in guild chat, but he wasn't really back until a bunch of detailed analyses and charts popped out of him. WB buddy.

    I largely agree. My thoughts tend to deviate on the pvp skill lines, though my position is still a bit in flux. I worry that with the removal of forward camps (THANK YOU, truly) and tweaks to AP rewards, new players and existing players going for alts will have a steeper hill to climb to achieve the high ranks needed for many pvp skills, even if they allow for rank progress to be account based instead of character based. I agree that there should be rewards throughout the grind to rank 50, but they should be diminishing like the champion system, and award minor boosts to stats alone (read: passives), and ridiculously cool sounding titles.

    Furthermore, having big targets to hit at high ranks will end up making many people feel obligated to play a certain way (read: pulsar spamming zergs, or whatever the equivalent becomes in 1.6), and that doesn't make for fun PVP. Funneling more people into zerg styles of play so they can make enough AP to reach important skills to their build doesn't sound like a good idea. Players should not feel obligated to join large raid groups to pvp in order to get any semblance of decent AP progress. If anything, I'd like to see small and mid sized group styles of play be optimal for AP rewards, and large groups be optimal for coordination and expanding your alliance's control of the map for your campaign.

    My vote at the moment is to keep active skills at no higher than rank 6 (maybe 8), and add progressively diminishing passives throughout the remaining ranks. Getting caltrops and barrier at rank 6 feels like an achievement, and in general I feel like skills should never be behind gigantic grind walls, but rather those should be reserved for gear and stat increases that give small advantages.
    Edited by Zheg on February 26, 2015 2:24AM
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
    ✭✭✭✭✭
    Denidil wrote: »
    That's a bug!

    Paging @ZOS_GinaBruno and @ZOS_ShannonM

    Is the bug that they're not stacking, or that the buffs from using a potion aren't showing up in the stat screen?

    Either way, I'm still skeptical that potions are indeed supposed to stack with ability buffs of the same type.

    Here is what the 1.6.3 note said:
    Fixed an issue where potion buffs were not being applied when you had an ability active that applied the same buff.

    Here is a note from 1.6.1 that really complicates things (emphasis added):
    Fixed an issue that prevented drinking a potion if you already had the same buff or effect that the potion would provide. Now, you will drink the potion and receive any benefit from it that your character doesn’t already have. Drinking a potion will also refresh the same type of buff or effect if the remaining duration is shorter than what the potion will apply.

    So according to this prior patch, when drinking a potion you're supposed to gain effects you don't already have, and if you already have an effect, it's supposed to refresh it. In this light, the note form 1.6.3 does not seem to suggest the buffs should stack, but rather that the buff wasn't refreshing properly. So again, this issue is not resolved, and my critiques and ideas about the changes to potion usage still stand.


    Edited by ThatNeonZebraAgain on February 26, 2015 1:36PM
    Gore-of-the-Forest Argonian Nightblade
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