vortexman11 wrote: »
I do not know which is worse... the OP magicka builds and unkillable LA tanks of 1.5, or how PvP is now with 1.6......
*** me, I remember getting bashed to death. That was a special moment.AhPook_Is_Here wrote: »Bring back 1.0 standards, Impulse and chain... and bashgasam.
me tooAgrippa_Invisus wrote: »
At least you didn't get killed by 1-2 from EVERYONE with sword and board. The TTK is way too short now imo. There is not a single that coming to mind that got better in 1.6... It's fine but I preferred any patch before this one.
mike.gaziotisb16_ESO wrote: »<snip>
Most of the points in your list would be fixed by going back to 1.5 .......mike.gaziotisb16_ESO wrote: »
At least you didn't get killed by 1-2 from EVERYONE with sword and board. The TTK is way too short now imo. There is not a single that coming to mind that got better in 1.6... It's fine but I preferred any patch before this one.
I'm with Derra on this. 2 wrongs don't make a right. I don't agree with going back to 1.5, sorry Jurra. The only way is forward.
But ZOS need to come out and say they're looking to make some changes soon. We've seen a lot of lists lately, so here's my personal one
- Remove the Empower Buff, it leads to huge damage combos from bursty builds (Sorcs, NBs)
- Increase HP Bonus in Cyrodiil by another 3k-5k. Start at low-end and increase if needed till you hit a more desirable average TTK.
- Lower the AR requirement for Vigor and make it a self-heal, not an AoE heal.
- Reduce Steel Tornado range from 12.5m to 8m. Still the largest radius PBAoE in the game.
- Make the catapults' non-damage effects (Meatbag and Oil) short in duration (3s-4s) but make them non-purgeable. Increase the meatbag debuff to 50% like in 1.5. Increase set-up time for siege by 2". The higher HP means the dmg/hp ratio from siege will be decreased but cooperation would be able to wipe huge raids.
- Check the logic for Camo Hunter. Procs waaaay too often on non-Vamps.
- Bring back some regen soft-caps. Start at around ~2k and lower it if needed until desirable sustain is reached
- Bring back some Spell/Weapon Damage soft-caps. Start at around ~2.5k and lower it if needed. 3k+ Damage is bad for PvE and PVP.
- Bring Destro Staffs inline with DW and 2H in terms of Spell Damage, after the Spell/Wpn Damage softcaps have been introduced. It's stupid you need stamina weapons equipped to get higher spell damage.
- Either increase Meteor cost to match Standard/Nova/Veil etc.. or decrease the cost of those ults to match Meteor. The less Meteors the better. In any case check the Meteor skill animation and effects as it seems to cause lag.
- Do something about nirn. Either reduce the % drastically or make it affect the piece only.
- Put a cap on 1200 CPs. Increase the XP needed for CPs as such...
1 - 200 -> 300k XP each
200 - 400 -> 600k XP each
400 - 600 -> 900k XP each
600 - 800 -> 1.2m XP each
800 - 1k -> 1.5m XP each
1k - 1.2k-> 2m XP each
This means exactly the same XP needed (1.3B for maths enthusiasts) to reach 1.2k CPs as currently needed to reach 3.6k CPs. So the length of the grind is the same. But it helps newer players get to a decent level faster AND it makes you consider where you are going to spend your points as you can't have everything. You need to have to make a choice instead of having everything at the end including all passives.
PS: Also, if they could find the cause of unbreakable CC too that would be a huge motherloving bonus.
PS2: Another suggestion is to reduce cast-time for Magicka Detonation skills to 1s, reduce their base damage from the current ~8k tooltip, but make it scale higher the more people you hit. For example ~5k on 1 person, ~6k on 2 persons, ~7k on 3 persons etc.. with a max of 12k non-crit damage on 8+ people.This can be dangerous as it can encourage AoE farming so consider only if 1-12 is not adequate.
Totally agree with that.mike.gaziotisb16_ESO wrote: »<snip>
Agree with everything in your list, especially the CP gains.
I would add the following:
1. Dynamic ultimate generation. There needs to be a skillfull or risky way to get ultimate faster. The static (essentially cooldown) counter right now is boring and doesn't fit with the rest of the gameplay.
I like as it is now, less dmg would make it almost useless for a player as me (solo) even with a reduced cast time. And I like my 15k TT.mike.gaziotisb16_ESO wrote: »
At least you didn't get killed by 1-2 from EVERYONE with sword and board. The TTK is way too short now imo. There is not a single that coming to mind that got better in 1.6... It's fine but I preferred any patch before this one.
I'm with Derra on this. 2 wrongs don't make a right. I don't agree with going back to 1.5, sorry Jurra. The only way is forward.
But ZOS need to come out and say they're looking to make some changes soon. We've seen a lot of lists lately, so here's my personal one
- Remove the Empower Buff, it leads to huge damage combos from bursty builds (Sorcs, NBs)
It's nearly impossible to burst a good down a good sorc and his shieldstack without major empowerement. I know it I play without. It would also reduce skill needed/combo possibilities by a lot if ZOS removes it.- Increase HP Bonus in Cyrodiil by another 3k-5k. Start at low-end and increase if needed till you hit a more desirable average TTK.
Not the good wy to increase the TTK imo because it will incent ppl to stack their max magicka/stamina even more than currently. Would advantage glasscanon buid while they are already the current meta. Just increase the health/ma-stam ratio for attributes points or enchants to 1.3 or 1.5 instead of 1.1- Lower the AR requirement for Vigor and make it a self-heal, not an AoE heal
How many scrubs spamming wb/snipe do you see right now? Already too much, can't imagine if they had access to one of the best selfheal of the game. Just make AR account wide for people who wants to grind a stamina alt but don't want to farm AP for months to unlock vigor.- Reduce Steel Tornado range from 12.5m to 8m. Still the largest radius PBAoE in the game.
First point I agree with- Make the catapults' non-damage effects (Meatbag and Oil) short in duration (3s-4s) but make them non-purgeable. Increase the meatbag debuff to 50% like in 1.5. Increase set-up time for siege by 2". The higher HP means the dmg/hp ratio from siege will be decreased but cooperation would be able to wipe huge raids.
Seems to be a nice idea.- Check the logic for Camo Hunter. Procs waaaay too often on non-Vamps.
Never disturbed me more than that tbh, a lot of ppl droped camo because vamps are in extinction.- Bring back some regen soft-caps. Start at around ~2k and lower it if needed until desirable sustain is reached
- Bring back some Spell/Weapon Damage soft-caps. Start at around ~2.5k and lower it if needed. 3k+ Damage is bad for PvE and PVP.
Yes some softcaps needs to be back.- Bring Destro Staffs inline with DW and 2H in terms of Spell Damage, after the Spell/Wpn Damage softcaps have been introduced. It's stupid you need stamina weapons equipped to get higher spell damage.
Disagreed. I like it that you have to chose between high spell dmg or ranged light attacks scaling on magicka. I'm Melee magicka NB and without those differents spell dmg I'd have to wear a destro staff to deal dmg... it would be ugly and 0 diversity between differents magicka spec. Or tanky with sb or dps (both ranged and melee) with destro/restro.- Either increase Meteor cost to match Standard/Nova/Veil etc.. or decrease the cost of those ults to match Meteor. The less Meteors the better. In any case check the Meteor skill animation and effects as it seems to cause lag.
Agreed Meteor2stronk- Do something about nirn. Either reduce the % drastically or make it affect the piece only.
ofc ZOS was drunk when they did that lol- Put a cap on 1200 CPs. Increase the XP needed for CPs as such...
1 - 200 -> 300k XP eachI like it that the value is fix. I agree with the cap at 1.2k
200 - 400 -> 600k XP each
400 - 600 -> 900k XP each
600 - 800 -> 1.2m XP each
800 - 1k -> 1.5m XP each
1k - 1.2k-> 2m XP each
This means exactly the same XP needed (1.3B for maths enthusiasts) to reach 1.2k CPs as currently needed to reach 3.6k CPs. So the length of the grind is the same. But it helps newer players get to a decent level faster AND it makes you consider where you are going to spend your points as you can't have everything. You need to have to make a choice instead of having everything at the end including all passives.
PS: Also, if they could find the cause of unbreakable CC too that would be a huge motherloving bonus.
Yes please.
PS2: Another suggestion is to reduce cast-time for Magicka Detonation skills to 1s, reduce their base damage from the current ~8k tooltip, but make it scale higher the more people you hit. For example ~5k on 1 person, ~6k on 2 persons, ~7k on 3 persons etc.. with a max of 12k non-crit damage on 8+ people.This can be dangerous as it can encourage AoE farming so consider only if 1-12 is not adequate.
Most of the points in your list would be fixed by going back to 1.5 .......
I think the wish to go back to 1.5 is rather meant to express that many changes should be reverted and not the wish to literally go back to an earlier version.
2: was not an issue with old health magica ratiomike.gaziotisb16_ESO wrote: »Most of the points in your list would be fixed by going back to 1.5 .......
I think the wish to go back to 1.5 is rather meant to express that many changes should be reverted and not the wish to literally go back to an earlier version.
Only 3 out of 12 (the softcaps and unpurgable oil cata) are a reversion to 1.5.
People forget 1.5 was crap for stamina builds for example and there was no progression past getting AR 10. I wouldn't go back to that.
I just think that when you do such a big rewrite as they did you have to start collecting feedback and communicating and start doing balancing changes when your entire player base agrees on what's needed.
Instead they did a big rewrite and even before it was released they said they were going lock the code down as they were preparing for console release.
mike.gaziotisb16_ESO wrote: »Most of the points in your list would be fixed by going back to 1.5 .......
I think the wish to go back to 1.5 is rather meant to express that many changes should be reverted and not the wish to literally go back to an earlier version.
Only 3 out of 12 (the softcaps and unpurgable oil cata) are a reversion to 1.5.
People forget 1.5 was crap for stamina builds for example and there was no progression past getting AR 10. I wouldn't go back to that.
I just think that when you do such a big rewrite as they did you have to start collecting feedback and communicating and start doing balancing changes when your entire player base agrees on what's needed.
Instead they did a big rewrite and even before it was released they said they were going lock the code down as they were preparing for console release.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Most of the points in your list would be fixed by going back to 1.5 .......
I think the wish to go back to 1.5 is rather meant to express that many changes should be reverted and not the wish to literally go back to an earlier version.
Only 3 out of 12 (the softcaps and unpurgable oil cata) are a reversion to 1.5.
People forget 1.5 was crap for stamina builds for example and there was no progression past getting AR 10. I wouldn't go back to that.
I just think that when you do such a big rewrite as they did you have to start collecting feedback and communicating and start doing balancing changes when your entire player base agrees on what's needed.
Instead they did a big rewrite and even before it was released they said they were going lock the code down as they were preparing for console release.
@Dennegor
On point 1) I can burst down sorcs without empowerment no probs at all. As a Magicka NB. Also with regen caps, Sorcs won't have infinite sustain on shields.
I mean good sorcs such as Derra Elodryel or Norrix. Not 95% of the sorcs you meet in openworld who are most of the ime a two shot. Remain a buff is imo remains a lot of combo possibilities while the game hasnt already a lot of combo possibilities.
On point 3) making Vigor single target is a huge nerf to the skill. The problem with snipers is not their Vigor heals, it's their burst.
I have no real problems with their burst as long as they are really squishy and, once again, a two shot most the time when I focus them. If they have access to vigor it will be a pain in the ass, even if ZOS change vigor to be a selfheal.
On point 4) I don't care about your looks buddyIf you don't want to have destro for immersion reasons don't. But it makes as much sense for DW to give you higher spell damage, as it did for Cycle of Life making your attacks with resto equipped hit harder. Which is not at all. Just cause you want to play manablade and still maintain a stamblade look is not going to convince me that this is right or balanced.
Its not only about the look, its about the meta reducing. Atm you have to chose between higher spell dmg (dw) tankiness (sb) or ranged magic light attacks+ usefull passives/actives dps abilities (destro). If you remain the dw bonus spell dmg you just reduce the meta. Dw is not stronger than destro, both have advantages and inconvenients.
On point 12) if you cap at 1200 but don't increase the XP required per CP it means that now you have 1/3 of the previous total XP required to reach cap. Which means people will be hitting CP cap probably by the end of the year. What then? They want this CP grind to keep people interested in grinding and thus playing for 2+ years, not 8-10 months only.
On Detonation. the whole point was that this was going to be a zerg killer. Instead it's used mostly in 1v1s and small scale. Something is wrong with that.
I have no real problems with their burst as long as they are really squishy and, once again, a two shot most the time when I focus them. If they have access to vigor it will be a pain in the ass, even if ZOS change vigor to be a selfheal.
Its not only about the look, its about the meta reducing. Atm you have to chose between higher spell dmg (dw) tankiness (sb) or ranged magic light attacks+ usefull passives/actives dps abilities (destro). If you remain the dw bonus spell dmg you just reduce the meta. Dw is not stronger than destro, both have advantages and inconvenients.
mike.gaziotisb16_ESO wrote: »I have no real problems with their burst as long as they are really squishy and, once again, a two shot most the time when I focus them. If they have access to vigor it will be a pain in the ass, even if ZOS change vigor to be a selfheal.
You realise 99% of the people complain about burst damage and TTK. And you're telling me basically "I'm happy if they can one-shot people as long as I can one-shot them too". Yeah that's gonna solve the TTK complains XDIts not only about the look, its about the meta reducing. Atm you have to chose between higher spell dmg (dw) tankiness (sb) or ranged magic light attacks+ usefull passives/actives dps abilities (destro). If you remain the dw bonus spell dmg you just reduce the meta. Dw is not stronger than destro, both have advantages and inconvenients.
I don't care if it's meta reducing. It's irrational. It's like me saying that it should be OK to drive a tank on the streets because it's got advantages (durability) and disadvantages (speed, parking) and banning tanks reduces the meta for driving.
Removing the Cycle of Life reduced the meta too. And good riddance.
PS. DW will still give you 1 more set item option than Destro which is a trade-off worth considering. Like S&B. Only DW will be more bursty as higher spell damage than S&B. So not as meta-reducing as you make it sound. I would still take S&B on my Sorc over Destro for open PvP because of the awesome reflect and extra set item.