Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Attorneyatlawl wrote: »Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
Read what I wrote a second ago... we cross-posted. Without a doubt.
Gilliamtherogue wrote: »Attorneyatlawl wrote: »Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
Read what I wrote a second ago... we cross-posted. Without a doubt.
I really have a hard time seeing how you find these changes to be healthy to ESO overall (in PVE) in both "hardcore" or "casual" terms. As anyone has seen from the PTS patch notes, regeneration sources have been severely crippled across many fronts. Werewolf+vamp no longer give regen unless abilities are sloted, passives have been cut in half (Refreshing shadows, etc), and so on. Topped with the fact that blocking takes your regen to 0, stamina management has reverted to the borderline impossible phase unless you devout humongous chunks of your character's power towards answering this issue. Templars are a MUST in groups more than ever before, with a lot of their time taken away from healing/dpsing just to keep the group's stamina up. Doing trials at a high tier level you already are aware of how strapped many of our templars are when doing this, and it's just going to get worse.
AA and HRC will be relatively unchanged in the tank's eyes, except for a few bosses such as; Foundation Atronach, The Warrior, The Mage. These bosses either have so much going on that releasing block can spell instant disaster, or lack proper attack indicators as to when they are even attacking their current aggro'ed target. Sanctum Ophidia will turn to a pure blood bath, with fights like Mantikora or Serpent... If the tank misses a single block they can be killed. This is compounded on all of the final boss fights of trials when the tank has to hold multiple targets, each with their own attack rate, not allowing for block to be dropped without heavy incoming damage.
In four man or open world content these changes aren't as bad for your top tier groups, because a solid DPS player can literally mitigate 80% of these issues by wiping the floor with multiple adds and pushing mechanics that could spell doom for other groups. However, with the more relaxed groups where people are using their own builds that are heavily lack luster in a PVE meta min-maxed scenario, the issues will become much worse. Right now there is a HUGE gap between your average and your top tier players. People spending multiple hours in DSA only to consume all 100 lives, compared to multiple groups clearing it in under 40 minutes with a few hiccup deaths. In those 40 minute runs, the concept of a tank hardly exists, as they're melting adds along with their group mates, practically nullifying this change. But what about fights like Mavus, where you have dozens of heavy hitting adds all clumped in one spot, all throwing out attacks that hit for 10k easily if not blocking? The disparity between players of top tier and average is going to only increase with this change, which isn't something ZoS has ever been about. I'm all for adding more of a challenge in this game, and the current state of affairs of a full out tank build is rather dry in play with taping down block, but this change is too drastic. If your top "1%" players are worried about this change, I think that should be saying something. ZOS has always said they want their changes to be slow and less drastic, so that players could adapt and the problems could be answered on a more calculated level instead of just nerfing everything, and potentially harming things that weren't toxic. So why ship this change?
These changes aren't just hitting tanks either, they're severely reworking how many DPS validate things like animation canceling, which is a pillar of a good player. As I said before, your templar healers are going to be more strapped by being forced to spend even more time and resources towards keeping their group at healthy levels of stamina, large sources of power are going to have to be rerouted into resource management instead of utility or damage, and overall the game will slow down. ESO has always been so engaging for me because its high octane combat, where you're forced to have to identify key problems as they come, and preform at your best or suffer the consequences. These changes, after personally playing with them on PTS for a large amount of time, is going to hinder this experience for everyone. Combat will feel much slower, and many scenarios that once required quick but ingenious strategies will devolve into RNG fests and artificial difficulty. This change was written off as so small in the patch notes, and I think Zenimax has severely overlooked the implications it has hitched with it. Their criteria of if a change is good or not has me extremely worried for the future of this game, as every time they say they have internally tested something and are happy with it, it's turned out to be the opposite. They say you'll still be able to do trials, and I'm sure you will be able to complete them... But not at the level of play that we've seen up until now. I'm excited for us to have to formulate new strategies and all, but I just see an irreversible amount of damage coming our way that's going to cripple how top tier PvE has played out, as well as the readiness and ability to clear content for the less "MLG" groups. A lot of content is going to become a lot harder, and people who were struggling before are in for a world of hurt.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
eventually that is exactly what ZOS aims for? not "mindlessly" burst down the bosses but actually play their mechanics?
All they need to do to resolve PvP nerfs not affecting PvE is to make the nerfs to PvP only active in PvP. Several other MMO's seperate their PvP and PvE because they realized you cant make changes to one without affecting the other. Just make it so when you are marked PvP you get no stam from blocking along with all the other changes made because of PvP.
Gilliamtherogue wrote: »Attorneyatlawl wrote: »Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
Read what I wrote a second ago... we cross-posted. Without a doubt.
I really have a hard time seeing how you find these changes to be healthy to ESO overall (in PVE) in both "hardcore" or "casual" terms. As anyone has seen from the PTS patch notes, regeneration sources have been severely crippled across many fronts. Werewolf+vamp no longer give regen unless abilities are sloted, passives have been cut in half (Refreshing shadows, etc), and so on. Topped with the fact that blocking takes your regen to 0, stamina management has reverted to the borderline impossible phase unless you devout humongous chunks of your character's power towards answering this issue. Templars are a MUST in groups more than ever before, with a lot of their time taken away from healing/dpsing just to keep the group's stamina up. Doing trials at a high tier level you already are aware of how strapped many of our templars are when doing this, and it's just going to get worse.
AA and HRC will be relatively unchanged in the tank's eyes, except for a few bosses such as; Foundation Atronach, The Warrior, The Mage. These bosses either have so much going on that releasing block can spell instant disaster, or lack proper attack indicators as to when they are even attacking their current aggro'ed target. Sanctum Ophidia will turn to a pure blood bath, with fights like Mantikora or Serpent... If the tank misses a single block they can be killed. This is compounded on all of the final boss fights of trials when the tank has to hold multiple targets, each with their own attack rate, not allowing for block to be dropped without heavy incoming damage.
In four man or open world content these changes aren't as bad for your top tier groups, because a solid DPS player can literally mitigate 80% of these issues by wiping the floor with multiple adds and pushing mechanics that could spell doom for other groups. However, with the more relaxed groups where people are using their own builds that are heavily lack luster in a PVE meta min-maxed scenario, the issues will become much worse. Right now there is a HUGE gap between your average and your top tier players. People spending multiple hours in DSA only to consume all 100 lives, compared to multiple groups clearing it in under 40 minutes with a few hiccup deaths. In those 40 minute runs, the concept of a tank hardly exists, as they're melting adds along with their group mates, practically nullifying this change. But what about fights like Mavus, where you have dozens of heavy hitting adds all clumped in one spot, all throwing out attacks that hit for 10k easily if not blocking? The disparity between players of top tier and average is going to only increase with this change, which isn't something ZoS has ever been about. I'm all for adding more of a challenge in this game, and the current state of affairs of a full out tank build is rather dry in play with taping down block, but this change is too drastic. If your top "1%" players are worried about this change, I think that should be saying something. ZOS has always said they want their changes to be slow and less drastic, so that players could adapt and the problems could be answered on a more calculated level instead of just nerfing everything, and potentially harming things that weren't toxic. So why ship this change?
These changes aren't just hitting tanks either, they're severely reworking how many DPS validate things like animation canceling, which is a pillar of a good player. As I said before, your templar healers are going to be more strapped by being forced to spend even more time and resources towards keeping their group at healthy levels of stamina, large sources of power are going to have to be rerouted into resource management instead of utility or damage, and overall the game will slow down. ESO has always been so engaging for me because its high octane combat, where you're forced to have to identify key problems as they come, and preform at your best or suffer the consequences. These changes, after personally playing with them on PTS for a large amount of time, is going to hinder this experience for everyone. Combat will feel much slower, and many scenarios that once required quick but ingenious strategies will devolve into RNG fests and artificial difficulty. This change was written off as so small in the patch notes, and I think Zenimax has severely overlooked the implications it has hitched with it. Their criteria of if a change is good or not has me extremely worried for the future of this game, as every time they say they have internally tested something and are happy with it, it's turned out to be the opposite. They say you'll still be able to do trials, and I'm sure you will be able to complete them... But not at the level of play that we've seen up until now. I'm excited for us to have to formulate new strategies and all, but I just see an irreversible amount of damage coming our way that's going to cripple how top tier PvE has played out, as well as the readiness and ability to clear content for the less "MLG" groups. A lot of content is going to become a lot harder, and people who were struggling before are in for a world of hurt.
amgame308_ESO wrote: »Gilliamtherogue wrote: »These changes aren't just hitting tanks either, they're severely reworking how many DPS validate things like animation canceling, which is a pillar of a good player.
This reference to "the tank", you don't have to limit your group to having one tank. I've saved many an encounter have my sword and shield ready on my off bar. I wouldn't define good players as those who know how to animation cancel, it is the ones that can a actually watch the animation and see when to block that will be the good players. This is not your father's MMO, you are going to have to look beyond just depending on your gear to save you. You'll actually have to be engaged in the combat mechanics. This is what you're going to get with an elder scrolls game on a console. Adapt or die.
I personally like the change. It seems that ESO mechanics are attempting to further separate itself from the same old same old from previous MMOs. Look beyond what you have been conditioned to believe what "MMO Tanking" is and see what ESO is trying to do. It is marvelous they've actually tried to get the tank to be more active in the fight mechanics than just stand there and take a beating. I doubt the console crowd is going to have much trouble with this. I'm on PC and invite the challenge. Two weeks after patch I guarantee this isn't going to be a problem, some how some way you'll figure out how to go back to standing in one place, shield up while eating Cheetos with the other hand.
So make tanking so hard and difficult that a large number of players in top guilds are worried. Check.
Make the divide bigger between the players that don't put tremendous amount of time into the game and players that do. Check.
Completely turn off any players that may want to play as a tank. Check.
Turn off players that currently play as a tank. Check.
Make old trial content that a lot of casual and new players that cannot beat it now even harder. Check.
Cater to one half of your userbase again. Check.
So make tanking so hard and difficult that a large number of players in top guilds are worried. Check.
Make the divide bigger between the players that don't put tremendous amount of time into the game and players that do. Check.
Completely turn off any players that may want to play as a tank. Check.
Turn off players that currently play as a tank. Check.
Make old trial content that a lot of casual and new players that cannot beat it now even harder. Check.
Cater to one half of your userbase again. Check.
Or we can keep a split between pve and pvp so we don't completely break one half of the gameSo make tanking so hard and difficult that a large number of players in top guilds are worried. Check.
Make the divide bigger between the players that don't put tremendous amount of time into the game and players that do. Check.
Completely turn off any players that may want to play as a tank. Check.
Turn off players that currently play as a tank. Check.
Make old trial content that a lot of casual and new players that cannot beat it now even harder. Check.
Cater to one half of your userbase again. Check.
Mix of humor and tragedy, more tragic though. Well players need to get used to ZOS focusing more on pvp players then pve.
Mix of humor and tragedy, more tragic though. Well players need to get used to ZOS focusing more on pvp players then pve.
amgame308_ESO wrote: »This reference to "the tank", you don't have to limit your group to having one tank. I've saved many an encounter have my sword and shield ready on my off bar. I wouldn't define good players as those who know how to animation cancel, it is the ones that can a actually watch the animation and see when to block that will be the good players. This is not your father's MMO, you are going to have to look beyond just depending on your gear to save you. You'll actually have to be engaged in the combat mechanics. This is what you're going to get with an elder scrolls game on a console. Adapt or die.
I personally like the change. It seems that ESO mechanics are attempting to further separate itself from the same old same old from previous MMOs. Look beyond what you have been conditioned to believe what "MMO Tanking" is and see what ESO is trying to do. It is marvelous they've actually tried to get the tank to be more active in the fight mechanics than just stand there and take a beating. I doubt the console crowd is going to have much trouble with this. I'm on PC and invite the challenge. Two weeks after patch I guarantee this isn't going to be a problem, some how some way you'll figure out how to go back to standing in one place, shield up while eating Cheetos with the other hand.
Gilliamtherogue wrote: »Attorneyatlawl wrote: »Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
Read what I wrote a second ago... we cross-posted. Without a doubt.
I really have a hard time seeing how you find these changes to be healthy to ESO overall (in PVE) in both "hardcore" or "casual" terms. As anyone has seen from the PTS patch notes, regeneration sources have been severely crippled across many fronts. Werewolf+vamp no longer give regen unless abilities are sloted, passives have been cut in half (Refreshing shadows, etc), and so on. Topped with the fact that blocking takes your regen to 0, stamina management has reverted to the borderline impossible phase unless you devout humongous chunks of your character's power towards answering this issue. Templars are a MUST in groups more than ever before, with a lot of their time taken away from healing/dpsing just to keep the group's stamina up. Doing trials at a high tier level you already are aware of how strapped many of our templars are when doing this, and it's just going to get worse.
These changes aren't just hitting tanks either, they're severely reworking how many DPS validate things like animation canceling, which is a pillar of a good player. combat, where you're forced to have to identify key problems as they come, and preform at your best or suffer the consequences. These changes, after personally playing with them on PTS for a large amount of time, is going to hinder this experience for everyone. Combat will feel much slower, and many scenarios that once required quick but ingenious strategies will devolve into RNG fests and artificial difficulty. This change was written off as so small in the patch notes, and I think Zenimax has severely overlooked the implications it has hitched with it. Their criteria of if a change is good or not has me extremely worried for the future of this game, as every time they say they have internally tested something and are happy with it, it's turned out to be the opposite. They say you'll still be able to do trials, and I'm sure you will be able to complete them... But not at the level of play that we've seen up until now. I'm excited for us to have to formulate new strategies and all, but I just see an irreversible amount of damage coming our way that's going to cripple how top tier PvE has played out, as well as the readiness and ability to clear content for the less "MLG" groups. A lot of content is going to become a lot harder, and people who were struggling before are in for a world of hurt.
eventually that is exactly what ZOS aims for? not "mindlessly" burst down the bosses but actually play their mechanics?
Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
well who defines good and bad?
mousekime111rwb17_ESO wrote: »Perhaps the justification of it stems not from the PvP imbalances it was causing, but perhaps the 3 dps 1 'Tank' with as much dps slotted as possible meta it was causing.
Attorneyatlawl wrote: »
@Personofsecrets, the video link you keep throwing in here shows the same mechanics I had already stated before the first time you even posted it in this thread in reply as a "rebuttal", but again, I am unsure of your point: you posted it presumably to "demonstrate" how I was wrong about how it worked, but anyone clicking the video to watch it will see it states the same mechanics I had already covered ad nauseum. Extremely basic ones, at that, like I said... ones any person looking to tank seriously in an MMORPG would go to check on their own first before ever thinking of youtube because they're easy to see in-game and they would want to go see what they should be looking for advice about.
Yeah I wish we didn't need to expect that they will choose one aspect of the game and make it so severely effect the other half. They didn't even try to do a compromise like for example maybe make stamina regeneration drop to 50% while block is up. Not a great solution but not completely ridiculous like with a 0 stamina regeneration.
Personofsecrets wrote: »Attorneyatlawl wrote: »
@Personofsecrets, the video link you keep throwing in here shows the same mechanics I had already stated before the first time you even posted it in this thread in reply as a "rebuttal", but again, I am unsure of your point: you posted it presumably to "demonstrate" how I was wrong about how it worked, but anyone clicking the video to watch it will see it states the same mechanics I had already covered ad nauseum. Extremely basic ones, at that, like I said... ones any person looking to tank seriously in an MMORPG would go to check on their own first before ever thinking of youtube because they're easy to see in-game and they would want to go see what they should be looking for advice about.
I'll go ahead and post what has been going on so that everyone can follow along on this interesting conversation thread.
You wrote "Ultimate generation does require you to do more than just hold block and use damage skills. You can verify this in-game easily enough for yourself." I went out as you suggested, tested, and showed that an idea you brought up continuously was flawed. Hey, everyone makes mistakes, and that is okay, but let's talk about how tanking really is when discussing a nerf that drastically effects it."
Let me ask you something @Attorneyatlawl do you honestly think this change is good for the game? PvE only.
well who defines good and bad?
Evaluation.
Several things are untested because devs rely on feedback from different kind of players, thats why there are test teams. Internal people, private people and partial Psiij order test group. Most of them are into PvP and into general ESO gaming. Majority is not specialized on a specific role like "real" tanking in terms of a test task. As well there is lot todo for test teams and we are not always being asked for specific testing like blocking.
However, some decisions are just being made without having test coverage and experience in all areas. From Developer perspective there is no good or bad, but a reasonable compromise after evaluation.
This topic could be on their agenda for meetings anyway, if they have the impression that players have a point, they do re evaluate things. Imo just a question of time until we see a /lurk to confirm this.
How they decide is a different story.
Attorneyatlawl wrote: »
I indeed stated that blocking alone won't always achieve maximum ult generation, and that is indeed true: if there is any gap in you being hit while blocking such as a mob or boss moving away for 10-15 seconds like the hardmode warrior, your ult generation will fall.
eventually that is exactly what ZOS aims for? not "mindlessly" burst down the bosses but actually play their mechanics?
Personofsecrets wrote: »Just been playing on the PTS for a little bit. Pretty much have to roll over and die because blocking isn't allowed.
All they need to do to resolve PvP nerfs not affecting PvE is to make the nerfs to PvP only active in PvP. Several other MMO's seperate their PvP and PvE because they realized you cant make changes to one without affecting the other. Just make it so when you are marked PvP you get no stam from blocking along with all the other changes made because of PvP.
Personofsecrets wrote: »Just been playing on the PTS for a little bit. Pretty much have to roll over and die because blocking isn't allowed.
Is this a joke? People are already completing the new vet dungeons. Don't know of any raid groups, but since those don't scale they don't matter anymore. You just have to adapt...