pmn100b16_ESO wrote: »ColtPython wrote: »One situation in particular continued to occur until I quit the PTS (mad as hell) and went back to the live server. I would run into a Templar (this is not a dig on Templars but just painting the picture) who would begin jabbing. After the changes to block regeneration, I certainly cannot block this without putting a sure end to my stamina pool and then the next jabs will kill me. So I roll. Rolling of course activates a timer that will cause the next roll to be more expensive and so on. What does the Templar do? Well the attack is not affected by the same mechanics as rolling so they turn and jab again. I roll at a higher cost and put my self in a situation where the next roll is going to start really costing me. At this point my options are limited to fear or cloak and hide if I can. They just break fear and begin jabbing. Basically like the OP says "spam my damage abilities over and over and nothing else."
Yup. These are the guys who will take my entire stamina bar to kill. There are some damage abilities you almost *have* to block or dodge roll and jabs is one of them. Now, by doing the correct counter to these abilities you end up hurting yourself more than the person who was countered! It is counterintuitive and pretty infuriating. Everyone just starts spamming their damage abilities over and over and the variation and excitement in combat is removed.pmn100b16_ESO wrote: »And the sad thing about the whole stamina regen when blocking 'fix' is that there's still permablockers
I find myself instinctively blocking certain things, like a charge attack for example, thinking, good job, blocked that, only to realise I've just gimped myself doing it.
Exactly how I feel too.mike.gaziotisb16_ESO wrote: »nimander99 wrote: »Why not just limit the number of dodge rolls a player can do every few seconds instead of a blanked stam block dodge nerf?
I liked it the way it is in current live. People complain non-stop about how there is no skill in ESO. but catching a sorc who is trying to escape or shutting down a dodge roller is in itself skill. nerfing both of these abilities is lack of it.
Nerfing the defensive abilities only is just plain stupid.
People tell me "You could only bolt 6-7 times in 1.5, now you bolt 15 times that's stupid". Yes it is stupid, but in 1.5 if you charged after me 6-7 you would also be out of stamina at the end, so at least we'd have a fair fight then.
Now gap closing costs nothing, while dodging-blocking-bolting costs buckets. It only favours the side with more numbers in combat.
The dodge roll penalty needs a shorter cooldown.
The Stamina regen penalty needs a second or two before it activates.
This would allow other players the ability to guarantee hits on other players while still allowing room for skillful (and enjoyable) play.
Trouble with this is permablockers, which ZOS wants an end to, will just press and release the rmb every second to avoid the penalty. The simplest solution, which they seem to want to avoid at all costs for some reason, is the blanking out of skills with rmb pushed down, same way they do as you hold the sprint key down. There's all sorts of arguments why block casting is desirable or even necessary, but I'd prefer the end to block casting over this current stamina regen fix that has resulted in penalising intelligent defensive play.
And during these times they would be vulnerable. I know if I'm wrecking blow spamming a DK and he release for a split second he goes flying. In a 1 v 1 reactively blocking should a viable alternative for *everyone*. When you're getting pummeled by 4 people, blocking shouldn't be something you can use to almost completely negate damage done to you. Make it so you have to release for a second before getting your stamina back or something...or holding block for 2 out of any 3 seconds gives you 0 regen or something.
If I see someone lining up a wrecking blow at me, blocking it shouldn't cost me more stamina than it cost them to wrecking blow me, especially since I still took *some* damage!
AhPook_Is_Here wrote: »Maybe they should just change every skill to work like Streak/BE works now, add an increased cost for repetitive use inside a fixed period of time to make combat more interesting and dynamic. Using several skills will give the spam one a chance to get off cool down rather than just exhaust resources.
If mashing a single skill like say hidden blade while in clouding bat swarm is all there is to combat then maybe some reason for variety needs to be built into the game.
AhPook_Is_Here wrote: »Maybe they should just change every skill to work like Streak/BE works now, add an increased cost for repetitive use inside a fixed period of time to make combat more interesting and dynamic. Using several skills will give the spam one a chance to get off cool down rather than just exhaust resources.
If mashing a single skill like say hidden blade while in clouding bat swarm is all there is to combat then maybe some reason for variety needs to be built into the game.
that's a bad idea for streak and it's a bad idea applying it to other skills. as i've said. making it so players cannot build their character to overcome the weaknesses of their skills is poor design.
AhPook_Is_Here wrote: »AhPook_Is_Here wrote: »Maybe they should just change every skill to work like Streak/BE works now, add an increased cost for repetitive use inside a fixed period of time to make combat more interesting and dynamic. Using several skills will give the spam one a chance to get off cool down rather than just exhaust resources.
If mashing a single skill like say hidden blade while in clouding bat swarm is all there is to combat then maybe some reason for variety needs to be built into the game.
that's a bad idea for streak and it's a bad idea applying it to other skills. as i've said. making it so players cannot build their character to overcome the weaknesses of their skills is poor design.
If mashing a single button is the most profitable way to a high parse then you have to find a way to make using other things reward the single button more, like off-balance for DKs, invisibility for NBs, or you have to punish it by raising the cost of the single button (could be fixed, doesn't have to be additive), adding a hard cool-down or reducing the damage of the ability to put it on par with other abilities and normal attacks that have been buffed with secondary abilities. So it is just a question of what way you want to take it, better and more challenging debuff chains or penalties for button mashing.
From my measly 5hrs in pts i can say that min maxers are taking a hit in the patch. It seems that they are pushing folks to hybridize their builds and not stack resource or regen or damage.
Did you try a hybrid at all?
Teargrants wrote: »..Because no one should be able to even 1v2 and win based on player skill? Everything should just be whoever has more ppl wins in solo/small man fights? We're not talking about perma bats DKs on launch killing scores and scores of players here.twistedmonk wrote: »stop trying to be a lone wolf and join a group.
This attitude is about the dumbest thing I've seen in a long while.
So you posit that most ppl who want to PvP want a combat system that involves less thought and less skill, and subsequently is less rewarding and less enjoyable to play? Because that's what these changes accomplish - it's not just affecting ppls ability to 1vX. If ZOS simply wanted to limit the ability to 1vX w/o dumbing down the entire combat system, they could have simply reverted everything to 1.5. Even that would be better than what we have here.From a skillful players point of view I can see how this can be frustrating .... but the majority of players are casual and I think removing the ability to 1vX is not fun for some, but better for most. ZOS actually did this one right.
Start de penalty of no Stamina Recovery AFTER 2 seconds Blocking
That should give enough leeway for interactive combat blocks and bashes
:-)
Dagoth_Rac wrote: »Just fighting trash PvE mobs in Imperial City, I seem to run out of stamina much faster than live. I will dodge roll out of the occasional red circle from a fire mage and block the occasional Dremora heavy attack, but certainly nothing remotely in the realm of perma-dodging or perma-blocking. Just naturally responding to combat cues. Something weird is going on with stamina.
Teargrants wrote: »So you posit that most ppl who want to PvP want a combat system that involves less thought and less skill, and subsequently is less rewarding and less enjoyable to play? Because that's what these changes accomplish - it's not just affecting ppls ability to 1vX. If ZOS simply wanted to limit the ability to 1vX w/o dumbing down the entire combat system, they could have simply reverted everything to 1.5. Even that would be better than what we have here.From a skillful players point of view I can see how this can be frustrating .... but the majority of players are casual and I think removing the ability to 1vX is not fun for some, but better for most. ZOS actually did this one right.
I would posit that I too was once a low skill 'casual' player when I started out. However the depth of the combat system (which allowed skilled players to 1vX) gave me something to strive towards. I wanted to keep playing to improve my own skill level so I could achieve the feats I saw others accomplishing. Otherwise, I'd have just stayed back playing the game I'd been playing for the last 4 yrs.
From my measly 5hrs in pts i can say that min maxers are taking a hit in the patch. It seems that they are pushing folks to hybridize their builds and not stack resource or regen or damage.
Did you try a hybrid at all?
Dagoth_Rac wrote: »Just fighting trash PvE mobs in Imperial City, I seem to run out of stamina much faster than live. I will dodge roll out of the occasional red circle from a fire mage and block the occasional Dremora heavy attack, but certainly nothing remotely in the realm of perma-dodging or perma-blocking. Just naturally responding to combat cues. Something weird is going on with stamina.
From a skillful players point of view I can see how this can be frustrating .... but the majority of players are casual and I think removing the ability to 1vX is not fun for some, but better for most. ZOS actually did this one right.
twistedmonk wrote: »stop trying to be a lone wolf and join a group.
RoamingRiverElk wrote: »Indeed.
It's not dynamic anymore.
Soloing IC trash without all points into stamina and 5k weapon damage is awkward, this is due to healing received going from -15% to -50%, making PvE more about taking as little damage in as short a space of time as possible through melting mobs down quickly, making the experience very lethargic to say the least; it feels artificially difficult
That's the reason to have 2.2k mag Reg as Stamina NB.
Cloak is my defense now and dodge is only there in case someone marks me.
Sustain build and I can't maintain multiple dodge rolls, thanks zos.
Let me start by saying I've played both as a Vet15 Bosmer Nightblade wearing 7/7 Medium Armor, triple Stamina cost reduction enchants, and 90 out of 100 Champion points into Stamina regen, (10 into Warlord) with full Vet14 Legendary gear with 2 Stamina regen bonuses and Vet10 Blue Stam/Magicka drink as well as the Vet 16 Bosmer NB Template with 7/7 Medium Armor, Purple Drink, triple Stamina regen enchants, 100 out of 100 into stamina regen and a V16 maximum stamina legendary set of gear.
As far as Stamina resource generation goes you're not really going to find a player with a setup any more stamina efficient than mine, I'm easily in the top 1% as far as that goes. I have just over 2400 Stamina regeneration without a major(Tripot)/minor endurance(Relentless Focus) or Battle Rush buffs active and just over 20,000 stamina( a loss of 600 with the same setup on live). With the V16 Template I have 30,00 stamina and 2300 stamina regen.
So after many sessions of testing and tweaking on the PTS I'm finding that amazingly it is extremely difficult for me not to run out of stamina in any skillful sort of extended combat with a build that is focused on *not* running out of stamina and it's pretty dissapointing. I'm not really dying...but I'm finding myself unable to continue engaging in combat while I'm waiting for resources to regen which just isn't fun.
This isn't because I'm spamming dodge roll. It isn't because I'm holding block, it *is* because I'm using all of my abilities, including dodge roll, Bash, Block (reactively only) and weapon abilities. I can kill 1 person easily using my entire stamina bar, but the moment I try to fight two players or fight another player after killing the first I'm virtually out of stamina. I've tried weaving in heavy attacks to help supplement my stamina but that has limited effectiveness since the return is so low. Bashing and Blocking are now prohibitively expensive with the loss of stamina regen. If someone goes to wrecking blow me, it is cheaper for me to let them hit me and break free, than it is for me to block it since I'm then given CC immunity. This isn't behavior that should be rewarded!
The only way I've found to have the stamina to ensure I have the stamina to continue fighting is to just spam my damage abilities over and over and nothing else. Not only is this actually effective in 2.1....is pretty darn *boring*. And that is what combat has become to me in the 6 or 7 hours I've spent wandering around IC. Boring and uninteresting. The things that made combat to me interesting (even on my Sorc); Bashing and blocking have an unacceptable cost attached to them which makes no sense
I don't want this to become all doom and gloom. I've waited for IC for so long and had such high hopes for it but I find myself looking forward to patch day with trepidation, not excitement. Something needs to be done here to not penalize skillful play, while restricting the abuse of permadodging/permablocking. If this goes live as it is, I can't see myself lasting very long as the combat was the only thing other than my friends that keep my playing this game.
SuraklinPrime wrote: »This is a very good post about the stamina issues, I'd been so focused on my dislike of the TV system that I hadn't coherently thought about why the combat was less *something*.
Another 'issue' with the blocking thing is when you are fighting ranged damagers be it bows or sorcs where you can burn so much stamina dodging, blocking & breaking free that you don't have enough left to close the gap and hurt them - resource management should be a challenge but perhaps not this much of one and not aimed at simply stamina folks.