If your group is bigger than 6 members gain 75% damage reduction.
You guys seem to forget, that the changes to roll dodge and block were made, because there is this massive damage reduction in pvp. If they didn't change anything, it would be impossible to kill players with this damage reduction on top.
I think, many of us were quite satisfied with 1.6 and 1.7 is just boring and annoying. I want 1.6 back, because it was beautiful actually. Defense is strong, but 1 mistake could kill you. That's how it should be in my opinion and that's what I loved. Combat was exciting and rewarding. If you were skilled, you could take on a small group of less skilled players, because mistakes can kill you ,this is a beautiful concept and I want it to stay
This game is already plastic enough with too many lazy limitations in pvp. And 1.7 was a step in the wrong direction in my opinion. It definately has some good aspects. Only some though
As someone who doesn't PvP a lot, I don't quite understand the problem.
I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In my experience, in 1.6, defense was useless. Damage dealt was so high that during my defensive reaction to an alpha strike, my opponent would usually be able to kill me anyway. That is if I didn't already die after the alpha strike.
Now, in theory, high damage would make a defensive reaction more rewarding, instead of just taking the hit and spamming your own attack. But that only works if the defensive reaction actually counters the offensive action. The longer TTK in 1.7 at least gives me more opportunities to react.
A longer TTK was one of the most wanted changes, but apparently this has made it preferable to just take hits and ignore defensive play? Dodge roll spammers were one of the most annoying builds to many in 1.6, but apparently they was preferable to the current state?
I guess what I'm asking for here is some actual suggestions. Should defensive stamina-based actions be cheaper overall and damage increased again?
Darnathian wrote: »This is not Zos fault. all the whining and complaining since launch has led us here. We asked for this crap now deal with it or leave like the rest of us.
Only thing bringing me back is if they suck it up and revert to 1.5 combat. Closest thing I saw to balance
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!
Rune_Relic wrote: »As someone who doesn't PvP a lot, I don't quite understand the problem.
I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In my experience, in 1.6, defense was useless. Damage dealt was so high that during my defensive reaction to an alpha strike, my opponent would usually be able to kill me anyway. That is if I didn't already die after the alpha strike.
Now, in theory, high damage would make a defensive reaction more rewarding, instead of just taking the hit and spamming your own attack. But that only works if the defensive reaction actually counters the offensive action. The longer TTK in 1.7 at least gives me more opportunities to react.
A longer TTK was one of the most wanted changes, but apparently this has made it preferable to just take hits and ignore defensive play? Dodge roll spammers were one of the most annoying builds to many in 1.6, but apparently they was preferable to the current state?
I guess what I'm asking for here is some actual suggestions. Should defensive stamina-based actions be cheaper overall and damage increased again?
I look at it like a sports car.
If you cruise along that fuel gauge is going to be sitting pretty steady for a long time and get you 100s of miles.
If you hammer the pedal to the metal, the fuel gauge is going to visibly sink rapidly and not get you very far at all.
So it should be with DPS.
ie cost/dps/hit
The greater the damage you are doing over time the greater the resource cost.
This means burst builds are going to run out of resource quickly and be at a disadvantage resource wise for the lowered TTK
This means higher TTK builds will be much lighter on their resources and have good endurance.
Currently its just find the basic/skills/block or macro combo with the lowest cost/dps/hit..spam.. win.
Defending builds aren't animation cancelling..have a much higher cost/dps/hit ..and get heavily penalised cost wise for defending to boot.
Defensive builds aren't efficient.... they're prohibitive.
What it has also done is put a heavy spanner in the works of 100% block cancelling.... but killed everyone else off too defensively.
RoxyPhoenix wrote: »The only good thing coming out of this patch is the fix to well known exploits.
RoxyPhoenix wrote: »The only good thing coming out of this patch is the fix to well known exploits.
really find it stupid that it took them months and months and a major patch to even be bothered to fix nirn, sharpened pen, mundus exploit and anything else...... if they had incrementally fixed these or hotfixed them, 1.7 might be completely different and might actually be a more enjoyable patch.
Bet if those exploits were detremental in pve, they would have jumped onto that like a pig into sh!t.
We just completed a hotfix on all ESOTU megaservers. This patch hotfixed an NPC in the Hallin’s Stand (Bangkorai) Mages Guild that was attackable and should not have been.
You will not need to relog or download any patch for this to take effect.
WolffenBloodseeker wrote: »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.
Soo much this, i can't undestand why ZOS simple don't blank out the skills while we are holding block (with or without a shield) this would FIX once and for all the permablockers,
Rune_Relic wrote: »As someone who doesn't PvP a lot, I don't quite understand the problem.
I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In my experience, in 1.6, defense was useless. Damage dealt was so high that during my defensive reaction to an alpha strike, my opponent would usually be able to kill me anyway. That is if I didn't already die after the alpha strike.
Now, in theory, high damage would make a defensive reaction more rewarding, instead of just taking the hit and spamming your own attack. But that only works if the defensive reaction actually counters the offensive action. The longer TTK in 1.7 at least gives me more opportunities to react.
A longer TTK was one of the most wanted changes, but apparently this has made it preferable to just take hits and ignore defensive play? Dodge roll spammers were one of the most annoying builds to many in 1.6, but apparently they was preferable to the current state?
I guess what I'm asking for here is some actual suggestions. Should defensive stamina-based actions be cheaper overall and damage increased again?
I look at it like a sports car.
If you cruise along that fuel gauge is going to be sitting pretty steady for a long time and get you 100s of miles.
If you hammer the pedal to the metal, the fuel gauge is going to visibly sink rapidly and not get you very far at all.
So it should be with DPS.
ie cost/dps/hit
The greater the damage you are doing over time the greater the resource cost.
This means burst builds are going to run out of resource quickly and be at a disadvantage resource wise for the lowered TTK
This means higher TTK builds will be much lighter on their resources and have good endurance.
Currently its just find the basic/skills/block or macro combo with the lowest cost/dps/hit..spam.. win.
Defending builds aren't animation cancelling..have a much higher cost/dps/hit ..and get heavily penalised cost wise for defending to boot.
Defensive builds aren't efficient.... they're prohibitive.
What it has also done is put a heavy spanner in the works of 100% block cancelling.... but killed everyone else off too defensively.
Okay, I can see that, but what's the proposed solution? Should the battle spirit effect be adjusted until we find a sweet spot where dedicated burst and resource builds are both viable?
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*.
As someone who doesn't PvP a lot, I don't quite understand the problem.
I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In my experience, in 1.6, defense was useless. Damage dealt was so high that during my defensive reaction to an alpha strike, my opponent would usually be able to kill me anyway. That is if I didn't already die after the alpha strike.
Now, in theory, high damage would make a defensive reaction more rewarding, instead of just taking the hit and spamming your own attack. But that only works if the defensive reaction actually counters the offensive action. The longer TTK in 1.7 at least gives me more opportunities to react.
A longer TTK was one of the most wanted changes, but apparently this has made it preferable to just take hits and ignore defensive play? Dodge roll spammers were one of the most annoying builds to many in 1.6, but apparently they was preferable to the current state?
I guess what I'm asking for here is some actual suggestions. Should defensive stamina-based actions be cheaper overall and damage increased again?
FriedEggSandwich wrote: »You guys seem to forget, that the changes to roll dodge and block were made, because there is this massive damage reduction in pvp. If they didn't change anything, it would be impossible to kill players with this damage reduction on top.
I think, many of us were quite satisfied with 1.6 and 1.7 is just boring and annoying. I want 1.6 back, because it was beautiful actually. Defense is strong, but 1 mistake could kill you. That's how it should be in my opinion and that's what I loved. Combat was exciting and rewarding. If you were skilled, you could take on a small group of less skilled players, because mistakes can kill you ,this is a beautiful concept and I want it to stay
This game is already plastic enough with too many lazy limitations in pvp. And 1.7 was a step in the wrong direction in my opinion. It definately has some good aspects. Only some though
I find myself agreeing with you again. 1.6 was nearly there; they just needed to fix exploits and bugs, and adjust damage ever so slightly to prevent 1-shots on anyone with at least 18k hp. What a waste of everybody's time and effort 1.7 has been.
As someone who doesn't PvP a lot, I don't quite understand the problem.
I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In my experience, in 1.6, defense was useless. Damage dealt was so high that during my defensive reaction to an alpha strike, my opponent would usually be able to kill me anyway. That is if I didn't already die after the alpha strike.
Now, in theory, high damage would make a defensive reaction more rewarding, instead of just taking the hit and spamming your own attack. But that only works if the defensive reaction actually counters the offensive action. The longer TTK in 1.7 at least gives me more opportunities to react.
A longer TTK was one of the most wanted changes, but apparently this has made it preferable to just take hits and ignore defensive play? Dodge roll spammers were one of the most annoying builds to many in 1.6, but apparently they was preferable to the current state?
I guess what I'm asking for here is some actual suggestions. Should defensive stamina-based actions be cheaper overall and damage increased again?
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.
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*.
hm....@ezareth, are you serious? this is just wrong, man.
It's interesting to see your change of heart after switching to NB, what with being the author of "Rise of the perma-dodger". That and being the main voice reaching out for regen changes. You got exactly what you asked for but clearly it wasnt what you wanted.
Joy_Division wrote: »I'd like to see more tactical play as well, but I didn't see a lot of it in 1.6.
In sum, more health, making actual "glass cannons" glassy, and rewarding us for not holding down block.