kaorunandrak wrote: »@Ezareth I agree with what you saying and I have been saying this since actually being able to test the patch, not 5 minutes and done, but actually spending a majority of my play time in PTS running builds and theory crafting while testing the tried and true setups. Stamina PVE DPS was already stagnate and boring if you were running the "META" because it had you exploiting known to be bugged but not fixed til this patch abilities and mashing one friggen button all day(30k stamplars looking at you).
Now with the fixes to those abilities, while needed and supported by myself, you factor in the defensive reactionary abilities getting nerfed? Guess what now your gonna have the same problem because why would you block if it kills your stamina sustain? Why bash when it will kills you stamina sustain (unless you macro it)?
However I meant to type your not going to get any traction with the Devs or the community here, there are plenty of us that side with you but there are far too many who want to see dumb down game-play, refuse to look at the big picture, instead they just go pigeon holing and driving the same singular point across while refusing to acknowledge that the change doesn't stop it from happening for magicka users (perma block casting). And you also have way to few players who have actually dedicated any real time to testing these changes in all aspects and in as many scenarios as possible they rather be sheep and go with the popular opinion or that of their favorite "twitcher". I wish you luck man but I think your wasting your time posting, all hail the mmo community to quote Obi wan "you will never find a more wretched hive of scum and villainy"
1.5 = light armor 1h/s permablock or gtfo
1.6 = cc/burst instakill or gtfo
1.7 = spam your one max dps move or gtfo
i don't think it's getting worse, just running in circles... they need to do what FF14 did and bring in leadership that understands how people actually interact with the game, filter out gamer idiocy and relate the important underlying stuff to the devs
Yolokin_Swagonborn wrote: »ZOS has never understood the "Counters not nerfs" philosophy.
I never had an issue with perma dodge rollers because I used Detonation and curse.
Perma blocker? Use a skill that goes through block.
I am lucky that I have a class that has one of each of these but there should be more classless skill lines with these types of counters.
What we need is a wealth of new skills, fixes for old skills, and more counters and counter counters than you can count.
That is what makes fighting more interesting. Not cooldowns. NO MORE BLOODY COOLDOWNS!!!!
Imagine waking up and reading this in the patch notes:
YOLO's DREAM PATCH NOTES:
- Roots now actually work and hold people in place. Bolt escape, teleport, charge, etc dont work until a dodge roll is performed, or the root is purged or expires. All nerfs to bolt escape are reverted.
- Added 2 new abilities to the game that can be used by any class that apply roots including one that is single target and long range.
- Added 2 new abilities to the game that go through dodge roll. Dodge roll penalty reverted.
- Snares now reduce the movement speed of blocking opponents by an increased amount and reduce the distance traveled when dodge rolling. Snares are now useful. Reverted the no stam regen while blocking change.
- Added 2 new abilities that CC or damage through block each with stamina morphs. One of these abilities makes you do greater damage to blocking opponents while slotted.
- Added a new spell that is an OFFENSIVE PURGE that removes enemy buffs, shields, active effects.
BAM. Counters. You won't be able to slot all of these on your bar but that is the point. This will let you build for what you hate the most and want to counter. These won't be perfect but they can be tweaked. Better to provide a counter to something then to just nerf it to the ground.
Yolokin_Swagonborn wrote: »ZOS has never understood the "Counters not nerfs" philosophy.
I never had an issue with perma dodge rollers because I used Detonation and curse.
Perma blocker? Use a skill that goes through block.
I am lucky that I have a class that has one of each of these but there should be more classless skill lines with these types of counters.
What we need is a wealth of new skills, fixes for old skills, and more counters and counter counters than you can count.
That is what makes fighting more interesting. Not cooldowns. NO MORE BLOODY COOLDOWNS!!!!
Imagine waking up and reading this in the patch notes:
YOLO's DREAM PATCH NOTES:
- Roots now actually work and hold people in place. Bolt escape, teleport, charge, etc dont work until a dodge roll is performed, or the root is purged or expires. All nerfs to bolt escape are reverted.
- Added 2 new abilities to the game that can be used by any class that apply roots including one that is single target and long range.
- Added 2 new abilities to the game that go through dodge roll. Dodge roll penalty reverted.
- Snares now reduce the movement speed of blocking opponents by an increased amount and reduce the distance traveled when dodge rolling. Snares are now useful. Reverted the no stam regen while blocking change.
- Added 2 new abilities that CC or damage through block each with stamina morphs. One of these abilities makes you do greater damage to blocking opponents while slotted.
- Added a new spell that is an OFFENSIVE PURGE that removes enemy buffs, shields, active effects.
BAM. Counters. You won't be able to slot all of these on your bar but that is the point. This will let you build for what you hate the most and want to counter. These won't be perfect but they can be tweaked. Better to provide a counter to something then to just nerf it to the ground.
Added a Spell to pull back Boltescapers - Range 50m
Added a Spell to pull back Cloaker - Range 50m
now we have balance
Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »ZOS has never understood the "Counters not nerfs" philosophy.
I never had an issue with perma dodge rollers because I used Detonation and curse.
Perma blocker? Use a skill that goes through block.
I am lucky that I have a class that has one of each of these but there should be more classless skill lines with these types of counters.
What we need is a wealth of new skills, fixes for old skills, and more counters and counter counters than you can count.
That is what makes fighting more interesting. Not cooldowns. NO MORE BLOODY COOLDOWNS!!!!
Imagine waking up and reading this in the patch notes:
YOLO's DREAM PATCH NOTES:
- Roots now actually work and hold people in place. Bolt escape, teleport, charge, etc dont work until a dodge roll is performed, or the root is purged or expires. All nerfs to bolt escape are reverted.
- Added 2 new abilities to the game that can be used by any class that apply roots including one that is single target and long range.
- Added 2 new abilities to the game that go through dodge roll. Dodge roll penalty reverted.
- Snares now reduce the movement speed of blocking opponents by an increased amount and reduce the distance traveled when dodge rolling. Snares are now useful. Reverted the no stam regen while blocking change.
- Added 2 new abilities that CC or damage through block each with stamina morphs. One of these abilities makes you do greater damage to blocking opponents while slotted.
- Added a new spell that is an OFFENSIVE PURGE that removes enemy buffs, shields, active effects.
BAM. Counters. You won't be able to slot all of these on your bar but that is the point. This will let you build for what you hate the most and want to counter. These won't be perfect but they can be tweaked. Better to provide a counter to something then to just nerf it to the ground.
Added a Spell to pull back Boltescapers - Range 50m
Added a Spell to pull back Cloaker - Range 50m
now we have balance
1. Revert the change to stampede and make it apply a root like it used to back when it was actually worth slotting.
2. Make revealing flare instant with no projectile time.
3. Apply all of YOLO's fixes above.
4. Hold training classes to teach people how to actually catch sorcerers with a gap closer
5. Hold training classes on how to use revealing flare to catch Nightblades
6. Explain that you can't counter everything with one build that has only 12 abilities.
Done!!
Added a Spell to pull back Boltescapers - Range 50m
Added a Spell to pull back Cloaker - Range 50m
now we have balance
Yolokin_Swagonborn wrote: »Yolokin_Swagonborn wrote: »ZOS has never understood the "Counters not nerfs" philosophy.
I never had an issue with perma dodge rollers because I used Detonation and curse.
Perma blocker? Use a skill that goes through block.
I am lucky that I have a class that has one of each of these but there should be more classless skill lines with these types of counters.
What we need is a wealth of new skills, fixes for old skills, and more counters and counter counters than you can count.
That is what makes fighting more interesting. Not cooldowns. NO MORE BLOODY COOLDOWNS!!!!
Imagine waking up and reading this in the patch notes:
YOLO's DREAM PATCH NOTES:
- Roots now actually work and hold people in place. Bolt escape, teleport, charge, etc dont work until a dodge roll is performed, or the root is purged or expires. All nerfs to bolt escape are reverted.
- Added 2 new abilities to the game that can be used by any class that apply roots including one that is single target and long range.
- Added 2 new abilities to the game that go through dodge roll. Dodge roll penalty reverted.
- Snares now reduce the movement speed of blocking opponents by an increased amount and reduce the distance traveled when dodge rolling. Snares are now useful. Reverted the no stam regen while blocking change.
- Added 2 new abilities that CC or damage through block each with stamina morphs. One of these abilities makes you do greater damage to blocking opponents while slotted.
- Added a new spell that is an OFFENSIVE PURGE that removes enemy buffs, shields, active effects.
BAM. Counters. You won't be able to slot all of these on your bar but that is the point. This will let you build for what you hate the most and want to counter. These won't be perfect but they can be tweaked. Better to provide a counter to something then to just nerf it to the ground.
Added a Spell to pull back Boltescapers - Range 50m
Added a Spell to pull back Cloaker - Range 50m
now we have balance
1. Revert the change to stampede and make it apply a root like it used to back when it was actually worth slotting.
2. Make revealing flare instant with no projectile time.
3. Apply all of YOLO's fixes above.
4. Hold training classes to teach people how to actually catch sorcerers with a gap closer
5. Hold training classes on how to use revealing flare to catch Nightblades
6. Explain that you can't counter everything with one build that has only 12 abilities.
Done!!
Added a Magicka Gapcloser for DKs to Catch Boltescapers
Rune_Relic wrote: »1.5 = light armor 1h/s permablock or gtfo
1.6 = cc/burst instakill or gtfo
1.7 = spam your one max dps move or gtfo
i don't think it's getting worse, just running in circles... they need to do what FF14 did and bring in leadership that understands how people actually interact with the game, filter out gamer idiocy and relate the important underlying stuff to the devs
This is why I asked them to empoy and MIT maths guru to design an automated self balancing system
One that lets you build anyway you want but automatically counters areas you buff with nerfs elsewhere to compensate.
A self tuning system.
Joy_Division wrote: »Rune_Relic wrote: »1.5 = light armor 1h/s permablock or gtfo
1.6 = cc/burst instakill or gtfo
1.7 = spam your one max dps move or gtfo
i don't think it's getting worse, just running in circles... they need to do what FF14 did and bring in leadership that understands how people actually interact with the game, filter out gamer idiocy and relate the important underlying stuff to the devs
This is why I asked them to empoy and MIT maths guru to design an automated self balancing system
One that lets you build anyway you want but automatically counters areas you buff with nerfs elsewhere to compensate.
A self tuning system.
You don't need an MIT math guru. Someone who scored a 650 on their math SATs can see the imbalances.
Joy_Division wrote: »Rune_Relic wrote: »1.5 = light armor 1h/s permablock or gtfo
1.6 = cc/burst instakill or gtfo
1.7 = spam your one max dps move or gtfo
i don't think it's getting worse, just running in circles... they need to do what FF14 did and bring in leadership that understands how people actually interact with the game, filter out gamer idiocy and relate the important underlying stuff to the devs
This is why I asked them to empoy and MIT maths guru to design an automated self balancing system
One that lets you build anyway you want but automatically counters areas you buff with nerfs elsewhere to compensate.
A self tuning system.
You don't need an MIT math guru. Someone who scored a 650 on their math SATs can see the imbalances.
Well you'd need the full Google Engineer team coupled with Albert Einstein to create the algorithms necessary to design a "Self balancing" system, and the hamster that powers the server farm would croak trying to crunch the first computations.
Even then, I don't think we can find 10 people who all agree on what they consider "balanced" even means to them which is always the problem with balancing games in general. The fact that the game engine appears to be extremely unwieldy and difficult to change doesn't exactly lend itself to easy balance tweaks.
I'm far happier trying to aim for a state of "relative balance" where there are some inequalities but nothing that can't be overcome or compensated for. Something that preferably leaves the game and combat fun to play.
I am totally dreading the combat changes, tbh. I am looking forward to IC, but if I could give it up to avoid the horrible nerf bat to my game (which somehow magickally hits all of my character builds, missing none), I would.
The worst ones are the blocking and dodge-rolling nerfs, though my lowbie sorc just got much less fun too.
Sooooo my stam, med armor DK build is basically going to be crushed by this patch then? I'm on console and just hit 14 and was about to start investing in making my new gear legendary. Guess I should just wait to see how this shakes out or just go Magicka instead.
Yolokin_Swagonborn wrote: »ZOS has never understood the "Counters not nerfs" philosophy.
I never had an issue with perma dodge rollers because I used Detonation and curse.
Perma blocker? Use a skill that goes through block.
I am lucky that I have a class that has one of each of these but there should be more classless skill lines with these types of counters.
What we need is a wealth of new skills, fixes for old skills, and more counters and counter counters than you can count.
That is what makes fighting more interesting. Not cooldowns. NO MORE BLOODY COOLDOWNS!!!!
Imagine waking up and reading this in the patch notes:
YOLO's DREAM PATCH NOTES:
- Roots now actually work and hold people in place. Bolt escape, teleport, charge, etc dont work until a dodge roll is performed, or the root is purged or expires. The latest nerfs to bolt escape are reverted.
- Added 2 new abilities to the game that can be used by any class that apply roots including one that is single target and long range.
- Added 2 new abilities to the game that go through dodge roll. Dodge roll penalty reverted.
- Snares now reduce the movement speed of blocking opponents by an increased amount and reduce the distance traveled when dodge rolling. Snares are now useful. Reverted the no stam regen while blocking change.
- Added 2 new abilities that CC or damage through block each with stamina morphs. One of these abilities makes you do greater damage to blocking opponents while slotted.
- Added a new spell that is an OFFENSIVE PURGE that removes enemy buffs, shields, active effects.
BAM. Counters. You won't be able to slot all of these on your bar but that is the point. This will let you build for what you hate the most and want to counter. These won't be perfect but they can be tweaked. Better to provide a counter to something then to just nerf it to the ground.
Again all they needed was to add soft caps back, instead they use a sledge hammer instead of a chisel and cause more issues
Why are you hamstringing yourself in this way?
90 points into a champion line is a total waste of time.
90 Points in mooncalf gives you 23.4% stam regen bonus
50 Points gives you 15.6%
60 Points gives you 17.7%
70 Points gives you 19.7%
80 Points gives you 21.6%
Look at the returns on the graph below.
I said unwieldy and difficult not impossible.
If I had to guess I'd say the issue lies more with their use of the Havok engine than anything else but I'd be guessing at that point. Either way, judging from comments that the devs have mentioned over the past two years it is evident that many changes that should be quite easy (like Nirnhoned/Sharpened Bug etc) are pretty difficult to fix. I know as game designer and programmer myself that what the typical users think are "easy" changes are rarely ever that. However, some things that were easy to reproduce and often just database value changes in this game have just had me boggled at the time required by ZoS to fix in the past.