In a way, ZoS has given us what we wanted this patch. (I'm attempting optimism)

  • manny254
    manny254
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    So for me these are two biggest issues this patch.

    First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.

    Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.
    - Mojican
  • mchermie
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    Doesn't really help one bit when half of us are struggling with different sorts of lag even more.
    The band aids are good looking and fancy, but doesn't really cure anything.
    Shame
    Retired
    NA DC
    K-Hole
    McHermie NB - AR 42
    McHermes DK - AR 18
    Lord Typh Templar - AR 11
  • Enraged_Tiki_Torch
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    Xsorus wrote: »

    Quite a few people wanted Proxy to work like its working...but with one change...We wanted it to be less powerful in 1v1 fights...right now its basically super powerful burst damage spell....that gets more powerful the more ya hit.

    Vicious death is basically similar to Shieldbreaker..in they're using itemization to fix some of the bigger problems instead of trying to change core mechanics for whatever reason.

    No, I don't think anybody wanted the current "prox-det" meta we have now. I think people wanted to propose a solution that made ball groups less efficient/desirable for players and Proxy would play a big role in that. What we got was much different. The meta is now Proxy Det and VD players smashing into each other. It's solo gankers doing the same thing against any group they come across. The interaction, and combat in this meta has declined severely. Nobody wanted that...

    As far as 1v1, I am torn honestly because of Battle Spirit. Proxy plays a part in a lot of builds to get kills. The current meta supports burst, but that is due to the high level of survivability possible right now. Each class type probably has their own opinion on that. For me, as a Magplar: I like it. Maybe if BS was fixed I would be ok but they nerfed Purifying Light, I am not left with many options...

    My solution to Champion Point System here
  • KenaPKK
    KenaPKK
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    manny254 wrote: »
    So for me these are two biggest issues this patch.

    First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.

    Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.

    No, not with the changes to rapids. Magicka builds have been plagued by snares for a long time. You perhaps didn't notice because you've been stamina.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Satiar
    Satiar
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    manny254 wrote: »
    So for me these are two biggest issues this patch.

    First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.

    Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.

    I feel like I said this many times and got dismissed as a baddie zerger.

    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • JaJaLuka
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    zyk wrote: »
    JaJaLuka wrote: »
    I have been wondering lately if it's because ZoS' current development team can't fix what the previous employees coded; so they fall back on the only thing they can and create 'work arounds' to the issues.

    Of course ZOS can fix Cyrodiil. We *know* this because Cyrodiil has worked with different parameters. The popular example is BWB.

    Many of the problems can be largely solved without touching a line of server code by changing gameplay. Server processing lag is caused by player activities. Game designers, through a variety of methods, can ensure those scenarios rarely or never manifest.

    Cyrodiil isn't broken because ZOS can't possibly figure it out. Cyrodiil is broken because ZOS is barely trying.

    I agree with some of your points. I hate magica det being added to the game in the form it is now for example, it should decimate large groups, but hit for next to nothing on solo players (part of the problem there is AOE caps, or the small number they have capped anyway). As it stands it promotes people to stack and charge proxy and run in a large ball group at both large and solo players. PvP should be fun on both sides, winners and losers.

    One of the key issues is that Cyrodiil by design is targeted at large scaled PvP and I have seen this run smoothly both early on in the game's life and in BWB (sometimes, I have experienced lag in there too). It is absolutely partially due to player behaviour, but I don't for a second believe that's the end of it. I think it's a lot more complicated than just saying that skill 'x' is the only reason for lag.
    Edited by JaJaLuka on March 25, 2016 4:49AM
    Krojick, DC Sorc PC NA
    Milámber, EP Sorc PC NA
    Brunack, EP DK PC NA
    General Mark Shephard, EP Temp PC NA (Worst temp NA XD )
    Krojick Nightblade, DC NB PC NA
    Others...
  • Vaoh
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    My perspective....

    PvE: You'll walk into Abah's Landing, and soon explore all of Hew's Bane. This new zone not only holds true to the high Elder Scrolls standard of quality but is an exceptional zone in itself. Wonderful detail and a fun place to be in. Too bad ZOS didn't put this much attention to detail into every zone....

    PvP: Then we have Cyrodiil... dirty, unkept, beaten and abused. The only unique areas in this zone are all far away from where combat would ever take place. Battlefields in between keeps look graphically copy/pasted and everyone within them wants ZOS to fix the obscene lag/imbalance. Abuse will continue for many months to come, as long time players leave do to long time issues and new players leave for being slaughtered without a chance....
  • Xsorus
    Xsorus
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    Xsorus wrote: »

    Quite a few people wanted Proxy to work like its working...but with one change...We wanted it to be less powerful in 1v1 fights...right now its basically super powerful burst damage spell....that gets more powerful the more ya hit.

    Vicious death is basically similar to Shieldbreaker..in they're using itemization to fix some of the bigger problems instead of trying to change core mechanics for whatever reason.

    No, I don't think anybody wanted the current "prox-det" meta we have now. I think people wanted to propose a solution that made ball groups less efficient/desirable for players and Proxy would play a big role in that. What we got was much different. The meta is now Proxy Det and VD players smashing into each other. It's solo gankers doing the same thing against any group they come across. The interaction, and combat in this meta has declined severely. Nobody wanted that...

    As far as 1v1, I am torn honestly because of Battle Spirit. Proxy plays a part in a lot of builds to get kills. The current meta supports burst, but that is due to the high level of survivability possible right now. Each class type probably has their own opinion on that. For me, as a Magplar: I like it. Maybe if BS was fixed I would be ok but they nerfed Purifying Light, I am not left with many options...

    People made multiple requests to increase the damage past 25% on Prox when dealing with multiple players...We also said like I stated that it should do less damage against solos..But it hitting groups hard is exactly what was requested...VD is basically the solution to not removing AOE caps since they're not going away....You might not like it but its 10x better then the previous patch where Numbers were everything. Now a risk is actually present for doing those activities.

    i also don't find the meta that changed in terms of AOEs....In the last patch it was either Prox Det spamming or Steel Tornado spamming..you still get pretty much both of those in the current meta...though Prox Det is more common.

    Either way the current meta is better then what we had...Its made stacking not as powerful..and its weakened things like Rapids and Purge...Exactly what the game needed...Now this might not make Zergballers happy but I couldn't give two craps about them honestly.
    Edited by Xsorus on March 25, 2016 7:00AM
  • felinith66
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    In my opinion they should have just given ultimates the prox-det treatment. The more it targets it hits, the harder it hits. This would allow them to retain the variety and flavor of the classes and make battles more dynamic. Plus there would be less imbalance between magica and stamina when it comes to zerg busting and we would actually be using different abilities instead of the prox-det + vd meta that we have now.
    Edited by felinith66 on March 25, 2016 10:12AM
  • manny254
    manny254
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    KenaPKK wrote: »
    manny254 wrote: »
    So for me these are two biggest issues this patch.

    First is essentially the fact that stamina builds lack a way to do competitive AoE dps when outnumbered. I genuinely gave it a shot, but I have found that steel tornado feels almost completely useless this patch. By comparison proxy is extremely powerful, and magicka has the option for VD. I love my stamina build for solo/duo, but I feel nearly useless when our group of 4 gets swarmed. After over a year of playing stamina I have switched to magic just for proxy.

    Second is the absurdity of snares this patch. With the change to rapids magicka builds are essentially forced to be constantly snared in any large battles. I think a magicka skill that gives snare immunity is needed, or rapids needs to be reverted with a target cap of 6 per cast.

    No, not with the changes to rapids. Magicka builds have been plagued by snares for a long time. You perhaps didn't notice because you've been stamina.

    In a group of even just four a stamina build could run rapids to keep the magicka builds mobile last patch.
    - Mojican
  • Enraged_Tiki_Torch
    Enraged_Tiki_Torch
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    Xsorus wrote: »
    Now a risk is actually present for doing those activities.

    Grouping? Come on man this is an MMO.

    That is fine you want to play solo, but there should be an even greater risk involved in that.

    Anything proposed that puts a smaller group (solo player) at or near equal footing with a larger group creates imbalance. When 1 person kills multiple, the difference should be skill. Not a broken mechanic. When 24 kills few, that isn't a broken mechanic; that is a reality check.
    My solution to Champion Point System here
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