timidobserver wrote: »You are jumping the gun. Next balance changes are still 2-4 months away.
I don't think negates should be breakable. "break free" and poof goes your ulti cos I don't give a **** that you drop a negate.
So I think that change was fine. However...
Fix the damn negate bugs FFS!! (All the ones listed in the OP)
Something as broken as that (negates that move with the sorc uhhhh...) should be hotfixed or at least acknowledged.
Publius_Scipio wrote: »There are still a handful of bugs and tweaks to be made (as with any major MMO), but overall I think combat after DB patch feels the best it's had in a longtime generally speaking in terms of more build options feeling on equal footing.
Also I am really experiencing little to no lag in pop locked campaigns. Maybe it took longer than most would have liked, but ZOS kept their word on the quest to improve performance. Surely I don't think anyone is experiencing to lag and screen freezing from last Fall/Winter.
I don't think the problem is the maneuvers mechanic. I think the problem is that they gave snares to each and every ability in a game without cooldowns and diminishing returns on abilities. The proper way to fix the problems is to make snares a unique mechanic. In the end, the fact that casting buffs remove maneuvers is a must on large groups. Otherwise, they simply roll over anybody without any penality.
I like the negate fights. Especially synergized with talons. You must make sure that you always have enough stamina left to dodge roll out of it, otherwise you're done. It is a good way to punish shield stackers. Now, they only need to fix all the bugs related to it as described in the OP.
I don't think the problem is the maneuvers mechanic. I think the problem is that they gave snares to each and every ability in a game without cooldowns and diminishing returns on abilities. The proper way to fix the problems is to make snares a unique mechanic. In the end, the fact that casting buffs remove maneuvers is a must on large groups. Otherwise, they simply roll over anybody without any penality.
I like the negate fights. Especially synergized with talons. You must make sure that you always have enough stamina left to dodge roll out of it, otherwise you're done. It is a good way to punish shield stackers. Now, they only need to fix all the bugs related to it as described in the OP.
It sounds like you're thinking about the barrier days though. Groups don't have barrier rotations, fasallas and heal debuff stacking is a thing, siege damage is way up, and mobility is gutted on top of that. The problem you mention was the combination of all of that. We're just talking about mobility having modest improvements.
Honestly, even when I'm solo or in a small group, if you go near any fight you're bombarded nonstop. It's not a fun way to play the game, and that doesn't even get into the balance implications yet. Groups could go more stam heavy, but purge is broken. Groups could use mist form, but negate is unbreakable. From the fights I've seen on TF so far this cycle, high numbers were just given more power. If that's the meta, if you need to stack 2+ raids at all times because it's the best way to fight the groups currently doing it, surely that speaks for itself on whether these skill changes are problematic.
I pushed brindle last night because all of blue and all of red were on faregyl, no exaggeration. Get inside brindle and flip flags, wipe a full raid on transitus trying to stealth bomb, a second raid comes in behind with bombard and negates and finishes most of us, a third raid comes in after to clean up. I had about 18. If I can't tank it, if I can't move the group out with mobility, what else is left besides stacking raids?
People didn't like to be farmed by ball groups, but do they really enjoy seeing alliance v alliance fights better? Really?
We've had the permaroot/snare meta since TG because rapids were nerfed. We were given unbreakable negates with zero input from players. Like with every other major problem with combat in the game, we have no clue whether or not @Wrobel actually thinks these things are problems, are over-performing, or if there's something else coming down the pipe that will be just as bad. Mist form and forward momentum in DB do help, but not enough. The root problem once rapids was nerfed was never addressed. What's planned, and when, if anything for these two topics? Talk. To. Us. Do you actually think these things are problems? Do players need to convince you what the meta is like, do we need to help you brainstorm suggested fixes? Anything?
For permaroot/snare, I'd like to see:
- upon casting a buff or heal you will lose rapid maneuvers after 2 seconds. Casting any damage ability will remove it immediately like before
For negates, I'd like to see:
- A full reversion on the CC break. Our group stopped running banners, novas, veils because they just get instantly negated. Our negates get instantly negated, and then every negate becomes invisible. Negate applies the silence every ~half second as a debuff so even if you've left the negate or had it counter negated, you're still silenced and think you're inside a negate. You don't know for sure because negates are INVISIBLE FFS. Get a CC on the sorc and you can get a mobile negate that follows the caster because reasons. The pinnacle ultimate for all of the other classes have been rendered near-useless in this meta, and that's something even our normally late-to-the-party combat team should be able to see is not balanced well. Not only does negate outclass every other class ground-based ultimate, it makes them useless.
People didn't like to be farmed by ball groups, but do they really enjoy seeing alliance v alliance fights better? Really?
People didn't like to be farmed by ball groups, but do they really enjoy seeing alliance v alliance fights better? Really?
This is why competitive balance is important. Players come in all shapes and sizes. The unfortunate truth is that due to different constraints, some players will never be competitive against top tier groups and guilds.
Few people are going to accept playing a game in which they lose in all of the time, so the choice for many is to zerg up or PVE.
I believe half the problem with player consolidation would be solved if there were mechanisms to better right-size combat.
I like the new negate. Space out, anticipate them coming, and move out of them when they fall as your group members who are positioned outside of them -- since you spaced out -- support you as you move.
It's Bombard that is the problem imo.
I like seeing ball groups of healers getting negated. It is a beautiful thing.