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When will we hear ANYTHING from the combat team on upcoming changes?

Zheg
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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.
Edited by Zheg on June 21, 2016 1:51PM
  • timidobserver
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    You are jumping the gun. Next balance changes are still 2-4 months away.
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  • Zheg
    Zheg
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    You are jumping the gun. Next balance changes are still 2-4 months away.

    So is Camelot Unchained beta (...we all hope). I swear though, every patch we get something ridiculous that no one asked for. Rapids obliterated in TG, unbreakable negates in DB ... what's next? Send out feelers FFS and have a discussion before doing it, because on average these surprise changes end up being massive failures and then remain in game for months.
    Edited by Zheg on June 21, 2016 2:00PM
  • Bfish22090
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    next update: group size limited to 16 in cyrodil
    all aoes become like proxy det and scale up the more people they hit
  • FireCowCommando
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    We already got all the information the developers felt was relevant, One Tamriel, barbershop, and housing are coming fast! :neutral:
  • Iyas
    Iyas
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    Sry lag is everywhere
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  • Rohamad_Ali
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    That other game maybe coming out but there will be exploiters there too . I hope many of the exploiters here do go there . I was happy when some left for BDO .

    Negate is powerful but situational . The roots and snares placed on top of negates is very annoying . Bombard spam primarily .

    They should consider going back on Rapids a bit and not let every heal cancel them out .
  • KenaPKK
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    Multiplicative stacking of snares.

    Malubeth granting Major Mending.

    Impen back in Undaunted loot tables.

    Those are my big 3.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • DDuke
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  • Kas
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    diminishing strength on repeated immobilizes (roots). no immunity like against hard CC but shorter root duration for subsequent roots leqading to almost-immunity against root spam

    rezz sickness (not worth AP = almost no impact in a fight)

    IC population doesn't count towards campaign + reduced overall players per campaign. zergs of 50+ are already punished a lot AP-wise. Still, they can take over most of the map if their faction has the largest numbers and still enough to deal with smaller enemy groups trying to cause havoc elsewhere. if this wasn't the case, gorups of 50+ would actually make them lose more keeps than take. the biggest reason though: make all campaigns playable. lag has really gotten better, but there still no fun like when all factions have 3 bars at most.

    lower heal from vigor or much higher cost. it is so far superior compared to rapid/mutagen and heals much more than other short-timed heals, especially instant or damage shields. keeping vigor up like a normal buff is easy to sustain stamina-wise and yet heals stamina builds sooo much. rally, on the other hand, has to be used with care and can be very strong but not just spammed

    malubeth buff == major mending. no further stacking.

    shorter negate duration (CC immunity + breakable is crap, imho. especially if a group runs immovable pots. I really like that negates kill stacked balls so well. you can actually 5v15+ again going against organized groups of bad players now whereas before you'd only kill large masses of unorganized players)

    addition of / modification for un-dodgeable skills. shuffle and dodge roles are extremely strong and don't really have to be timed to well. sure, dodging a dangerous projectile is great. but just rolling as a reflex whenever there's incoming damage, is weird. this is also why some peopel still cry about RD - it's one of the VERY few skills that really punish this reflex that almost everyone has developed but that takes pretty little skill
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  • Lore_lai
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    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.
  • Bfish22090
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    all players on AD are now granted a sixth ability on their bar.
    turns out its actually bombard and is auto spammed whenever they are in cyrodil
  • Zheg
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    Lore_lai wrote: »
    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.

    We found negates to be useful in previous patches even with the CC break. We'd run up to about 3 and then any additional sorcs went dps. The utility for a negate was to remove banners, novas, and all the other garbage on the ground. Anyone caught inside without enough stam to CC break was just gravy, and you always did catch someone. We also used negates because up until this patch it gave significant movement speed that stacked on top of minor and major expedition. Can't have mobility though, our bombard overlords would be displeased.

    So, negate was still very useful, it just wasn't an instant I win button. The bugs on top of this just make things even worse. Bombard and negates just make for a disgusting meta. Ironically enough, this meta is even worse than TG, and we thought that was bad.
  • Publius_Scipio
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    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.
  • frozywozy
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    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.
    Edited by frozywozy on June 21, 2016 3:24PM
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    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
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    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
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  • Sallington
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    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.

    The lag last night was pretty epic.
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  • ToRelax
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    I don't disagree that there is a serious lack of information and discussion both prior to and after updates. However it still seems a bit rediculous to claim no one asked for those changes.
    As for your suggestions, while I don't think either skill is really balanced right now, I'm quite fine with them compared to what you suggest. What I am reading is ZOS should revert those skills to give an advantage to a certain style of large group play. Not interested.
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  • Zheg
    Zheg
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    frozywozy wrote: »
    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?
  • Satiar
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    Zheg wrote: »
    frozywozy wrote: »
    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?

    It's the NPK Daniel spec of old. Bring 60 to a keep because... Well... You probably need to.
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    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • bitaken
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    Zheg wrote: »
    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.

    FWIW: if the permaroot / snare was fixed negates wouldn't be such a problem. You sound like theres 100 sorcs running around in Cyrodil spamming negates like whoa. This is not 1.3

    PvP Lead Officer for Einherjar

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  • KenaPKK
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    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.
    Kena
    Former Class Rep
    Former Legend GM
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    Beta player

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  • Lore_lai
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    Zheg wrote: »
    Honestly, even when I'm solo or in a small group, if you go near any fight you're bombarded nonstop.
    And sieged. :s
  • PosternHouse
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    They nerfed Impulse because it was strong, and metagamed groups were spamming it. They nerfed Steel Tornado because it was strong, and metagamed groups were spamming it. They nerfed Proximity Detonation because metagamed groups were stacking it. (It was being used as single target burst too.) Bombard is the new imba spammable AoE and it's even more HIV positive than the previous AoE's. It has wide conal AoE, high damage, long range, and it keeps entire groups spam rooted. They already nerfed run speed without telling anyone, then denied it was even a real issue. They took away group mobility by making Retreating Maneuvers only useful for getting from keep to keep and that's about it. Let's allow all of Cyrodiil to move their characters again and nerf the balls off of Bombard.

    @Wrobel @ZOS_JessicaFolsom @ZOS_GinaBruno

    Bombard is broken and makes large scale PvP irritating. I recommend removing the root, and making the Bombard morph hit a wider conal AoE to compensate.

    Secondly: why the heck did Negate need a buff? It was fine before it was turned into an unbreakable CC that makes every other ground based ulti useless.
  • zyk
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    Zheg wrote: »
    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.
    Edited by zyk on June 21, 2016 4:43PM
  • Rohamad_Ali
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    Most people knew on test server this update would penalize smaller groups the most . Poison spam , negate spam , bombard spam . All of it encourages the people to run in big raids and wipe smaller raids .
  • Satiar
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    zyk wrote: »
    Zheg wrote: »
    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.

    We are nearing the end of Ze Olde Top Teir guilds anyways. There were more top EP guilds on Thornblade than there are on all of NA PC now. The problem will likely sort itself out that way :/
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
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  • Zheg
    Zheg
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    KenaPKK wrote: »
    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.

    Even without bombard, negate now outclasses every other class' ground based ulti. It's cheaper, more effective, and cancels out banners and nova. It ticks for about the same dmg as a banner, and more than a nova. Yes, they wouldn't be as annoying to deal with if bombard was gone, but the imbalances between class ground based ults would persist.

    Bitaken, I remember a brindle fight where I heard ~8 negate animations in 2-3 seconds. Maybe campaigns vary, but the negates are real on TF.

    Zyk, before VE went blue and I'd solo or duo the entire time, I never expected to take out a raid group. Go after backline, pressure them with siege while a group fought them, drop my ulti when someone else was bombing them, but I never expected to take them on and not have it end poorly. The same was true in gw2. The mentality of pvpers this game baffles me. It's like everyone thinks they should be able Rambo organized groups and put together a highlight video.
  • FENGRUSH
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    I like seeing ball groups of healers getting negated. It is a beautiful thing.
  • Joy_Division
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    It's not the Negates that frustrate me. It's the spammable AoE roots that can be applied at range that also do decent damage that makes me want to throw my computer out the window.

    I would say Negate is absolutely stronger than Nova and DK standard, two ultimate that are actually more expensive. Negate performs a similair function AND can remove the more expensive ultimates. It's fine to have a the 200 cost Negate be feared, especially since I can move out of it (though, its effect should end immediately upon moving out of it and again, the bombard spam is the big issue here). Nova and Banner have always been too expensive for what they do IMHO and lack the immediate impact that Negate has, templars and DKs are 100% reliant on someone else activating a synergy whereas sorcs can have maximum effect on their own.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • PosternHouse
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    FENGRUSH wrote: »
    I like seeing ball groups of healers getting negated. It is a beautiful thing.

    Surely you understand that zergs of negates bombarding outnumbered groups is detrimental to the game, yes? Organized groups could outmaneuver large, but clunky overzergs and eventually bomb them in the right place and time for a perfect, beautiful wipe. Now, the giant zergs bombard and negate the organized raids, neutralizing nearly all of their maneuverability, then swarm them until they die. In the event that they fail, they can spam camps until they succeed.

    New meta, bad meta. Numerical superiority is its own advantage and doesn't require further mechanical assistance from the developers. But, whether intentionally or incidentally, that is what is happening. Perhaps the developer is too focused on individual potency and power parity instead of group dynamics in their group based RPG?
    Edited by PosternHouse on June 21, 2016 5:11PM
  • Zheg
    Zheg
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    FENGRUSH wrote: »
    I like seeing ball groups of healers getting negated. It is a beautiful thing.
    Are you also 'twang'ing every second spamming bombard, or has your stam sorc not reached his final form yet ;)?
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