10/10, would +agree againAgree with the OP. One of the main reasons why I've stopped playing this game.
Thanks!
@Draxys You played a lot more than me during 1.3-1.4. Any comments on balance from then applied to now?Does this mean you're reaching limits of your frustration and losing interest in the game?I hope not.
I think I have played 2 hrs in the last week. Interest is waning fast. We'll see what happens in the new patch.
I think that both 1.5 and post 1.5 had their pro's and con's, and a lot of time these lines were even blurred. For example, dynamic ult generation was a double-edged sword. Or, the rise in stamina builds, which has promoted diversity to an extent, but--as you point out--has been predicated on the reliance on a very small set of skills that themselves lead to homogenization.
In the final analysis, ZOS has botched the entire system by:
- Obfuscating a very confusing combat system at launch (IIRC, destro skills used magicka, were based on weapon damage, except for light / heavy attacks which were based on stamina?)
- Creating a weird magicka /stamina divide between class and weapon skills. So yes, hybrid builds technically "existed", but only because S&S and resto were so damned powerful. Most effective builds utilized the largely-unknown quirks in the system. Unique builds that did not take advantage of these quirks we crushed.
- Perhaps reacting to the pop drop over the first several months, we got 1.6. Immediately it was clear the magicka DK was nerfed to uselessness, Max magicka Sorc was now god-mode, and the removal of soft caps was likely a mistake. But rather than address these individual issues, ZOS doubled-down with the battle-spirit change in order to smooth out the extremes.
- The problem was, the previous emphasis on burst had forced a generation of pvp'ers to learn to rely on active defenses (shields / dodging). All the reduction in damage did was make it insanely hard for newer players to get kills. Despite a LOT of griping on the forums around this time that the better players could not kill as effectively as before, eventually most of us adjusted and figured out how to push damage again.
- Finally, the use of (sometimes difficult to achieve) weapons / armor sets to balance parts of PVP is terrible. Put simply, the sets in this game are themselves OP.
In short, ZOS has pushed massive changes to the system at each large iteration, and refuses to make the small balance passes that a required in a game such as this. The decisions they make continually widen the gulf between players and turn the game into a PVE RNG-fest in order to PVP. This to me does not create a successful RVR style game.
What I am trying to say is, calling this a magicka/stamina divide is not addressing the root cause of these issues: the game was terribly balanced to begin with, and the decisions ZOS has made have not structurally improved it. There is no semblance of balance, unless you are willing to play one of a few set builds.
I do miss my old builds and the greater build diversity, but some were too nasty, like how histbark and shuffle stacked. So i do think the more recent homogenization of buffs was a good thing. Also i didnt like how you were able to hit multiple soft caps in earlier patches, but i still prefer having some type of soft caps.
I think that both 1.5 and post 1.5 had their pro's and con's, and a lot of time these lines were even blurred. For example, dynamic ult generation was a double-edged sword. Or, the rise in stamina builds, which has promoted diversity to an extent, but--as you point out--has been predicated on the reliance on a very small set of skills that themselves lead to homogenization.
In the final analysis, ZOS has botched the entire system by:
- Obfuscating a very confusing combat system at launch (IIRC, destro skills used magicka, were based on weapon damage, except for light / heavy attacks which were based on stamina?)
- Creating a weird magicka /stamina divide between class and weapon skills. So yes, hybrid builds technically "existed", but only because S&S and resto were so damned powerful. Most effective builds utilized the largely-unknown quirks in the system. Unique builds that did not take advantage of these quirks we crushed.
- Perhaps reacting to the pop drop over the first several months, we got 1.6. Immediately it was clear the magicka DK was nerfed to uselessness, Max magicka Sorc was now god-mode, and the removal of soft caps was likely a mistake. But rather than address these individual issues, ZOS doubled-down with the battle-spirit change in order to smooth out the extremes.
- The problem was, the previous emphasis on burst had forced a generation of pvp'ers to learn to rely on active defenses (shields / dodging). All the reduction in damage did was make it insanely hard for newer players to get kills. Despite a LOT of griping on the forums around this time that the better players could not kill as effectively as before, eventually most of us adjusted and figured out how to push damage again.
- Finally, the use of (sometimes difficult to achieve) weapons / armor sets to balance parts of PVP is terrible. Put simply, the sets in this game are themselves OP.
In short, ZOS has pushed massive changes to the system at each large iteration, and refuses to make the small balance passes that a required in a game such as this. The decisions they make continually widen the gulf between players and turn the game into a PVE RNG-fest in order to PVP. This to me does not create a successful RVR style game.
What I am trying to say is, calling this a magicka/stamina divide is not addressing the root cause of these issues: the game was terribly balanced to begin with, and the decisions ZOS has made have not structurally improved it. There is no semblance of balance, unless you are willing to play one of a few set builds.
This is a good overall assessment including points I missed.
Some other things that I thought of while reading.
1. Originally, heavy resto attacks restored mana. No other weapons did this.
2. Resto staff also increased your dmg, which was hilarious.
3. Destro staff passives used to apply to ALL skills, not just the staff skills.
4. Ult gen worked on a range of things which were not explained.
Break Free costs 4872 Stamina at Level 50 according to eso academy and costs a higher but still undocumented amount for CP 160+ players. This is equivalent to casting 2 low-medium cost abilities without significant cost reduction or 3 of the same with significant cost reduction. 3 seconds is long enough to cast 3 abilities. Unchained is a sort of 'refund' on Break Free.
A potion which restores Magicka can restore 7-9k Magicka based on passives/racials, which is equivalent to 2 or 3 medium cost abilities. By cutting the cost back on one ability afterwards, Foresight changes that refund to 3 or 4 abilities. At high cost reduction, a single Magicka potion covers the cost of 4 or 5 medium cost abilities, with Foresight tilting the range towards a solid 5.
This wont be enough. Ppl then will stack weapon or spell damage and regen. If they have descent pool of 20k plus super high regen and high damage we will have the same problem.
Everytime I read such posts I am like:
Why the *** Zenimax didnt make it easy for them and just impelement these Ideas. Hell this Ideads are well thought and structured, they just have to put them and bring them in.
There was once a map with how Cyrodill should change (towers, towns etc.) and was amazing lol.
Everytime I read such posts I am like:
Why the *** Zenimax didnt make it easy for them and just impelement these Ideas. Hell this Ideads are well thought and structured, they just have to put them and bring them in.
There was once a map with how Cyrodill should change (towers, towns etc.) and was amazing lol.
Everytime I read such posts I am like:
Why the *** Zenimax didnt make it easy for them and just impelement these Ideas. Hell this Ideads are well thought and structured, they just have to put them and bring them in.
There was once a map with how Cyrodill should change (towers, towns etc.) and was amazing lol.
Yeah I made that map with cyrodiil addition suggestions.
Everytime I read such posts I am like:
Why the *** Zenimax didnt make it easy for them and just impelement these Ideas. Hell this Ideads are well thought and structured, they just have to put them and bring them in.
There was once a map with how Cyrodill should change (towers, towns etc.) and was amazing lol.
Yeah I made that map with cyrodiil addition suggestions.
so why the *** they didnt offer you at least an internship or anything to implement this. I dont get it, they had a *** whole completed map and just did nothing. Did they even response in your thread?