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A Conversation with ZOS on Balance

  • Sharee
    Sharee
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    Sharee wrote: »
    The problem is not balanced the problem is perspective people want to have a mage with 45K magic 18K help with next to no physical resistance and want to say that then you die fast without a shield.

    How about a heavy armor s/s DK with 30K physical resistance still dying fast despite holding block and spamming dragon blood?

    Fear -> instant 7500 incap strike+3500 SA+ 2000 LA, followed by ~3000 poison injection ticks, ~2000 heavy weapon bleed ticks, 1000+ rearming trap DOT...

    Still a perspective problem?

    Well yea you are not putting up any pressure so they can unload on you and your perspective is that you have 30k but -5000 Armor resistance the CP star no one gets I have, sharpened bow or Twohanded -5120, Mark Target -5120 and I use a Hammer over an Axe the bleed is great but that 20% is good vs Tanky players where the bleed is not.

    So in a normal fight I will cut 15k physical resistance and hit you with a -15% damage done with Heroic Slash and 30% healing debuff with Reverberating Bash you have half the resistance you thought you had. Less damage and weaker healer and I will just bit my time and CC you every five seconds to kill your stamina making you drop block.

    From your view this makes stamina OP but my mages, I have 4 one of each class all do the same 15k resistance cut and all have a CC that's used every 5-6 seconds all drop a damage AND healing debuff. Everyone of my mages run restro/destro. You're like a guy with a shotgun wanting the range and power of an assault rifle, use what you have to it's max and let the other guy do the same.

    Your argument was "of course you are dying to a stam build in seconds, you have 45k magic and 18k health with no resistance, what do you expect?"

    And when i point out a 26K HP mDK tank with 28K resistance is dying just as fast, your reply is "Of course you are dying to a stam build in seconds, you are putting no pressure on him, what do you expect?"

    ...

    So who the eff is supposed to be NOT dying to a stam build in seconds then? Another stam build? Yea, that's balance right there.
  • FENGRUSH
    FENGRUSH
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    Xeven wrote: »
    FENGRUSH wrote: »
    This is a completely valid topic put in a forum smeared with pretty brutal anecdotal bias from xeven. Ultimately, it wont get anything done.

    Because LORD FENGRUSH has never used any form of media to smear his brutal anecdotal bias.

    It's cool. I still love you.

    I dont disagree on imbalances and differences that need to be addressed. Its not a simple solution either - because certain classes hold some different cards, so its not as easy as shifting one category and it will level out.

    Theres a hell of a lot of work to be done. And ZOS needs the players help in arriving at that point - or its going to take a very long time with their strategy/time frame on some of this. Im not hating on you or trying to discredit you or your points at all either. Im just saying, its not the best /effective way to make a productive point. On the flip side, a productive and intelligent argument has been made on many topics with a ridiculous amount of supporting information and community support and has been pushed to the side as well .... soo. The thread is not out of line exactly. ;)
  • Xeven
    Xeven
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    What makes it worse is the gap between someone like Kodi, Fengrush, or Essa and your average Stamina PUG... is light years. The same could be said for the top magicka players and their PUG counterparts. A migiblade in the hands of Wizio, Sypher, or Kena isn't even in the same ballpark as your average PUG NB. It's not even the same sport.

    It takes a lot of skill to play stamina at a high level, there is no question about that. The game has to be balanced from the top down. Blizzard doesnt care if bronze league players are being decimated by lurkers. If lurkers are underperforming at the pro level, theyre getting buffed.


    Edited by Xeven on August 24, 2016 7:29PM
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Sharee wrote: »
    Sharee wrote: »
    The problem is not balanced the problem is perspective people want to have a mage with 45K magic 18K help with next to no physical resistance and want to say that then you die fast without a shield.

    How about a heavy armor s/s DK with 30K physical resistance still dying fast despite holding block and spamming dragon blood?

    Fear -> instant 7500 incap strike+3500 SA+ 2000 LA, followed by ~3000 poison injection ticks, ~2000 heavy weapon bleed ticks, 1000+ rearming trap DOT...

    Still a perspective problem?

    Well yea you are not putting up any pressure so they can unload on you and your perspective is that you have 30k but -5000 Armor resistance the CP star no one gets I have, sharpened bow or Twohanded -5120, Mark Target -5120 and I use a Hammer over an Axe the bleed is great but that 20% is good vs Tanky players where the bleed is not.

    So in a normal fight I will cut 15k physical resistance and hit you with a -15% damage done with Heroic Slash and 30% healing debuff with Reverberating Bash you have half the resistance you thought you had. Less damage and weaker healer and I will just bit my time and CC you every five seconds to kill your stamina making you drop block.

    From your view this makes stamina OP but my mages, I have 4 one of each class all do the same 15k resistance cut and all have a CC that's used every 5-6 seconds all drop a damage AND healing debuff. Everyone of my mages run restro/destro. You're like a guy with a shotgun wanting the range and power of an assault rifle, use what you have to it's max and let the other guy do the same.

    Your argument was "of course you are dying to a stam build in seconds, you have 45k magic and 18k health with no resistance, what do you expect?"

    And when i point out a 26K HP mDK tank with 28K resistance is dying just as fast, your reply is "Of course you are dying to a stam build in seconds, you are putting no pressure on him, what do you expect?"

    ...

    So who the eff is supposed to be NOT dying to a stam build in seconds then? Another stam build? Yea, that's balance right there.

    Okay much damage you doing holding block casting Green Dragon's blood over and over. Both points still stand after I debuff you 20k you don't much resistance if I don't need to burn stamina healing, rolling or blocking I wouldn't it's that easy. By your own accounts you just stand there and take it.

    Now I'm no min/mazer from my stats cause well I only play Argonians but. My Mage DK has 5 Ice Furnace, 5 Julianos and 1 Kena 27k health and magic 2k spell damage and recovery. I use volatile armor to buff my resistance and is a Melee damage returner. Green Blood to buff healing 12% from burning heart passive. Now I root with Frost Reach > Chains > Cloking Talons (damage debuff) > Volatile > Frost Reach > Wall of Frost > Obsidian Shard (trash damage but good heal and CC combo) and the Almighty whip spam. I root lock AND hard CC while attacking Elemental Drain and full heavy attacks are mix in but I do great on my Mage cause I looked at what he could do and focused on that.

    My stamina DK can burst my Mage can CC/DoT/Heal all at once it's up to you not die cause you refuse to adapt.

    With my Debuffs your "Tank" would have 8k resistance. You need to think outside the box. Test drive the CP Stars you never used. You can take and add resistance in the CP system YOU choose not to, you can take and add resistance with traits like Sharpened and Defending YOU choose not to you can add and take minor and major resistance buffs but guess what you don't.

    That's the problem with your perspective you want to point out how fast someone else can kill you without looking at how you can make yourself live longer it's not my fault if you don't buff against the meta you run crit builds fine I have inpen + CP crit resistance, you have know what's best to counter most things. I never cried when my Archer was trash on day one I found ways to win don't QQ now cause your apple is not my Orange
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Sharee
    Sharee
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    Now I'm no min/mazer from my stats cause well I only play Argonians but. My Mage DK has 5 Ice Furnace, 5 Julianos and 1 Kena 27k health and magic 2k spell damage and recovery. I use volatile armor to buff my resistance and is a Melee damage returner. Green Blood to buff healing 12% from burning heart passive. Now I root with Frost Reach > Chains > Cloking Talons (damage debuff) > Volatile > Frost Reach > Wall of Frost > Obsidian Shard (trash damage but good heal and CC combo) and the Almighty whip spam. I root lock AND hard CC while attacking Elemental Drain and full heavy attacks are mix in but I do great on my Mage cause I looked at what he could do and focused on that.

    Against a stam build using the latest meta, the fight would go like this: you eat a poison injection and a heavy attack from stealth, followed by a crit rush, and all 3 will connect at more or less the same time due to travel time. Follows a fear and incap strike/SA/light attack which you have no way to avoid/block because breaking fear is slow. Next comes rearming trap. Now you are sitting at 30% HP, and have 2K+ poison injection ticking on you, 2k+ heavy weapon bleed ticking on you, and are rooted by trap that is ticking for 1K.

    You have no time for frost reach/chains/talons, because you are about to croak in the next 2 seconds. The only thing that will save you is bringing your HP back above execute range before those poison injection ticks increase to 3K, and that means blocking and spamming whatever heal you have available. You may be able to fit a fossilize in there somewhere, but that's about it. If you manage to do that, then you can start thinking about going on the offensive.

    If you are capable of doing frost reach/chains/talons right after enemy alpha strike without healing yourself first, then your opponent simply isn't very good (to put it mildly).
    With my Debuffs your "Tank" would have 8k resistance. You need to think outside the box. Test drive the CP Stars you never used. You can take and add resistance in the CP system YOU choose not to, you can take and add resistance with traits like Sharpened and Defending YOU choose not to you can add and take minor and major resistance buffs but guess what you don't.

    Your assumptions are incorrect. My CP are specialized against physical damage, with 21% mitigation from hardy. I am using a defending sword on the offbar. And I've been playing a heavy armor mDK for over a year now, so i know what volatile armor is, thank you very much.
    Edited by Sharee on August 24, 2016 8:51PM
  • sirrmattus
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    E-Zekiel wrote: »
    Xeven wrote: »
    3rNHmkg.jpg3zAEf0A.jpg
    raw

    Yeah, nevermind that 30k DOT. You're absolutely right!


    ._.

    Dawnbeak dot sticks to you. Only an idiot will stand in the meteor dot for 10sec wtf
    Ebonheart Pact - North American Server
    - THE MORALES -
  • RebornV3x
    RebornV3x
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    Good thread guys confirm what I've know since DB stam is better than mag by a large margin and magicka is just there
    Also to the guys bring pve into this thread really guys nobody give a (insert your favorite 4 letter word here)pve in this game is a joke its boring and easy
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Sharee wrote: »
    Now I'm no min/mazer from my stats cause well I only play Argonians but. My Mage DK has 5 Ice Furnace, 5 Julianos and 1 Kena 27k health and magic 2k spell damage and recovery. I use volatile armor to buff my resistance and is a Melee damage returner. Green Blood to buff healing 12% from burning heart passive. Now I root with Frost Reach > Chains > Cloking Talons (damage debuff) > Volatile > Frost Reach > Wall of Frost > Obsidian Shard (trash damage but good heal and CC combo) and the Almighty whip spam. I root lock AND hard CC while attacking Elemental Drain and full heavy attacks are mix in but I do great on my Mage cause I looked at what he could do and focused on that.

    Against a stam build using the latest meta, the fight would go like this: you eat a poison injection and a heavy attack from stealth, followed by a crit rush, and all 3 will connect at more or less the same time due to travel time. Follows a fear and incap strike/SA/light attack which you have no way to avoid/block because breaking fear is slow. Next comes rearming trap. Now you are sitting at 30% HP, and have 2K+ poison injection ticking on you, 2k+ heavy weapon bleed ticking on you, and are rooted by trap that is ticking for 1K.

    You have no time for frost reach/chains/talons, because you are about to croak in the next 2 seconds. The only thing that will save you is bringing your HP back above execute range before those poison injection ticks increase to 3K, and that means blocking and spamming whatever heal you have available. You may be able to fit a fossilize in there somewhere, but that's about it. If you manage to do that, then you can start thinking about going on the offensive.

    If you are capable of doing frost reach/chains/talons right after enemy alpha strike without healing yourself first, then your opponent simply isn't very good (to put it mildly).
    With my Debuffs your "Tank" would have 8k resistance. You need to think outside the box. Test drive the CP Stars you never used. You can take and add resistance in the CP system YOU choose not to, you can take and add resistance with traits like Sharpened and Defending YOU choose not to you can add and take minor and major resistance buffs but guess what you don't.

    Your assumptions are incorrect. My CP are specialized against physical damage, with 21% mitigation from hardy. I am using a defending sword on the offbar. And I've been playing a heavy armor mDK for over a year now, so i know what volatile armor is, thank you very much.

    I started this game as an Assassin/ganker so I know what counters a good gank have tried CC breaking, rolling then hitting a purge? You sound like you dead to the same opening burst.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Mages should have purge DoTs should never kill a mage.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Minalan
    Minalan
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    Mojmir wrote: »
    I'm still waiting for ZOS side of this conversation. Lmao

    We've already heard their side of the conversation.

    "Some classes are better than others". - Wrobel
  • Sharee
    Sharee
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    Sharee wrote: »
    Now I'm no min/mazer from my stats cause well I only play Argonians but. My Mage DK has 5 Ice Furnace, 5 Julianos and 1 Kena 27k health and magic 2k spell damage and recovery. I use volatile armor to buff my resistance and is a Melee damage returner. Green Blood to buff healing 12% from burning heart passive. Now I root with Frost Reach > Chains > Cloking Talons (damage debuff) > Volatile > Frost Reach > Wall of Frost > Obsidian Shard (trash damage but good heal and CC combo) and the Almighty whip spam. I root lock AND hard CC while attacking Elemental Drain and full heavy attacks are mix in but I do great on my Mage cause I looked at what he could do and focused on that.

    Against a stam build using the latest meta, the fight would go like this: you eat a poison injection and a heavy attack from stealth, followed by a crit rush, and all 3 will connect at more or less the same time due to travel time. Follows a fear and incap strike/SA/light attack which you have no way to avoid/block because breaking fear is slow. Next comes rearming trap. Now you are sitting at 30% HP, and have 2K+ poison injection ticking on you, 2k+ heavy weapon bleed ticking on you, and are rooted by trap that is ticking for 1K.

    You have no time for frost reach/chains/talons, because you are about to croak in the next 2 seconds. The only thing that will save you is bringing your HP back above execute range before those poison injection ticks increase to 3K, and that means blocking and spamming whatever heal you have available. You may be able to fit a fossilize in there somewhere, but that's about it. If you manage to do that, then you can start thinking about going on the offensive.

    If you are capable of doing frost reach/chains/talons right after enemy alpha strike without healing yourself first, then your opponent simply isn't very good (to put it mildly).
    With my Debuffs your "Tank" would have 8k resistance. You need to think outside the box. Test drive the CP Stars you never used. You can take and add resistance in the CP system YOU choose not to, you can take and add resistance with traits like Sharpened and Defending YOU choose not to you can add and take minor and major resistance buffs but guess what you don't.

    Your assumptions are incorrect. My CP are specialized against physical damage, with 21% mitigation from hardy. I am using a defending sword on the offbar. And I've been playing a heavy armor mDK for over a year now, so i know what volatile armor is, thank you very much.

    I started this game as an Assassin/ganker so I know what counters a good gank have tried CC breaking, rolling then hitting a purge? You sound like you dead to the same opening burst.

    Purge only removes 2 effects. You have 3 dots on you, a root from rearming trap, a healing debuff from incap, an armor debuff from SA, a snare and damage debuff from fear, and i probably forgot a couple. Purge is more than twice as expensive as the poison injection that will just get reapplied, and at 30% HP you don't have time for continuous purging either, you have to heal yourself or die - the enemy isn't waiting for you to cleanse yourself before applying more heavy DPS.
    Edited by Sharee on August 24, 2016 10:51PM
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Sharee wrote: »
    Sharee wrote: »
    Now I'm no min/mazer from my stats cause well I only play Argonians but. My Mage DK has 5 Ice Furnace, 5 Julianos and 1 Kena 27k health and magic 2k spell damage and recovery. I use volatile armor to buff my resistance and is a Melee damage returner. Green Blood to buff healing 12% from burning heart passive. Now I root with Frost Reach > Chains > Cloking Talons (damage debuff) > Volatile > Frost Reach > Wall of Frost > Obsidian Shard (trash damage but good heal and CC combo) and the Almighty whip spam. I root lock AND hard CC while attacking Elemental Drain and full heavy attacks are mix in but I do great on my Mage cause I looked at what he could do and focused on that.

    Against a stam build using the latest meta, the fight would go like this: you eat a poison injection and a heavy attack from stealth, followed by a crit rush, and all 3 will connect at more or less the same time due to travel time. Follows a fear and incap strike/SA/light attack which you have no way to avoid/block because breaking fear is slow. Next comes rearming trap. Now you are sitting at 30% HP, and have 2K+ poison injection ticking on you, 2k+ heavy weapon bleed ticking on you, and are rooted by trap that is ticking for 1K.

    You have no time for frost reach/chains/talons, because you are about to croak in the next 2 seconds. The only thing that will save you is bringing your HP back above execute range before those poison injection ticks increase to 3K, and that means blocking and spamming whatever heal you have available. You may be able to fit a fossilize in there somewhere, but that's about it. If you manage to do that, then you can start thinking about going on the offensive.

    If you are capable of doing frost reach/chains/talons right after enemy alpha strike without healing yourself first, then your opponent simply isn't very good (to put it mildly).
    With my Debuffs your "Tank" would have 8k resistance. You need to think outside the box. Test drive the CP Stars you never used. You can take and add resistance in the CP system YOU choose not to, you can take and add resistance with traits like Sharpened and Defending YOU choose not to you can add and take minor and major resistance buffs but guess what you don't.

    Your assumptions are incorrect. My CP are specialized against physical damage, with 21% mitigation from hardy. I am using a defending sword on the offbar. And I've been playing a heavy armor mDK for over a year now, so i know what volatile armor is, thank you very much.

    I started this game as an Assassin/ganker so I know what counters a good gank have tried CC breaking, rolling then hitting a purge? You sound like you dead to the same opening burst.

    Purge only removes 2 effects. You have 3 dots on you, a root from rearming trap, a healing debuff from incap, an armor debuff from SA, a snare and damage debuff from fear, and i probably forgot a couple. Purge is more than twice as expensive as the poison injection that will just get reapplied, and at 30% HP you don't have time for continuous purging either, you have to heal yourself or die - the enemy isn't waiting for you to cleanse yourself before applying more heavy DPS.

    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none. Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    Surviving a gank can be hard but I have done with tanks, rogues and mages so time I win sometimes I get ganked it happens. Don't mean you can find a way to live next time. If they heavy attack > Poison Injection then you know to CC break and roll cause a gap closer is coming or you're already hit. In what ever case you you need to roll purge/cloak pop a heal/shield burst only then HoT then lay down a CC they are Ganking high damage weak staying power tho.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Sharee
    Sharee
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    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none. Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    An average 10% dodge chance chance is not worth a 5-piece set bonus when every stam build is running around with a permanent 20% chance. And yes, i have played with it. Just like i have played with about every other set that seemed at least semi-viable. Nothing beats kags for heavy armor mDK, except for zergy keep siege situations where reactive armor/fasalla performs better (because your only goal is survival and applying AOE CC/debuffing, your damage output does not matter since your zerg is doing the killing)
    Surviving a gank can be hard but I have done with tanks, rogues and mages so time I win sometimes I get ganked it happens. Don't mean you can find a way to live next time.

    The problem is that against this particular build, there is no "i win sometimes"(as a mDK). You can win sometimes against a gank, yes, but only if you get attacked by a non-meta ganker. There is a world of difference between the damage output of a regular stam character, and one using every current meta cheese available to him.

    This whole conversation is giving me the impression that you simply are not facing opponents that go all the way to their full potential. I mean, your attack sequence: frost reach? against a stam NB who is standing in your face? why? The damage isn't that great, and while it has root, you are going to hit him with choking talons next anyway. Then "chains". I can only hope you mean the gap closer morph, because the only thing that a pull from melee range would achieve is giving him free CC immunity. The gap closer at least has empower on it... but then you are casting choking talons next? A physical damage ability that is useless for damage dealing and only good for root/ damage debuff? Why are you empowering that?

    The only way your sequence makes sense is: your ganker is not in melee range. Then it makes sense to use a long range root, pull him to you, and apply a debuff. But that means your "ganker" is a newbie who just sits at max range and plinks you with his bow. Those are not the ones i am talking about.

    Edited by Sharee on August 25, 2016 6:35AM
  • notimetocare
    notimetocare
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    Well this quickly escalated into a nerf stamina thread.

    Seriously magicka users please stop. Just stop.

    STOP !

    Why? Valid argument.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Sharee wrote: »
    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none. Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    An average 10% dodge chance chance is not worth a 5-piece set bonus when every stam build is running around with a permanent 20% chance. And yes, i have played with it. Just like i have played with about every other set that seemed at least semi-viable. Nothing beats kags for heavy armor mDK, except for zergy keep siege situations where reactive armor/fasalla performs better (because your only goal is survival and applying AOE CC/debuffing, your damage output does not matter since your zerg is doing the killing)
    Surviving a gank can be hard but I have done with tanks, rogues and mages so time I win sometimes I get ganked it happens. Don't mean you can find a way to live next time.

    The problem is that against this particular build, there is no "i win sometimes"(as a mDK). You can win sometimes against a gank, yes, but only if you get attacked by a non-meta ganker. There is a world of difference between the damage output of a regular stam character, and one using every current meta cheese available to him.

    This whole conversation is giving me the impression that you simply are not facing opponents that go all the way to their full potential. I mean, your attack sequence: frost reach? against a stam NB who is standing in your face? why? The damage isn't that great, and while it has root, you are going to hit him with choking talons next anyway. Then "chains". I can only hope you mean the gap closer morph, because the only thing that a pull from melee range would achieve is giving him free CC immunity. The gap closer at least has empower on it... but then you are casting choking talons next? A physical damage ability that is useless for damage dealing and only good for root/ damage debuff? Why are you empowering that?

    The only way your sequence makes sense is: your ganker is not in melee range. Then it makes sense to use a long range root, pull him to you, and apply a debuff. But that means your "ganker" is a newbie who just sits at max range and plinks you with his bow. Those are not the ones i am talking about.

    Dude the Bow heavy attack > Poison Injection > Axe Crit Charge > Reverse Slice it gives you little time to react but when you can that's what you have to do to live. Ganker are VERY burst loaded Kena 2 piece, Cleaver 5 and Agility all weapon damage enchants most times. So you root them they will roll the first 2-3 Frost Reach is a long range DoT not the most power but still good it roots when they are not in melee range. Talon is a root yes but I use it for the damage debuff. I can't outburst a ganker on a mage DK but I can outlast them and force them to kill there stamina.

    Nearly all ganker run if they can't kill you in a few seconds cause they run max stamina food for more power over regen drinks and have weapon damage, weapon crit and max stamina in their 2-4 set bonus so they just have base recovery. You Frost reach melee or ranged cause it's still damage and you need to lean on a ganker hard cut the damage when ever you can and chains cause they start to run at this point pop a det pot and run them down.

    If you don't gank it's hard to understand any of this cause a simple root and and few DoTs would not spell the end for you but you can't roll DoT ticks and when you can only go hard core cause of Kena or Cleaver or both and you are looking at a cooldown and complete loss of resources. Normally fighting rules don't apply in a gank you are not buffed up they see you long before you see them but they are also build to gank not a stand and fight they have no staying power.

    Spectre's Eye gives you 20% miss chance for 3 seconds with a 6 second cooldown so it's up literally 50% of the time and the 2-4 piece bonus is great for heavy mages.
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  • CapuchinSeven
    CapuchinSeven
    ✭✭✭✭✭

    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none.

    I've been reading your replies and they are pretty much totally you moving the goal posts over and over again whenever your points are addressed. The top comment alone shows how little you really comprehend what you're talking about.

    Again it needs to be said, it's trivial to respec. Many of us run a stamina and a magic build, this isn't guess work here we know how out of balance stamina is. If stamina is nerfed my Wood Elf will suffer from it and you know what? It needs to! It's insane!
    Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    YET again a stamina user tells a magic user to water down their already weaker damage JUST to survive attacks from huge burst damage, constantly dodging escaping stamina builds. The last one was me being told that if you have trouble with stamina builds it's your own fault for not watering down your already lower magic damage and slotting more stamina.

    Seriously, the suggestion for magicka builds dealing with stamina builds is... slot more stamina...
  • FloppyTouch
    FloppyTouch
    ✭✭✭✭✭
    ✭✭✭
    ...
    Edited by FloppyTouch on August 25, 2016 4:41PM
  • Cronopoly
    Cronopoly
    ✭✭✭✭✭
    At this point with the "rumored" spectre of hoards of an overwhelmingw sets coming into the game, Monster sets per zone, and or per dungeon... the amount of complaining now is definitely on deaf ears. It's almost pointless asking for balance when there is a development race going on.

    A matter of priority:
    I question if the rapid DLC delivery we have been seeing, the focus imo is the "Make it last as long as possible" job allocations for employees / consultants at ZOS via new DLC's. Pretty much the mantra of consultants is "Afterwork cash" for their new Trucks and Beemers. Not Quality/Balance when mgmt cannot tell the difference and does not play the game.

    So in practice only the squeeky wheel gets the grease. And it has to be loud.
    I ask, did Fengrush "Loud, Insistent & Embarrasing to Zos" compaining about the quality of their work, get them moving? IMO Yes, but at the same time, had a revenge clause. Sure Stam Sorcs and by proxy all Stamina got buffed but the silver lining was the gutting of most Magicka play for DK's, Sorc's, & NB's in PVP. Thx

    Face it balance is long gone or any semblance of it or Zos even trying to strive for it in my opinion. I think they are trying to only put dinner on the table and buy their houses before the cash shop dry's up. Game development is a fickle mother, and I'm sure Zos employees are well aware the shelf life of game devs.

    OT:
    Can we all remember the possibilities years ago saying What if Skyrim was made into a MMO, Wow I'd buy that... Now blink forward, is this what we envisioned? Good or bad? Can we see any passion for that vision in a delivered product? Open question as obviously it's a highly leading question to begin with.
  • CapuchinSeven
    CapuchinSeven
    ✭✭✭✭✭
    Cronopoly wrote: »

    OT:
    Can we all remember the possibilities years ago saying What if Skyrim was made into a MMO, Wow I'd buy that... Now blink forward, is this what we envisioned? Good or bad? Can we see any passion for that vision in a delivered product? Open question as obviously it's a highly leading question to begin with.

    The game isn't a disaster, it's still an MMO I want to play.
    They just REALLY need to get a grip on balance and understand you can nerf one stick or buff another but doing both at the same time is a really dumb idea.
  • Hiero_Glyph
    Hiero_Glyph
    ✭✭✭✭✭
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.
    Edited by Hiero_Glyph on August 25, 2016 8:31PM
  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    Sharee wrote: »
    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none. Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    An average 10% dodge chance chance is not worth a 5-piece set bonus when every stam build is running around with a permanent 20% chance. And yes, i have played with it. Just like i have played with about every other set that seemed at least semi-viable. Nothing beats kags for heavy armor mDK, except for zergy keep siege situations where reactive armor/fasalla performs better (because your only goal is survival and applying AOE CC/debuffing, your damage output does not matter since your zerg is doing the killing)
    Surviving a gank can be hard but I have done with tanks, rogues and mages so time I win sometimes I get ganked it happens. Don't mean you can find a way to live next time.

    The problem is that against this particular build, there is no "i win sometimes"(as a mDK). You can win sometimes against a gank, yes, but only if you get attacked by a non-meta ganker. There is a world of difference between the damage output of a regular stam character, and one using every current meta cheese available to him.

    This whole conversation is giving me the impression that you simply are not facing opponents that go all the way to their full potential. I mean, your attack sequence: frost reach? against a stam NB who is standing in your face? why? The damage isn't that great, and while it has root, you are going to hit him with choking talons next anyway. Then "chains". I can only hope you mean the gap closer morph, because the only thing that a pull from melee range would achieve is giving him free CC immunity. The gap closer at least has empower on it... but then you are casting choking talons next? A physical damage ability that is useless for damage dealing and only good for root/ damage debuff? Why are you empowering that?

    The only way your sequence makes sense is: your ganker is not in melee range. Then it makes sense to use a long range root, pull him to you, and apply a debuff. But that means your "ganker" is a newbie who just sits at max range and plinks you with his bow. Those are not the ones i am talking about.

    Dude the Bow heavy attack > Poison Injection > Axe Crit Charge > Reverse Slice it gives you little time to react but when you can that's what you have to do to live. Ganker are VERY burst loaded Kena 2 piece, Cleaver 5 and Agility all weapon damage enchants most times. So you root them they will roll the first 2-3 Frost Reach is a long range DoT not the most power but still good it roots when they are not in melee range. Talon is a root yes but I use it for the damage debuff. I can't outburst a ganker on a mage DK but I can outlast them and force them to kill there stamina.

    Nearly all ganker run if they can't kill you in a few seconds cause they run max stamina food for more power over regen drinks and have weapon damage, weapon crit and max stamina in their 2-4 set bonus so they just have base recovery. You Frost reach melee or ranged cause it's still damage and you need to lean on a ganker hard cut the damage when ever you can and chains cause they start to run at this point pop a det pot and run them down.

    If you don't gank it's hard to understand any of this cause a simple root and and few DoTs would not spell the end for you but you can't roll DoT ticks and when you can only go hard core cause of Kena or Cleaver or both and you are looking at a cooldown and complete loss of resources. Normally fighting rules don't apply in a gank you are not buffed up they see you long before you see them but they are also build to gank not a stand and fight they have no staying power.

    Spectre's Eye gives you 20% miss chance for 3 seconds with a 6 second cooldown so it's up literally 50% of the time and the 2-4 piece bonus is great for heavy mages.

    All of your credibility went down the toilet when you menioned Spectre's Eye.
    >>>Detailed Justice System Concept thread<<<
  • Carbonised
    Carbonised
    ✭✭✭✭✭
    ✭✭✭✭✭
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    This is extremely spot on, and mimics my thoughts exactly. The current magicka weakness is merely a symptom of the underlying faults of the game mechanics.

    All your points above, along with some unrelated to the topic at hand, are why I have come to the conclusion that this game has so many inherent flaws that won't get fixed or even adressed anytime soon, so rather than deal with the increasing frustration, I'll return to the single player RPG world from which I came.
  • Vythri
    Vythri
    ✭✭✭✭
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    Burst damage and overpowered healing are definitely conjoined twins here. One makes the other necessary. I'd love to be able to balance both out, and some of your suggestions make sense.

    What probably needs to be done is for ZOS to have one person dedicated to each style of gameplay (melee stamina, melee magicka (lol), ranged stamina, and ranged magicka) to be their advocate and to take their suggestions and gripes back to the dev team. Also somebody for each class. They also would need to be active on the forum. I doubt it happens, but it would be nice to at least know your voice would be heard.
    Edited by Vythri on August 25, 2016 8:55PM
  • cjthibs
    cjthibs
    ✭✭✭✭✭
    Vythri wrote: »
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    Burst damage and overpowered healing are definitely conjoined twins here. One makes the other necessary. I'd love to be able to balance both out, and some of your suggestions make sense.

    What probably needs to be done is for ZOS to have one person dedicated to each style of gameplay to be their advocate and to take their suggestions and gripes back to the dev team. They also would need to be active on the forum.

    ...or caps.
  • Pandorii
    Pandorii
    ✭✭✭✭✭
    In the spirit of balancing, I'd like to call for a more telling character sheet. Spell pen on medium armor is great, but I'd rather see a higher spell damage number, because I can see it. That's the casual way. Lol

    If soft caps were implemented, I'd hope they'd be visible on the character sheet. Say a green number when you reach the limit and a way to see the actual number to know how far you've gone above it. The way resistances cap, it takes knowing that cap to know if you've reached it. That information isn't always available and subject to change after change, making it harder to look up.

    Penetration needs to show, so does damage done like the one on the dw passives. I'm going to go on record, if the dw ultimate is for stamina types I'm going to rage. Magicka types use dw way more than Stam types.
  • Hiero_Glyph
    Hiero_Glyph
    ✭✭✭✭✭
    Vythri wrote: »
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    Burst damage and overpowered healing are definitely conjoined twins here. One makes the other necessary. I'd love to be able to balance both out, and some of your suggestions make sense.

    What probably needs to be done is for ZOS to have one person dedicated to each style of gameplay (melee stamina, melee magicka (lol), ranged stamina, and ranged magicka) to be their advocate and to take their suggestions and gripes back to the dev team. Also somebody for each class. They also would need to be active on the forum. I doubt it happens, but it would be nice to at least know your voice would be heard.

    I complete agree that burst damage is related to healing, which is why I specfiically noted it in #1. My point is that fixing healing will only make burst damage all the more OP so it's not like you can pick a couple of things from my list and expect the rest to fix themsevles.

    For example, if you reduce healing bonuses, you now need to reduce burst potential. So do you separate resource pools from damage, nerf item set bonuses, lower CP bonuses, etc? The answer is actually all of them and that is no easy task.

    I think a starting point would be to drop down major bonuses and CP from ~25% to 10-15% as this would affect everything at once. Next evaluate how to separate max resource pools from damage. Then add in 7 piece item bonuses and rework the slightly OP 5 piece bonuses (shift OP bonuses to 6/7). Check sustain and burst versus healing and if good consider adding 10 piece ultimate set bonuses. It's now 2018.
  • Vythri
    Vythri
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    Vythri wrote: »
    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    Burst damage and overpowered healing are definitely conjoined twins here. One makes the other necessary. I'd love to be able to balance both out, and some of your suggestions make sense.

    What probably needs to be done is for ZOS to have one person dedicated to each style of gameplay (melee stamina, melee magicka (lol), ranged stamina, and ranged magicka) to be their advocate and to take their suggestions and gripes back to the dev team. Also somebody for each class. They also would need to be active on the forum. I doubt it happens, but it would be nice to at least know your voice would be heard.

    I complete agree that burst damage is related to healing, which is why I specfiically noted it in #1. My point is that fixing healing will only make burst damage all the more OP so it's not like you can pick a couple of things from my list and expect the rest to fix themsevles.

    For example, if you reduce healing bonuses, you now need to reduce burst potential. So do you separate resource pools from damage, nerf item set bonuses, lower CP bonuses, etc? The answer is actually all of them and that is no easy task.

    I think a starting point would be to drop down major bonuses and CP from ~25% to 10-15% as this would affect everything at once. Next evaluate how to separate max resource pools from damage. Then add in 7 piece item bonuses and rework the slightly OP 5 piece bonuses (shift OP bonuses to 6/7). Check sustain and burst versus healing and if good consider adding 10 piece ultimate set bonuses. It's now 2018.

    My only concern with reducing burst is it will make it even harder for myself, a bow user, to be effective at the only thing We can do well. That being ganking.
  • CapuchinSeven
    CapuchinSeven
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    The problems with the game are way too far along to be easily fixed.

    1) Healing is way too strong so the only way to kill many players is to burst them down inside of a very small time frame. Even stamina-based heals are way OP. Major Mending's huge buff and CP (see #4) only make this problem all the worse.

    2) Power creep is becoming stupidly excessive and stacking weapon damage, in particular, is almost too easy at this point. Even defensive sets like Black Rose and Kagrenac's have a weapon and/or spell damage component. There is a difference between new items adding more variety and simply making them outright better. I understand that ZOS is a business and players always need a better carrot to chase but how about offering an apple instead of just bigger carrots than last time?

    3) Item sets are getting out of control. Whereas a 5-piece set bonus used to be reduced costs by 8%, now it is that PLUS Major Expedition AND, of course, weapon damage. Do we really need all that? Some of the new sets are creative and diversify builds but many of them are just examples of excessive power creep (see #2). ZOS needs to rethink how new sets are being added to the game. Instead of adding more bonuses, how about adding new mechanics like group bonuses (the more players in your group wearing the same set the more powerful the bonus) or even 7 or 10 piece items sets (or new 7/10 piece bonuses for existing sets, just limit where the jewelry drops).

    4) Champion Points have made builds far too strong and even though there is a non-CP campaign they need to be scaled down, especially as the CP cap continues to increase. At this point I'd even be fine with a linear system that scales up from 0-10%, increasing by 0.1% for each point invested. Defensive boosts could be higher due to penetration values but many of these CP need to be halved if not reduced further. As we approach 561 CP this problem only continues to get worse over time.

    5) Sustain is way too high and I'm not talking about regen only. Currently there are far too many ways to regain resources and while some of this is skilled play using heavy weaving, most of it is item set related (see #3 & 4). Reducing resource gain would put burst builds at a disadvantage if they fail to kill the target and also promote sustained damage builds. CP are a bit too strong for sustain as well (see #4).

    6) Do max magicka and stamina pools really need to increase damage directly? In old-school RPGs/MMOs you had one stat to govern the size of your resource pool and another to govern its damage. As has been demonstrated by the Necropotence set, you can mostly neglect spell damage if you can get a high enough max magicka pool. The point being that if ZOS separated max magicka/stamina from spell/weapon damage you would see builds using smaller resource pools in order to maximize damage and this would make sustain more important (see #5).

    7) And lastly burst damage is way too high. This is more of a symptom of the above conditions but we all know the difference between stacking DoTs and timing an execute/finisher or dealing sustained damage to wear down an opponent's resources versus the current burst meta where you can be killed in just a few seconds. Hopefully the other issues resolve this as well but for now burst damage is a huge issue.

    __________

    Please note that I am in no way an expert at ESO but even a normal player like me can see how arguing over stamina versus magicka is just a fool's errand.

    I think most of us are thinking this, the question is why isn't ZOS...
  • Mayrael
    Mayrael
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    Sharee wrote: »
    Purge take away two effects per cast and cut the effects of the remaining one in half for 6 seconds. I personally take that over removing none and reducing none. Have you played around with Spectre's Eye it gives you a free 20% miss chance when you cast a spell that cost magic for 3 seconds and it has a 6 second cool down so you have a free miss chance 50% of the time.

    An average 10% dodge chance chance is not worth a 5-piece set bonus when every stam build is running around with a permanent 20% chance. And yes, i have played with it. Just like i have played with about every other set that seemed at least semi-viable. Nothing beats kags for heavy armor mDK, except for zergy keep siege situations where reactive armor/fasalla performs better (because your only goal is survival and applying AOE CC/debuffing, your damage output does not matter since your zerg is doing the killing)
    Surviving a gank can be hard but I have done with tanks, rogues and mages so time I win sometimes I get ganked it happens. Don't mean you can find a way to live next time.

    The problem is that against this particular build, there is no "i win sometimes"(as a mDK). You can win sometimes against a gank, yes, but only if you get attacked by a non-meta ganker. There is a world of difference between the damage output of a regular stam character, and one using every current meta cheese available to him.

    This whole conversation is giving me the impression that you simply are not facing opponents that go all the way to their full potential. I mean, your attack sequence: frost reach? against a stam NB who is standing in your face? why? The damage isn't that great, and while it has root, you are going to hit him with choking talons next anyway. Then "chains". I can only hope you mean the gap closer morph, because the only thing that a pull from melee range would achieve is giving him free CC immunity. The gap closer at least has empower on it... but then you are casting choking talons next? A physical damage ability that is useless for damage dealing and only good for root/ damage debuff? Why are you empowering that?

    The only way your sequence makes sense is: your ganker is not in melee range. Then it makes sense to use a long range root, pull him to you, and apply a debuff. But that means your "ganker" is a newbie who just sits at max range and plinks you with his bow. Those are not the ones i am talking about.

    I do survive most 1v1 gankers and can even kill them but what say is true as you could say I specialize in killing gankers. With 28k physical resistances, full hardy and radiant mage light when ganked by rly good ganker till the time i can react im most of the time close to execute range, block with s&b, BoL, ritual, BoL, block casted blazing spear to stun ganker which is most of the time trying to burst me down through block (lol), swap, reflective light, cast mage light so they cant roll and cloak, sweep/charge them. In this moment its the ganker whos in opression and 90% of the time they fail as they are not able to keep the cold blood... But as I have said, im anti ganker build as it was the most anoying part of cyrodiil for me...
    Edited by Mayrael on August 26, 2016 8:52AM
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Jsmalls
    Jsmalls
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    Xeven wrote: »
    WoGONzy.jpgBZX2hNy.jpg
    raw

    Should have a set that gives 420 spell damage when you apply a damage shield ;)
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