I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
omfgitsbatman wrote: »incognito222 wrote: »Not sure if someone said this already. Going to say it again to make sure.
Being in mist form does not render you immune to snares.
so much of this
This is not true. Being in mist form does make you immune to snares. HOWEVER every time someone gap-closes on you, the automatic lock-on mechanic (which is silly) stops you fully for about a second, making getting away nay impossible
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
If we dont have soft caps then we need more stats like healing power and utility power.
Healing power should increase all heals and utility power should increase the damage shields, dodged attacks per dodge, block damage amount, speed, etc.
Healing can be nerfed a little bit (20% seems reasonable) to force people invest into Blessed if they want to have reliable heal, in current state it's pointless to invest more than 10 point into itIf we dont have soft caps then we need more stats like healing power and utility power.
Healing power should increase all heals and utility power should increase the damage shields, dodged attacks per dodge, block damage amount, speed, etc.
3. Lag -- worse than it has ever been. Players and zergs have got to be steered away from keeps and major choke points
Stratforge wrote: »In the spirit of one (last) gasp at PvP balance -- which we know is incoming 1st Quarter or so -- lets brainstorm for @Wrobel a good list of things to be worked on. Post the problem and a suggestion for how to fix it. These can be specific balance changes (like Proc Sets) or overall gameplay changes
I'll try to keep the top of the thread updated with good suggestions
I'll start with just a few
1. Proc Sets -- probably need a global cooldown to enforce players to use only one. Remove the RNG element.
Proc sets are a problem but this wouldn't fix them. It's that the damage is too high and instant. If those problems were handled, it wouldn't matter if someone stacked widowmaker, viper, veli or whatever.
Overall I agree with the problems you identified.
incognito222 wrote: »omfgitsbatman wrote: »incognito222 wrote: »Not sure if someone said this already. Going to say it again to make sure.
Being in mist form does not render you immune to snares.
so much of this
This is not true. Being in mist form does make you immune to snares. HOWEVER every time someone gap-closes on you, the automatic lock-on mechanic (which is silly) stops you fully for about a second, making getting away nay impossible
Was two seconds in mist form, enemy tremorscale procced and I was snared for the remaining duration of mist form. Enemy did not apply gap closer.
wait until you get incapped in mistform and stunned effectively not able to move nor stop the channel of mistform to break free
Implosion, broken??? Pick one. A 3% chance to to 15k dmg when under 15% health. Please enlighten me how this is an issue in PvP?? hint: it isnt´t, storm skilline (or whatever it´s called) is one of the most well-designed skillines in the game, no need for chances here.
It's really annoying dying to someone who is running from you lol. I won't say it's broken but then again rarely do I fight Stan sorcs that aren't just a carbon copy of every other stam 1 hit wonder
Rare enough? It's almost 100% uptime.Implosion, broken??? Pick one. A 3% chance to to 15k dmg when under 15% health. Please enlighten me how this is an issue in PvP?? hint: it isnt´t, storm skilline (or whatever it´s called) is one of the most well-designed skillines in the game, no need for chances here.
It's really annoying dying to someone who is running from you lol. I won't say it's broken but then again rarely do I fight Stan sorcs that aren't just a carbon copy of every other stam 1 hit wonder
Why the heck are you chasing someone while you have less than 15% health? Seriously Implosion is rare enough that it's just an "every once in a while" thing and you're going to be executed by one of half a dozen very potent executes if you're below 15% health regardless.
This is a serious L2P issue - either put complete focus in recovering your health if you've hit 15%, or resign to dying to execute damage. Don't blame your death on Implosion.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
7. Unblockable -- shouldn't be a thing. Dawnbreaker, Eye of the Storm, Fear, Petrify, etc. No skillful counter is horrible. Please make meteor reflectable again!
Abilities that go through block are the counters to block. DOTs can be countered in other ways. Super tanky builds are at least as great an issue as proc builds.
visionality wrote: »Added: And I would like to have some feature like the plague introduced to Cyrodiil. Whenever more than 40 ppl stack up in one keep or outpost or gate, they start to infect each other with some nasty disease that reduces health, heals and damage.
I think the infective poison circles from SO would be a nice example.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Sugaroverdose wrote: »Rare enough? It's almost 100% uptime.Implosion, broken??? Pick one. A 3% chance to to 15k dmg when under 15% health. Please enlighten me how this is an issue in PvP?? hint: it isnt´t, storm skilline (or whatever it´s called) is one of the most well-designed skillines in the game, no need for chances here.
It's really annoying dying to someone who is running from you lol. I won't say it's broken but then again rarely do I fight Stan sorcs that aren't just a carbon copy of every other stam 1 hit wonder
Why the heck are you chasing someone while you have less than 15% health? Seriously Implosion is rare enough that it's just an "every once in a while" thing and you're going to be executed by one of half a dozen very potent executes if you're below 15% health regardless.
This is a serious L2P issue - either put complete focus in recovering your health if you've hit 15%, or resign to dying to execute damage. Don't blame your death on Implosion.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.
Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.
I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).
What has changed is:
- crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
- people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit
So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.
Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.
I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).
What has changed is:
- crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
- people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit
So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.
Agreed, in general, on the point about dmg to hp ratio.
However, in the current patch we have the ability to stack hp way up to 70k or higher. Hence any suggestion to restore the 1.5:1:1 hp:mana:stam stats can't be considered. Which is why I think some form of soft caps should be considered -- perhaps battle spirit should implement the caps so PvE isn't affected.
How exactly the caps should be implemented, I don't know. Here's the problem: if battle spirit were overnight removed players would be one shotting each other with spell dmg as low as 2k -- all you have to do is look at tooltips to see this.
Balance and dmg numbers are just so messed up its hard to understand exactly what to do.
EDIT: I think at the end of the day resource pools need to be decoupled from damage.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.
Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.
I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).
What has changed is:
- crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
- people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit
So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.
Agreed, in general, on the point about dmg to hp ratio.
However, in the current patch we have the ability to stack hp way up to 70k or higher. Hence any suggestion to restore the 1.5:1:1 hp:mana:stam stats can't be considered. Which is why I think some form of soft caps should be considered -- perhaps battle spirit should implement the caps so PvE isn't affected.
How exactly the caps should be implemented, I don't know. Here's the problem: if battle spirit were overnight removed players would be one shotting each other with spell dmg as low as 2k -- all you have to do is look at tooltips to see this.
Balance and dmg numbers are just so messed up its hard to understand exactly what to do.
EDIT: I think at the end of the day resource pools need to be decoupled from damage.
I still don´t see the problem to be perfectly honest.
People can just build for more HP if they feel the need to on dmg builds. HP is a valuable stat at the moment which is a good thing.
Like - i really don´t understand what you want to change because in my opinion this specific part of the game is one that is not flawed or broken at the moment.
It have 6% chance to proc whatever target health is, but deals damage only when target is at 15% or lower health, so it's not rare, during typical battle stamsorc can just dodge around with hurricane and get killing blows for nothing.Sugaroverdose wrote: »Rare enough? It's almost 100% uptime.Implosion, broken??? Pick one. A 3% chance to to 15k dmg when under 15% health. Please enlighten me how this is an issue in PvP?? hint: it isnt´t, storm skilline (or whatever it´s called) is one of the most well-designed skillines in the game, no need for chances here.
It's really annoying dying to someone who is running from you lol. I won't say it's broken but then again rarely do I fight Stan sorcs that aren't just a carbon copy of every other stam 1 hit wonder
Why the heck are you chasing someone while you have less than 15% health? Seriously Implosion is rare enough that it's just an "every once in a while" thing and you're going to be executed by one of half a dozen very potent executes if you're below 15% health regardless.
This is a serious L2P issue - either put complete focus in recovering your health if you've hit 15%, or resign to dying to execute damage. Don't blame your death on Implosion.
At the second and final rank of the passive, Implosion has a 6% chance to proc when dealing physical or lightning damage below 15% health.
I disagree. I think that one way DPS is so high is that sustain is so infinite. I would prefer to reduce sustain and that would force DPS to lower.
Which would result in fights not ending because sustain would still be infinite (which it always has been since 1.2 introduced 5p sets and 1.3 the new regen caps).
Also do people actually remember how fast people died in the beginning of this game? Three whips and most ppl were toast.
Yeah, but at the beginning of the game people weren't max level.
RE: infinite sustain. Yes it has existed since 1.3. But players were forced to give up damage to get it. That doesn't happen now.
@Ishammael considering you´re also advocating to have softcaps back in the game.
Back then i was overcapped on magica reg. Overcapped on magica. Softcap on stamina. Softcap on Spelldmg. Softcap on stamreg.
While wearing two sustain sets.
I did not give up anything. Literally nothing. I was softcapped on one and overcapped on the other dmg stat.
In fact i am now more forced/inclined to give up dmg than i was in 1.3 to 1.5 because now i have an actual choice. I have to find a working build for my playstyle providing me with the minimum regeneration needed to get out of all sticky situations while also providing as much dmg as possible.
In the current patch for the first time in ESO i have a plenthora of vaible sets to choose from as a magica builds (i don´t say sets are perfectly balanced at the moment mind you - but finally you can make reasonable choices).
Imo the only thing that needs adressing are utility sets: Why do i get major expedition for 30s only after drinking a potion - yet there are other sets providing permanent major sorcery/prophecy etc.
I really, from the bottom of my heart, do not want to go back to the "you either use seducer/archmage/magnus or you´re build is crap" meta (because thats essentially what it was - there was no tradeoff or choice it was sustain sets as alpha and omega when making a build).
It wasn´t as much the dmg to health ratio that made people live longer back then - no it was permablock on all and every build with s&b. If you did not run s&b back then you ran the risk of dying just as fast as you´re now (and it happened).
Yes, you may have hit softcaps... but you didn't have the same absolute damage or regen.
Regardless, its impossible to compare stats now to then. Very much an apples vs oranges thing.
Agreed that there are more choices now, but at the same time there are even more non-viable choices exactly because they can't compete w/o soft caps. Look, I'm not saying soft caps are a the silver bullet but I think some similar mechanism needs to be considered. The power creep has been steadily marching with every patch.
Indeed i did not have the same absolute dmg - but i also only had 15% dmg reduction from battlespirit.
Regen was pretty much comparable to what i´m aiming for now. I had 169 magica recovery back then alongside 16% cost reduction for my magica skills (that also were much cheaper because there was no cost increase due to CP=level system implemented yet) and potions on a 30s timer.
My regen was actually better in 1.5 than it ever was after that because recovery (specifically cost reduction) was the only stat worthy to aquire because it was in no way affected by softcaps.
I hit crystal fragments from 500 to 800 noncrit dmg regularly back then and that´s about what a full dmg enchanted lich + spinner build will hit now on a medium or light armor target - 5000 to 8000 noncrit dmg (8000 noncrit is a really really really lucky hit).
What has changed is:
- crit now is a vaible stat despite impen dmg reduction (this is a slight dmg increase on properly built players with high impen but a massive increase on glasscannon builds)
- people have less hp now resulting in a different dmg to hp ratio which changes peoples perception on how hard they are getting hit
So in the end we´re now hitting about as hard (in absolute numbers with the x10 multiplier factored in) as we did in 1.5 (1.6 was a different beast) but to actually do so most builds had to sacrifice about 10k HP (1000 hp back in the old system) resulting in them dying a lot faster.
Agreed, in general, on the point about dmg to hp ratio.
However, in the current patch we have the ability to stack hp way up to 70k or higher. Hence any suggestion to restore the 1.5:1:1 hp:mana:stam stats can't be considered. Which is why I think some form of soft caps should be considered -- perhaps battle spirit should implement the caps so PvE isn't affected.
How exactly the caps should be implemented, I don't know. Here's the problem: if battle spirit were overnight removed players would be one shotting each other with spell dmg as low as 2k -- all you have to do is look at tooltips to see this.
Balance and dmg numbers are just so messed up its hard to understand exactly what to do.
EDIT: I think at the end of the day resource pools need to be decoupled from damage.
I still don´t see the problem to be perfectly honest.
People can just build for more HP if they feel the need to on dmg builds. HP is a valuable stat at the moment which is a good thing.
Like - i really don´t understand what you want to change because in my opinion this specific part of the game is one that is not flawed or broken at the moment.
What is flawed and broken is that stacking your dmg stats also get you defense. This characteristic effects certain classes more than others. Sorc is a perfect example -- that class loses nothing by going for max spell dmg and mana.
IxSTALKERxI wrote: »LeifErickson wrote: »Fix clouding swarm.
Knootewoot wrote: »Magicka users should be able to break free using magicka. All those root and snares hardly hurt stamina builds but can wreck light armored magicka builds.