ZOS_RichLambert wrote: »Gamers who need things "simplified" shouldn't be playing games!
So because i'm an older gamer and slower... I shouldn't be playing games? That's a pretty narrow view don't you think?
Ragnaroek93 wrote: »So I suppose we can expect light armor buffs, so that it is more viable in pvp and actually makes up for the squishiness ?
Either way, armor types need adjustment, but others have explained this already.
You should better not try out medium armor if you think that you are squishy with a shield on a 50-60k max magicka build...
I know that you are a very, very good player and probably the best petsorc (or maybe even the best sorc) in the world but all I see from your posts is that you want your build to be buffed more and more and more. I've played all classes (mag and stam) on PTS and petsorc is one of the most broken builds that I have ever played so far. AoE is insane (destro ult + pets), you are extremely tanky because 50k+ max magicka boosts your shield into oblivion and you can now block with a frost staff on top that and you are very lethal in duels too. My medium armor nb is completely *** compared to that and so are many other (mag and stam) builds. I know that it can be frustrating to fight against heavy armor Redguards but it's the same on almost every medium armor build for example.
I don't believe that it is in your interest that petsorc becomes fotm (they are actually on the best way to become fotm) and that everyone starts playing one (I do actually hate when my class becomes fotm).
I think this is not a simplification but flat out nerfing the ability. Spear dot itself wasn't a good dmg source but a good source to proc the burning light passive.ZOS_RichLambert wrote: »[*] Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
Fudly_budly wrote: »SO a ray of sunshine... a glimmer of hope that maybe, possibly... A Bosmer, which racial passives suggest, will actually be able to kill something with a bow. Can the bow weapon damage at least be on par with melee weapons? why are bows, which world history proves over and over to be one of the deadliest weapons ever fielded, so pitiful in ESO? Hey, didn't Henry V win a brilliant victory against daunting odds at Agincourt with the longbow?
So we just worked for years to get stronger only to have you lower our damage because a new player wouldn't be as strong. Great. I wonder how long I can go on knowing that if I put in the time to get stronger you'll just nerf me because someone just bought the game. Very discouraged to continue.
s7732425ub17_ESO wrote: »IzakiBrotheSs wrote: »@ZOS_RichLambert Hey thanks for clearing this up! So far I undetstand most changes and can see why it was done in the way it was done.
However, I'm still wondering about the severe nerf of stamina maximum damage. I can understand the Hurricane change and the Standard of Might change (which also affects magicka DKs obviously). But wasn't the Rearming Trap damage reduction a little too much? I definitely see why it needed it, but I don't know if a decrease of damage by almost a third is a healthy change. After all, in PvE magicka builds have much more AoE potential than stamina. However, since Dark Brotherhood stamina excelled in single target damage. Now as it currently is on PTS, magicka builds are more than capable of pulling higher numbers than stamina, even in single target. In fact, they mostly outperform stamina. The destruction staff buffs are great! But will there be a benefit in bringing a stamina build into a Hard Mode trial? Now that they don't even provide a higher "burn", there really isn't, as magicka has more AoE, more survivability and doesn't require "babysitting" with shards, repentance or support sets.
So I'm asking why did you guys take it out on stamina so much?
What? Stamina builds have more aoe potential than magicka builds. The difference was so great that they had to introduce the Destro ulti to bring magicka AOE back in line with stamina AOE.
loyalhabsfan wrote: »Fudly_budly wrote: »SO a ray of sunshine... a glimmer of hope that maybe, possibly... A Bosmer, which racial passives suggest, will actually be able to kill something with a bow. Can the bow weapon damage at least be on par with melee weapons? why are bows, which world history proves over and over to be one of the deadliest weapons ever fielded, so pitiful in ESO? Hey, didn't Henry V win a brilliant victory against daunting odds at Agincourt with the longbow?
I think you're using bows wrong, man. Their damage is very high.
Thanks Mr Lambert.
I wanted to see what your goals were for the frost staff and blocking/tanking. It's kind of a cool idea and opens up a lot of neat potentials (I'm sure some bad potentials as well) but I couldn't quite tell what you were going for with it or what the intent was behind it. What are you shooting for with this addition.
UppGRAYxDD wrote: »Thanks Mr Lambert.
I wanted to see what your goals were for the frost staff and blocking/tanking. It's kind of a cool idea and opens up a lot of neat potentials (I'm sure some bad potentials as well) but I couldn't quite tell what you were going for with it or what the intent was behind it. What are you shooting for with this addition.
Intended to pave the way for the Warden Classes arrival hopefull next patch! Changes to frost staff....hmmmm what class has been in the game which was frost based.
UppGRAYxDD wrote: »Thanks Mr Lambert.
I wanted to see what your goals were for the frost staff and blocking/tanking. It's kind of a cool idea and opens up a lot of neat potentials (I'm sure some bad potentials as well) but I couldn't quite tell what you were going for with it or what the intent was behind it. What are you shooting for with this addition.
Intended to pave the way for the Warden Classes arrival hopefull next patch! Changes to frost staff....hmmmm what class has been in the game which was frost based.
Poor warden, destined to be set-nerfed (or is that simplified) thanks to being built around a frost staff.
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »Update 13 has been out on the PTS for almost a week now and there’s been a lot of good feedback and questions posted with regards to the balance changes. I wanted to take a few moments to briefly discuss the overall direction for these changes so you can hopefully start to see why these changes are occurring.
For Update 13, our overall goal was to lessen the gap between the top and bottom. (in terms of overall damage output, coordinated vs. uncoordinated, small and large scale PVE & PVP) This doesn’t mean all classes are perfectly equal in all ways or that we want to remove skill from the game. We want to establish a solid baseline so that we can better tune and tweak balance. For this update we attacked this problem from multiple angles by doing the following:
- Lowering the ceiling on the top damage
- Raising the floor on the bottom damage
- Simplifying some of the more intense rotations to make them a bit easier for players of all skill levels
Some of you will probably ask how the above goals translate into the changes we made. Here are some notes on a couple of the more hotly debated ones so you can see how they fit into the bigger picture:
- Proc Sets – This change falls directly into the “lower the ceiling” category for both PVP and PVE. We wanted to reduce the overall burst potential without dramatically lowering sustain. There have been a lot of comments on this change, specifically from the PVP side where sets not critting will not help because of the Impenetrable trait - Impen does not reduce the chance of being crit - it reduces the damage of the crit that hits you.
- Stun Removal on Blazing Spear – This change falls into the “simplify” category. We increased the duration of the damage on this ability to simplify the rotation. In addition we removed the stun component. Now the morph choices are more damage or more resources and disorient. (CC)
- Radiant Destruction – This one is definitely in the “lower the ceiling” category. It was strong in both PVE and PVP and needed adjustment.
- Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities) @Alpheu5 has a pretty great image that illustrates this change in this thread.
I didn't touch on every change or class, but I hope that sheds some light into how and why we've made some of the changes we've made. We have a lot more balance changes planned, but due to how our build cycle works, most of them won't make the next PTS build - they should hopefully make PTS3 though.
It should also be noted that what is on PTS now is our first pass at these changes. We’re evaluating all of them and will make adjustments based on both feedback and data collected, so please continue to test them on PTS and give feedback.
-rich
ZOS_RichLambert wrote: »
You're not that old yet mate, a more complex rotation is just a matter of practice. A LOT of it, just to get the muscle memory down. The "over 40" crowd in my guild do just fine, no reflex problems or slowness. They do say their fingers hurt a little after hours of PVP play, but it's totally worth it.
Besides, I plan on playing video games until they stick me in the ground dead. It's awesome that some of you older guys are still playing.
PS: If you think a 3.5 second curse is too short, how about a 6 second shield?
Hey that's a really good point - people who need help with their response time or whatever are going to find the six second shield a major problem.
@ZOS_RichLambert
Yolokin_Swagonborn wrote: »@ZOS_RichLambert
The proposed change to Velicious curse seems to only benefit those players who are engaging in endgame structured PvE, i.e players fighting bosses with rotations in fights that last upwards of two minutes. At the same time, the proposed change greatly reduces the effectiveness and utility of the curse skill in shorter fights against trash mobs, overland enemies, and enemy players in PvP.
In the thread created by @Alpheu5, the DPS gain for his highly situational and theoretical rotation was only 771DPS gain for a 24 second parse. In a longer 2+ minute fight, this (again theoretically) would result in an increase of 3k+ DPS at the cost of greatly reducing the utility and effectiveness of the skill for pretty much every other application.
I know that your team tries very hard to balance abilities across a variety of playstyles (as you said coordinated vs. uncoordinated, small and large scale PVE & PVP), so please consider how changing this particular morph of Curse will effect the other ways sorcerers use curse in the game.
- New players. When you first unlock curse, a 6 second wait to use the ability seems like a lifetime. The shortened time morph becomes the obvious choice as overland and quest fights are much shorter and its much more satisfying to have the ability do damage sooner.
- Questing, roaming, exploring overworld PvE. Again, overland fights are shorter, I may want to switch targets and focus a different threat. Waiting 12 seconds before I can use the skill again is very clunky.
- PvP - Offense: Many others in this thread have explained this already. 12 seconds is a lifetime in PvP and the skill will get purged, mitigated or otherwise ignored. This change greatly reduces a sorcerers ability to pressure a very tanky or very elusive target. This change means Sorcerer loses a very valuable tool and one of the few effective sorcerer class-based DPS skills in PvP. Sorcerers are already tied to the desto-staff. This would make it worse.
- PvP Utility - Outside of a lucky streak, Sorcerers in PvP lack a good counter to cloak spamming enemies. Curse is a great counter to stealth at the moment but at 6 seconds, a stealthed enemy will be halfway across the map before curse reveals them. This currently functions as good counterplay to stealth and should stay that way.
- Killing that pesky skeever I accidentally aggro'd on my way to a crafting station: Why would I ever use an ability that took 6 seconds to be effective when the fight will be over much sooner than that? The proposed changes make this skill clunky and impractical for anything but long boss fights.
Solution:
There is an easy solution to this issue that will fulfill ALL of your stated goals and keep Velocious curse as an effective skill for ALL types of playstyles:
Add the second "haunting" effect to the "Daedric Prey" Morph and leave Velocious Curse the way it is. The other morph is rarely used so this will give people more reason to use it and at least offer people a choice.
Please consider this option as it is a win-win for everyone. It fulfills your goals without making the skill less effective for the people that enjoy it exactly the way it is.
I can understand why you would want to try and make the game more inclusive from a business point of view. I would assume the majority of the income form the crown store comes from people who wouldn't be considered to be 'the best' or even care about end game content and you need to cater to those who provide the paycheck. I get it, it makes sense if that's the case. But if the trend is tending towards making the game too easy... well you're going to lose those of us that actually work on improving ourselves. Those of us that have spent hours/days/weeks/months grinding the best gear for our builds, learning rotations and theory-crafting new builds after we've finished with those. And i get that this may not be an issue for you as long as the bank is happy. But if no one ever completed vMoL HM then were does that leave the trial? Left to those who spent weeks learning the mechanics? But they're gone as all they have to do is push a few buttons every few seconds instead of actually doing something that requires skill.
I guess what I'm trying to say, is that there always needs to be a skill gap between those who picked up the game for Christmas and those who have been here since beta/launch, and getting rid of this is only going to *** people off, not to mention make the game stale and boring.
I don't want to end this on a negative, so ill say the work you guys do is excellent and i cannot complain about the vast world that you have created.
It's actually quite offensive come to think of it that @ZOS_RichLambert seems to think "older gamers" need things simplified...maybe their fingers don't mash buttons *quite* as fast, but their minds definitely can work out a build and rotation to play with just the same.
Simplifying things simply removes choice and build diversity.
I'm almost 40 and I'll put my DPS up against anybody. My reflexes are as sharp as ever, thank you very much. Age has nothing to do with it.
Now get off my **** lawn!
"Almost 40" is not precisely what we could call an "older player". There is plenty of gran'pas and gran'mas running out there (50+, 60+, 70+)