FriedEggSandwich wrote: »ZOS_RichLambert wrote: »
You can't be much older than 40. I'm 36 and only fractionally slower than I was at 21. Sports men and women retire. Paralympians get their own event, they don't get squeezed in to the main event.
I don't want my pvp rotation simplified, I want my curse back please. The fact you said you might reconsider has given me hope. Please reconsider, 6 seconds is such a long time in pvp. Surely if you just wanted to simplify curse you could have had it pop after 3.5s and then the haunting echo pop after another 3.5s, so you only needed to cast it every 7s? I would rather have velocious curse back if I'm honest but this suggestion is better that what you implemented imo.
Anyway thanks for the feedback and interaction, I imagine it's calmed some nerves.
@ZOS_RichLambert If your not going to fix proc sets can we at least fix all the snares in the game just about every ability in the game snares you.It's Ridiculous we can't even move remove snares from gapcloser and abilities.Everything should not snare us its just runs combat in pvp.
to all the 30/35 year old saying they are old, can you please go suck a bag of...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?
wanted to say that the idea i cant remember to keep up curse every 3.5 seconds or spear every 6 cause im over 40 is pretty narrow and offensive too, but my false teeth fell off and i'm having trouble bending my back enough to pick them up....
GreenSoup2HoT wrote: »ZOS_RichLambert wrote: »[*] 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.
I think you have misunderstood why players keep bringing up Impenetrable. The reason players bring it up because if you have 7 traits of impenetrable you can mitigate about 50% critical damage. Depending on class or cp allocations you may or may not have any more critical damage then not criting against your opponents which means if procs crit or not they are doing the same damage.
The issue with proc sets is not that they can crit or not, its the fact you can still stack them and basically one shot players regardless of how your character is built/spec'd. I could have 100% of my attributes in health and kill players because ive stacked proc sets crit or not.
What needs to be done is a complete overhaul on some of the tooltips of these high damage sets instead of removing crit from them. Sure crit's do make the damage of proc's bigger but if the base damage wasn't so absurd we wouldn't have to remove crit's. Removing crit from all healing and damaging sets hurts the underpowered sets such as Ashen Grip or many other crafted sets. It also hurts the people who specifically build for critical chance or damage and penalizes them for using a proc set that cannot.
There are only a few sets overperforming. Infernal Guardian, Grotharr, Skoria, Tremorscale, Seleane, Velidrith, Viper, Red Mountain and Widowmaker. Each of these deal way to much damage. The biggest problem being that you can utilize 3 of them if you wanted without even compromising your build on magicka or stamina because of how much value these sets provide.
The crit change is nice Rich but now you have created more work for yourself now that basically all the crafted sets are useless because of it. The problem still exists that stacking proc sets grant to much free none-crit burst damage on builds that should not have it (ex:heavy tank builds with tremorscale).
Crit doesn't matter against shields which a lot of players have in pvp. You still see them dieing instantly to people stacking proc sets.
Last point, why does Seleane or Velidrith have a 12k tooltip? Seriously how is that even fair?
How to fix proc sets if i were to do it myself:
-Viper: only proc's on heavy attacks. deals only 4k tooltip damage.
-Widowmaker: only deals 4k tooltip damage
-Red Mountain: only deals 3.5k tooltip damage
-Tremorscale: Snare lasts 4 seconds, 8 second cool-down. Deals only 3k tooltip damage (this set is for the snare)
-Seleane: Only deals 6k tooltip damage, 7 second cool-down
-Velidrith: Only deals 5k tooltip damage (lower then seleane due to aoe potenail)
-Grotharr: Only deals 1k tooltip damage (its stealth prevention utility for pvp is all this thing needs)
-Skoria: Only deals 4.5k tooltip initial damage (hit scan damage so.. brought down the damage)
-Infernal Guardian: Only deals 3.5k damage (due to frequency of proc.)
With these changes you could avoid removing crit from proc sets. This would also fix heavy armor users stacking proc sets and getting high damage out of them. With these new values, you would need good critical chance or increased critical damage to obtain the same damage they deal now without critical hits. That means heavy armor users could not be granted high proc set damage due to terrible critical chance potenail.
In pvp due to Impenetrable, to have good proc based damage you would need full light/medium armor but also a lot of cp allocation into critical damage and even your mundus stone (shadow/thief) to make procs more effective.
PvE dps should be complimented by sets... sets should not be as good as abilities, reducing proc set damage will hurt pve but you can go in and reduce boss health if you need to. Note with my changes, the damage you get from proc sets will be almost equal to them without crit if you have good enough critical damage/chance. This is where war horn and critical modifiers would makes up for lost damage when you do not crit.
Hopefully this all makes sense. I personally think removing crit from proc sets just creates more problems then solving them due to there being a lot of proc sets out there that are not an issue. Only thing that needs to be done is modifying some specific sets damage.
In short: You can't just remove crit from proc sets when there are only a few sets that are unbalanced. Blanket nerfs don't solve anything.
This exact same thing happend to many other aspects of the game and im getting sick of it. The worst change to date that always grinds my gears is no sprint stamina regeneration. This just doesn't make any sense. If you did not like players sprinting so much just increase the cost. Why should medium armor users be penalized for using high stamina regeneration and then have it cut off for trying to utilize sprint which they specialize in. This change just makes it advantageous to never sprint ever and now combat in pvp feels terrible. Nobody wants to sprint. Especially me as a high regen based character even more so.
Sorry for the little rant about no sprint regen.
Thanks for reaching out Rich. I can't wait to see PTS2+3 in the next couple weeks. One step at a time!
ZOS_RichLambert wrote: »
This simplification redesigning has nothing to do withFoolishHuman wrote: »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?
So I'm supposed to train hours on end for my hobby just to not be kicked from some dungeon? Look at some of the posts here what some people expect from other players.
I'm only 31, but I can already notice that I have trouble keeping up with young teenage boys who are faster, can play longer hours and so on. And it's not just this game, all games are designed to be ever faster and require shorter reaction times or insane time investments. That's not what skill should be about. Situational awareness, strategy, these things are dead in MMOs. All you do is copy a build from the internet, learn a rotation by heart and then click as fast as you can.
Now people are angry that their numbers are gonna be a bit lower, but that's also not what gaming is about. I think simplifying is a good thing sometimes, but every time game developers talk about it they get shouted down like in here. And then what we get is power creep in all games and ever faster reaction times. I don't think that's the right way to go.
Well, goal achieved -> rotation simplified:Twohothardware wrote: »ZOS_RichLambert wrote: »
Then maybe you guys should add more class abilities to the Magsorc because in PvP your only three effective sources of DPS is Crystal Frags, Mages Fury, and Velocious Curse. Crystal frag has to be proc'd by using other abilities first and Mages Fury is useless until you get the target near 20% health. You're then left with Velocious Curse and the only real spammable ability the MagSorc has which is the Destruction Staff one Impulse. What other abilities are you freeing up the MagSorc to use more of? With this nerf MagSorc just has to stand there spamming Impulse over and over even more because your waiting to use Crystal Frags, waiting to use Mages Fury, and waiting on Haunting Curse to finally detonate....
I find the people complaining about "dumbing down" very strange, its a very extreme situation in ESO right now compared to other games of it's type.
Most games, if you take similarly leveled (CP) and geared players, there is not a 400% difference in there damage output. In ESO there is. A bad DPS can do as little as 10k DPS, while the same gear CP and a good DPS can get 35k or more self buffed, or with limited support.
Nobody is saying that everyone should be able to do the same DPS, or skill shouldn't matter, or anything else like that. What is being said is that it's very difficult to balance content when 2 people with the same CP can have a 4x damage output difference. In any other MMO if you said that you could do double the damage of a similarly geared and leveled character probably everyone would consider it pretty extreme.
It's the reason why we have vet content like Crag trials and WGT / ICP that very high end people find super boring, and many people find literally impossible. Having end game content that is inaccessible to 80% of people, boring to another 15% and only just right for 5% is not tenable long term, as both sets will leave. If they close the gap a little, balancing will get easier and it will be more fun for everyone.
Whether the upcoming balance changes will succeed in this goal is an entirely separate question, which I won't comment on here, but the objective is very reasonable and healthy, and I'm glad some attempt to explain it was made.
ZOS_RichLambert wrote: »[*] 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.
ZOS_RichLambert wrote: »
- 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
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
With pets playing is incredibly boring to me...
1st Bar
1- Pet
2- Pet 2
3- Inner
4- Bound armor...
5- yeahhhh there is only 1 slot that you can use active ability BUT lets crate one more pets and we dont need to push any button, sorc will play it self...
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »
ZOS_RichLambert wrote: »