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Desert Rose Nerf Highlights a bigger problem(s)

austinwalter87ub17_ESO
austinwalter87ub17_ESO
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The complete lack of good defensive light and medium sets.

The completely awful gear sets in the game which do not perform and still haven't gotten overhauled to be viable.

Add the critical nerf to proc sets.

Gear variety? Lol.

Why bother playing tanks if the armor is going to continually get nerfed because DPS baddies can't kill them?

Why bother playing healers if you can't survive in light armor?

Why bother playing anything but a DPS with heavy armor proc sets? This community is overwhelmed with DPS players consistently bitching they can't kill something fast enough. You've had the reigns of power for a long time. Having sets which can sustain and survive against multiple people is simply awesome for the game. As it gets taken out, the game will continue to revolve around the DPS baddies who want easy kills.
PC and PS4 (bring back character transfers please?)
Templar Extraordinaire
  • SirSocke
    SirSocke
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    Sorry, but you say immortal builds, stand their ground against 20 DDs for a really long time, are good for the game?
    You're kidding, right?
    Edited by SirSocke on January 25, 2017 5:38AM
    Bosmer stamina nightblade!
  • Didgerion
    Didgerion
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    Now with all that frost destro-staff changes - a magica nerf to some sets is a must - just to avoid perma-blocking builds;


  • actosh
    actosh
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    Didgerion wrote: »
    Now with all that frost destro-staff changes - a magica nerf to some sets is a must - just to avoid perma-blocking builds;


    He's right.
  • xblackroxe
    xblackroxe
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    Desert Rose deserved the nerf.

    Standing in a group spamming skills like a mad man bc you can't run out of ressources is balanced for you?
    At the same time proc sets got nerfed so that you ha armor tanks are even harder to kill.
    And heavy armor sustain got a bit nerfed.

    I dont really see the problem with the changes. Now heavy armor proctards can't stand around block all day long and still have the potential to kill of targets in seconds.

    Every change they made outside of class balances made pvp a better place.
    Member of HODOR

    Dro-m'Athra Destroyer
  • Paraflex
    Paraflex
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    There's no way a 1 second cooldown was balanced with a chance to get Mag back....if several targets were attacking you it was very likely to proc and the sustain from the set was OP....shoulda nerfed it harder
    Hollykills CP 630 Templar Healer - Ad PS4 Warlord Rank

    Max Stam/Mag Dk
    Max Stam Sorc
    Max Stam/Mag NB

    Don't care to dps much so I heal.


  • Dagoth_Rac
    Dagoth_Rac
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    Having sets which can sustain and survive against multiple people is simply awesome for the game.

    No. It is awesome for the player who can survive forever against a dozen other players. But sets that make 1 player happy and aggravate a dozen other players are distinctly bad for the game. Like or not, ZOS have to find ways to make the game fun and enjoyable for as many people as possible. So a large, open world game like this is always going to have large numbers of bad players going up against a few good players. If the few good players always cannot be defeated, the bad players leave. I know you would like to think they will treat it as a learning experience and "git gud", but they will not. There are a lot of casual players who just want to log on occasionally, join a group, get in some battles, take a keep, etc. If that is continually stymied by a handful of 1vX builds with nearly infinite sustain, they will just log off or go play another game. And the game needs players. Of all skill levels.

    A good player standing up to 2 or 3 bad players? That is pretty cool. But 1 player having nearly infinite resources when getting stomped on by like 10 people? Bad game design. There is no match-making or tiering or any other method to silo players off into instances where they only play against people of similar skill. ZOS are in the unfortunate position of trying to balance a game that is like the equivalent of a large bunch of guys who play basketball at the YMCA every other Tuesday night going up against LeBron James and Steph Curry and Chris Paul. Or a bunch of AA-level baseball players hitting against all-stars like Matt Harvey and Stephen Strasburg every night. The disparity of skill, experience, and organization is enormous. And it is a reality that must be dealt with.

    The best players and builds and skills will get nerfed. The worst players and builds and skills will get buffed. But the best players will still come out with much, much higher kill-to-death ratios.
  • Rikumaru
    Rikumaru
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    Dagoth_Rac wrote: »
    Having sets which can sustain and survive against multiple people is simply awesome for the game.

    No. It is awesome for the player who can survive forever against a dozen other players. But sets that make 1 player happy and aggravate a dozen other players are distinctly bad for the game. Like or not, ZOS have to find ways to make the game fun and enjoyable for as many people as possible. So a large, open world game like this is always going to have large numbers of bad players going up against a few good players. If the few good players always cannot be defeated, the bad players leave. I know you would like to think they will treat it as a learning experience and "git gud", but they will not. There are a lot of casual players who just want to log on occasionally, join a group, get in some battles, take a keep, etc. If that is continually stymied by a handful of 1vX builds with nearly infinite sustain, they will just log off or go play another game. And the game needs players. Of all skill levels.

    A good player standing up to 2 or 3 bad players? That is pretty cool. But 1 player having nearly infinite resources when getting stomped on by like 10 people? Bad game design. There is no match-making or tiering or any other method to silo players off into instances where they only play against people of similar skill. ZOS are in the unfortunate position of trying to balance a game that is like the equivalent of a large bunch of guys who play basketball at the YMCA every other Tuesday night going up against LeBron James and Steph Curry and Chris Paul. Or a bunch of AA-level baseball players hitting against all-stars like Matt Harvey and Stephen Strasburg every night. The disparity of skill, experience, and organization is enormous. And it is a reality that must be dealt with.

    The best players and builds and skills will get nerfed. The worst players and builds and skills will get buffed. But the best players will still come out with much, much higher kill-to-death ratios.

    Lol if the one person is up against 10 people and survives, either the 10 people are extremely bad or the one person has a build which makes them a brick.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    A super tanky character should be able to survive and sustain against a handful of people. That's what it should be.

    Nerfing sets which help achieve that just just turns the game into a DPS race. And that is fricking boring.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    xblackroxe wrote: »
    Desert Rose deserved the nerf.

    Standing in a group spamming skills like a mad man bc you can't run out of ressources is balanced for you?
    At the same time proc sets got nerfed so that you ha armor tanks are even harder to kill.
    And heavy armor sustain got a bit nerfed.

    I dont really see the problem with the changes. Now heavy armor proctards can't stand around block all day long and still have the potential to kill of targets in seconds.

    Every change they made outside of class balances made pvp a better place.

    If you're not doing enough damage you're helping the player wearing Desert Rose. I'm fine with that. Whether I'm wearing it or fighting against it.

    I consider that fine. The set is lackluster for damage dealers beyond the 5 piece bonus.

    TANKS SHOULD BE TANKY AGAINST MULTIPLE PEOPLE.

    That's the trade off for doing *** for damage.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    Dagoth_Rac wrote: »
    Having sets which can sustain and survive against multiple people is simply awesome for the game.

    No. It is awesome for the player who can survive forever against a dozen other players. But sets that make 1 player happy and aggravate a dozen other players are distinctly bad for the game. Like or not, ZOS have to find ways to make the game fun and enjoyable for as many people as possible. So a large, open world game like this is always going to have large numbers of bad players going up against a few good players. If the few good players always cannot be defeated, the bad players leave. I know you would like to think they will treat it as a learning experience and "git gud", but they will not. There are a lot of casual players who just want to log on occasionally, join a group, get in some battles, take a keep, etc. If that is continually stymied by a handful of 1vX builds with nearly infinite sustain, they will just log off or go play another game. And the game needs players. Of all skill levels.

    A good player standing up to 2 or 3 bad players? That is pretty cool. But 1 player having nearly infinite resources when getting stomped on by like 10 people? Bad game design. There is no match-making or tiering or any other method to silo players off into instances where they only play against people of similar skill. ZOS are in the unfortunate position of trying to balance a game that is like the equivalent of a large bunch of guys who play basketball at the YMCA every other Tuesday night going up against LeBron James and Steph Curry and Chris Paul. Or a bunch of AA-level baseball players hitting against all-stars like Matt Harvey and Stephen Strasburg every night. The disparity of skill, experience, and organization is enormous. And it is a reality that must be dealt with.

    The best players and builds and skills will get nerfed. The worst players and builds and skills will get buffed. But the best players will still come out with much, much higher kill-to-death ratios.

    Screw the bad players. You don't cater to them. Ever. They must strive to succeed on their own. Just like in the real world. They won't ever get better if they don't put in the initiative themselves
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Frawr
    Frawr
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    My impression is that ZOS wants to cater to casuals, which is fine.

    My issue is that casuals who go into Cyrodiil generally have an interest in competitive play and, therefore, do not wish to remain as baddies.

    Where i think that ZOS logic fails is that they cater to bad play instead of rewarding good play. They think that this rewards the bad players (who make up a larger portion of their player base). By doing this, they hold back those players from improving.

    2.5k magica every 1 second is unbalanced, however, the general approach of nerfing everyone so that even the most incompetent of headless sheepsies can get kills will ultimately do more harm than good to the health of the game.

    Instead, increase the difficulty curve a little toward level 40-50 and make them learn to play.

  • xblackroxe
    xblackroxe
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    xblackroxe wrote: »
    Desert Rose deserved the nerf.

    Standing in a group spamming skills like a mad man bc you can't run out of ressources is balanced for you?
    At the same time proc sets got nerfed so that you ha armor tanks are even harder to kill.
    And heavy armor sustain got a bit nerfed.

    I dont really see the problem with the changes. Now heavy armor proctards can't stand around block all day long and still have the potential to kill of targets in seconds.

    Every change they made outside of class balances made pvp a better place.

    If you're not doing enough damage you're helping the player wearing Desert Rose. I'm fine with that. Whether I'm wearing it or fighting against it.

    I consider that fine. The set is lackluster for damage dealers beyond the 5 piece bonus.

    TANKS SHOULD BE TANKY AGAINST MULTIPLE PEOPLE.

    That's the trade off for doing *** for damage.

    What has being tanky against multiple people to do with sustaining infinitely while spamming skills left and right no matter what as soon as there are 5+ ppl close?

    A tank that never runs out of ressources will never die and thats not something that should be in this game.
    Member of HODOR

    Dro-m'Athra Destroyer
  • Sugaroverdose
    Sugaroverdose
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    Everyone missing one little fact: it's almost impossible to get it proc every second even if you stand in a middle of a zerg, with current nerf it will be exploited only by frost+S&B and believe me - you will cry much harder about it, it was completely fine before Wrobeling frost staff.
    fyi in IC desert rose was considered as nerfed to the ground piece of sh*t
    Edited by Sugaroverdose on February 3, 2017 11:19PM
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    They should have left the cooldown and proc rate. Nerfed the Magicka returned
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
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