nothing is set in stone. but i dont believe we will get a huge nerf like this with nothing going on elsewhere to balance it out.
nothing is set in stone. but i dont believe we will get a huge nerf like this with nothing going on elsewhere to balance it out.
i also believe this change isn't coming with morrowind.
However, my thoughts? ZOS Really needs to stop changing fundamental mechanics like this so drastically. This is a big one on resource management even if it gets buffed elsewhere so the nerf is marginal. I still believe you guys need to stop changing things so heavily.
adriant1978 wrote: »Already a thread going on about this in the Alliance War forum, but I think maybe it needs to be brought to the wider attention of PvE folks who don't visit there.
Screenshots from PAX East: https://imgur.com/a/KS9mP#rBB48CB (not mine)
- Stamina and Magicka cost reduction CP apparently removed
- Mooncalf and Arcanist regen CP reduced to 15% maximum from 25% maximum
- Warlord changed to "Break Free" cost reduction
- Magician replaced by Siphoner, which reduces target's regen (health, magicka & stamina) when hit by light/heavy attacks
The bolded part basicly only hits medium and light armor builds, not heavy armor builds at all, cause heavy armor builds rely on resource returns through heavy armor constitution, racial passives or other ways to get resource returns.
Jaeme Diam wrote: »Ridiculous change. If it goes live it'll be my last straw.
Anti_Virus wrote: »adriant1978 wrote: »Already a thread going on about this in the Alliance War forum, but I think maybe it needs to be brought to the wider attention of PvE folks who don't visit there.
Screenshots from PAX East: https://imgur.com/a/KS9mP#rBB48CB (not mine)
- Stamina and Magicka cost reduction CP apparently removed
- Mooncalf and Arcanist regen CP reduced to 15% maximum from 25% maximum
- Warlord changed to "Break Free" cost reduction
- Magician replaced by Siphoner, which reduces target's regen (health, magicka & stamina) when hit by light/heavy attacks
The bolded part basicly only hits medium and light armor builds, not heavy armor builds at all, cause heavy armor builds rely on resource returns through heavy armor constitution, racial passives or other ways to get resource returns.
No it hits all builds, if they remove cost reduction all my skills are going to be expensive as hell. 10% reduction in regen is going to be nothing to most builds.
Heavy has no cost reduction or passive regen spend 2.5K plus resources in heavy will not be beneficial especially with poisons, stop with the lunacy
cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
We don't, but that's no excuse to make the problem even worse.cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
we have diversity now?
Just think of this zos: if everything is nerfed, nothing is nerfed in the end, BUT players will feel the decrease in power, and they will like it less, i mean who likes it when you get nerfed, not only that, it will make the game less fun, just imagine having to sit there spamming heavy attack because you drained all your resources (there is a reason why the wow team decided to give basically infinite resource), expect some people to leave if you go through with this.
On the other hand if everything is buffed, noting is, BUT player will feel the increase in power and they will probably like it more. Buffs>nerfs.
Sitting there doing nothing is not fun.
Nerfs > Buffs, power creep is bad and ruins the game slowly over time.
This is a game without cooldown, resource sustain should matter. You can't compare it to a game that relies on cool down management like WoW.
CP made sustaining way too easy. I completely approve of nerfing this aspect of the CP system.
cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
Everyone will be running redguard, no one will run stam templar, mag dk and sorc sustain will be trash, So basically it's
Stamdk
Stam nb
All redguard
Mag nb
Mag templar
Altmer.
*** diversity.
With sorc you can get away with dark deal, but really you shouldn't use that in a fight.
PelinalWhitestrake wrote: »
cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
Everyone will be running redguard, no one will run stam templar, mag dk and sorc sustain will be trash, So basically it's
Stamdk
Stam nb
All redguard
Mag nb
Mag templar
Altmer.
*** diversity.
With sorc you can get away with dark deal, but really you shouldn't use that in a fight.
cpuScientist wrote: »cpuScientist wrote: »This will now make Redguard an absolute MUST HAVE for stamina. Rip diversity
Everyone will be running redguard, no one will run stam templar, mag dk and sorc sustain will be trash, So basically it's
Stamdk
Stam nb
All redguard
Mag nb
Mag templar
Altmer.
*** diversity.
With sorc you can get away with dark deal, but really you shouldn't use that in a fight.
Sustain will take a hit, but still the better groups will be fine with luminous shards and orbs. Just the pick up groups will.be a nightmare. After saying they wanted to balance by raising the floor lowering the ceiling they just raised the floor past the ceiling.
Ghostextechnica wrote: »Has anyone considered whether they are removing these because sustain won't be a problem anymore (because of something like cutting spell costs by 50% or similar)?
Other MMO's quite often do this. If you think back to early World of Warcraft, mana was a giant pain for anyone who used it and dps and healers would often go out of mana.
In today's WoW, sustain is just not even a thing - and it made the game a lot more fun.
This is trash. They replaced useful cp, with a break free cost reduction which we already had, and a cp that is useless in pve, but cancerous in pvp. Really bad. I hope that they revert this, or at least compensate it with changes to some abilities.
Without those two how are we supposed to sustain on a trial boss?? With 600 cp many classes drain 1600 magicka per second (mag dk, sorc and nightblade)! How are we supposed to sustain on a stam templar? These changes are ***. And you can tell that these changes were made purely for pvp, because only in pvp those 2 cp cause problems. Just separate the two already.
Giles.floydub17_ESO wrote: »Just think of this zos: if everything is nerfed, nothing is nerfed in the end, BUT players will feel the decrease in power, and they will like it less, i mean who likes it when you get nerfed, not only that, it will make the game less fun, just imagine having to sit there spamming heavy attack because you drained all your resources (there is a reason why the wow team decided to give basically infinite resource), expect some people to leave if you go through with this.
On the other hand if everything is buffed, noting is, BUT player will feel the increase in power and they will probably like it more. Buffs>nerfs.
Sitting there doing nothing is not fun.
In PvP this can be said, in PvE it is not accurate to say if every player is nerfed that in the end nothing is nerfed for obvious reasons.
I also meant bosses.
*reads*
*reads again*
*raises eyebrow*
*thinks that since he uses a heavy attack build with no sustain issues in PvE, diz gunna be gud*
*shows large evil grin*
On a more serious note, they already stated that they compared PvP between CP and non-CP, and were not a big fan of how little investment in sustain is required in CP campaigns, so that'll probably happen either way - tho I do expect a pretty big uproar (inb4 PvErs asking to delete PvP, etc etc) which will cause the nerf to be not as drastic as showcased here.
They did mention that they were also considering making 2h weapons count as 2 items. "Why does that matter?" - well, if sustain is going down the trashcan and this change happens, not knowing which sets are gonna drop with Morrowind, I'd expect Moondancer to become even more mandatory if you want to play magicka competitively, so hello RNG hell.
This is a tragedy, This game already is a bit centered around cp, Vet trials are impossible or almost impossible with 0 cp.
just separate pvp and pve already, wow did that, why can't you zenimax??
rhapsodious wrote: »Hi, I'm the person who took all these pictures. I didn't want them to be inflammatory so much as "huh, that changed, odd"... sorry Rich. ):
I didn't get the chance to compare skill costs between here and live, unfortunately, but I do not think ZOS employees are gleefully wringing their hands as they plot new ways to ruin your specs. It might end up that you're getting your recovery anyway through other changes, and the new Siphoner star might just be a PVP-oriented one like.. what is it, Ironclad? The one that gives crit res?
Don't make a huge judgment call off of a few pictures or pieces of the puzzle.