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.
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.
Ep1kMalware wrote: »Jaeme Diam wrote: »Ridiculous change. If it goes live it'll be my last straw.
Yup. Lag, eso+ scam, more lag, *** balance change. If they wreck sustain in pve as hard as it looks I'm out.
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
PelinalWhitestrake wrote: »
FriedEggSandwich wrote: »My initial thought on this are: we get ability cost increases about every other patch, I think we've had 3 or 4 since cp were introduced, we have poisons that target sustain, and I have to wear seducer or lich in pvp. I'd rather zos were just more careful about implementing power creep that decimating sustain every time they make us op
They are obviously trying to make more build diversity but making it so you cannot wear all full damage sets and have good sustain, but my concern is that people will not adapt the way they think.
NeillMcAttack wrote: »NeillMcAttack wrote: »Personnaly I like what I'm seeing.
Sure, it's not set in stone and is subject to change, but, these things are usually, actually, pretty, set in stone. I don't think we will see a return of reduced cost CP stars. But I'm certainly interested to see if there will be other changes made in other passives and abilities to compensate. Maybe reduce cost glyphs will get a buff?!
What about pve? No one use those glyphs.NeillMcAttack wrote: »Personnaly I like what I'm seeing.
Sure, it's not set in stone and is subject to change, but, these things are usually, actually, pretty, set in stone. I don't think we will see a return of reduced cost CP stars. But I'm certainly interested to see if there will be other changes made in other passives and abilities to compensate. Maybe reduce cost glyphs will get a buff?!
So you like what you are seeing even with no clue whether anything will be buffed to compensate? With zos we have no way of knowing what they are up to. It would not be outside the realm of possibilities that instead of getting buffs to compensate we just see more nerfs.
Such drastic changes at once are never a good idea.
It's always the end of days with you people. The individuals that went to ZeniHQ all came back and spoke of being incredibly optimistic about the future of ESO.
I respect a developer that is not afraid of making sweeping changes to improve the future of thier title, popular or not, they usually have many more tools available to investigate these issues and create fixes.
We have seen nothing but buffs with the odd Nerf here and there for the past year. Including raises in the CP cap. How are you all so negative??
Do you guys feel sustain should always be an afterthought with regards gameplay mechanics!?
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.
You don't understand how power creep works.
In my post i said buff everything=buff nothing, In that everything bosses and npc are included, but at least now you deal more damage, making you feel more impactful, this is why i said that buffs are better then nerfs, it's basically human psychology, remove something and it will be felt much more then if something is added.
Power creep apply only when the content isn't scaled with the amount of power a player has.
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
They are obviously trying to make more build diversity but making it so you cannot wear all full damage sets and have good sustain, but my concern is that people will not adapt the way they think.
This is a good thought IMO - because right now in PvE (I don't PvP so can't comment on that) everyone just goes all damage gear with no sustain, as why go sustain when you have CP for that. Thus you have ppl going for sets which provide +resource, +damage, +crit, and/or with +proc ability.
So in an attempt to change this, they are removing cost reduction and nerfing regen CP's - this means that everyone suddenly will have to think about sustainability more, and means most players who don't have ppl to feed them resources will switch to sets which have +regen on them instead. IE 5 Seducer's instead of 5 Law of Julianos for magicka users wearing crafted gear since Seducer's gives cost reduction and regen, while LoJ is all damage & crit.
Obviously we don't know what other changes they have planned - such as changing the amount of resourced each skill use, the damage done by skills, etc. So we could see skills get a slight damage boost, or slight cost reduction.. which would help but still force more players to likely switch sets to more sustaining sets.
The other side of the coin as you mentioned is... these changes will hit casual and 'non elitist' players the hardest, those who don't have ppl to carry them over - ie as you pointed out some ppl will just get ppl in groups to focus more of resource giving so they don't sacrifice damage... meanwhile the people who don't have this advantage will have to switch gearsets from damage to more sustaining sets just to keep playing... and possibly have to end up carrying 2 sets of gear around (which since less than 50% of the playerbase has expanded inventories according to ZOS, is ouchies!).
Do they plan on actually fixing the god dam game?
They need to stop messing with things. Leave it alone, at lease for now. And just fix the game.
I've said it once, and I'll say it a million more times:EldritchPenguin wrote: »Mostly because this does not at all solve the biggest problems with PvP right now, and actually makes some of them (Redguard Sorcerers, light attack meta) even worse.
Power creep in PvE is an good thing as long as it don't go out of control.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.
You don't understand how power creep works.
In my post i said buff everything=buff nothing, In that everything bosses and npc are included, but at least now you deal more damage, making you feel more impactful, this is why i said that buffs are better then nerfs, it's basically human psychology, remove something and it will be felt much more then if something is added.
Power creep apply only when the content isn't scaled with the amount of power a player has.
So tell me about how the content is always being buffed every patch, because it isn't. We're getting more powerful with each patch but content hasn't been adjusted for 1 year now. And I highly doubt they are going to change that. It took them 1.5 years to upscale the old trials and dungeon.
I understand very well how power creep works, I've been around since release and I can tell you exactly that we've got quite the power creep going on here. So yes, maybe it would be nice if everything was buffed equally but that won't happen.