Rohamad_Ali wrote: »I imagine the Dev team will need to look at how these things work with the changes and if it shifts out of balance , make NPC corrections and adjustments .
Rohamad_Ali wrote: »I imagine the Dev team will need to look at how these things work with the changes and if it shifts out of balance , make NPC corrections and adjustments .
@Rohamad_Ali I'd imagine that too, however that would require a LOT of overhauls and tweaks to be done. And while I'm aware that Morrowind is supposed to usher in a wave of new changes, this particular change (if one is actually being done) would be among the most dramatic. They'd essentially be changing a lot of deeply-rooted mechanics, which would cause certain things to have to be re-learned and mastered. All due to core mechanics being altered. As previously mentioned, certain creatures/monsters even would have to be redone.
lolo_01b16_ESO wrote: »There is a general rule in mmos that the damage you do increases every patch. I'm pretty sure this will also happen this time. You might have to change your build, but you will most likely still be able to do everything you can do now.
Just look at the homestead patch. People cried that they would loose so much dps with the changes to elemental drain, warhorn, non crit monstersets, aether, ... and what happened? - We do more damage than ever before.
I don't understand how this was not predicted?Rohamad_Ali wrote: »Rohamad_Ali wrote: »I imagine the Dev team will need to look at how these things work with the changes and if it shifts out of balance , make NPC corrections and adjustments .
@Rohamad_Ali I'd imagine that too, however that would require a LOT of overhauls and tweaks to be done. And while I'm aware that Morrowind is supposed to usher in a wave of new changes, this particular change (if one is actually being done) would be among the most dramatic. They'd essentially be changing a lot of deeply-rooted mechanics, which would cause certain things to have to be re-learned and mastered. All due to core mechanics being altered. As previously mentioned, certain creatures/monsters even would have to be redone.
If those changes are necessary . They may have already made the adjustments . Either way we will need to re learn some playstyle for the greater good . The CP system in its current state has been formulated to perfection by some players and they are now PVE and PVP immortals . ZoS is at least recognizing this and making a effort to bring some balance back . I expect there to be big and small issues when ever ZoS holds the scales with a blindfold but you know who might have more insight on this play change would be @FENGRUSH and @Sypher who were both there to test Marrorwind material . I would ask them or one of the others there how it effects playing against those types of NPCs , if they even got a chance . I think there focus was battlegrounds but they would know the most and or who did do PVE .
Does anyone know what's going to happen with them? If damage is going to be lowered in response to having to build for sustain, rather than building for damage... What is going to happen with enrage-based mechanics? Or mechanics that cause you to take increased damage the longer a fight drags on?
For example, let's look at VMA. Crematorial Guards have a passive DOT that increases the longer they are left alive. A creature/monster that was originally added in the Imperial City update. What is going to happen with them? If we don't kill them in time, we'll get melted by its DOT. Same as the atronachs in Imperial City Prison. If you don't kill them in time, they'll enrage and one-shot players. Is that being done away with?
Or back on the topic of VMA, the longer you stay on the top part of the second phase of Stage 9's final boss round — the more damage you take. Thus causing you to either die, or drop down and deal with another Crematorial Guard and Clanfeer. And thus repeat the whole progress again. What is going to happen with that?
Better yet, let's look at things from a different perspective. Let's look at fights that give you more adds to deal with the longer fights carry on for. Such as the second boss in VMoL. The longer you carry on the fight, the more adds you have to chain and or deal with. Is that being removed and or nerfed? Or the fact that if you kill 1 way before the other, you essentially get wiped (assuming you take too long to burn the last boss alive down). Is that being done away with, or changed?
There's just so many mechanics involving these types of things that I'm genuinely curious about. Any type of feedback would be awesome, and much appreciated.
Loganpierz11ub17_ESO wrote: »Simple answer to this post is that if damage does drop as low as the OP is insinuating then we will just have to actually follow mechanics again.
Loganpierz11ub17_ESO wrote: »Simple answer to this post is that if damage does drop as low as the OP is insinuating then we will just have to actually follow mechanics again.
But that's not exactly what I think the solution would be. Especially when we are already following mechanics for certainly things. Like take the first boss of VMoL for an example. You have no choice but to follow mechanics. However, there is a shield phase. If you don't destroy that shield in time, the group gets wiped. That will be very problematic if damage is significantly lowered. Thus resulting in VMoL being once again a trial that hardly anyone can complete. Granted a decent amount of guilds have completed VMoL now, with some even skipping lunar on the standard version and a select few having beaten it on hard mode. The upcoming patch could make said things damn near impossible.
Sheva I 7 I wrote: »thoLoganpierz11ub17_ESO wrote: »Simple answer to this post is that if damage does drop as low as the OP is insinuating then we will just have to actually follow mechanics again.
But that's not exactly what I think the solution would be. Especially when we are already following mechanics for certainly things. Like take the first boss of VMoL for an example. You have no choice but to follow mechanics. However, there is a shield phase. If you don't destroy that shield in time, the group gets wiped. That will be very problematic if damage is significantly lowered. Thus resulting in VMoL being once again a trial that hardly anyone can complete. Granted a decent amount of guilds have completed VMoL now, with some even skipping lunar on the standard version and a select few having beaten it on hard mode. The upcoming patch could make said things damn near impossible.
You can lower that shield phase with half decent group (everyone @ 25k dps on skeletons)
Shader_Shibes wrote: »They aint gonna change anything regarding enrage timers. Whats the point in nerfing us and nerfing mechanics at the same time?
Paulington wrote: »Nothing needs to change.
Myself and many others have done vMA with zero CP spent, we almost managed to clear vMOL with 300 CP templates and nowadays enrage isn't even thought about. Rakkhat is almost always killed in one lunar cycle by any guild running vMOL.
The stark reality of the proposed change is about a ~350 spell damage loss for magicka DPS users. Whilst that is a large chunk, it's not going to suddenly make content unplayable. Back when it released we had far less DPS than we would have come this change and we still managed it.
You come in here to imply that he is elitist, but look at your attitude, you are acting more entitled than he is lol.mr_wazzabi wrote: »Paulington wrote: »Nothing needs to change.
Myself and many others have done vMA with zero CP spent, we almost managed to clear vMOL with 300 CP templates and nowadays enrage isn't even thought about. Rakkhat is almost always killed in one lunar cycle by any guild running vMOL.
The stark reality of the proposed change is about a ~350 spell damage loss for magicka DPS users. Whilst that is a large chunk, it's not going to suddenly make content unplayable. Back when it released we had far less DPS than we would have come this change and we still managed it.
Good for you. The other 90% of players need the cp
Paulington wrote: »Nothing needs to change.
Myself and many others have done vMA with zero CP spent, we almost managed to clear vMOL with 300 CP templates and nowadays enrage isn't even thought about. Rakkhat is almost always killed in one lunar cycle by any guild running vMOL.
The stark reality of the proposed change is about a ~350 spell damage loss for magicka DPS users. Whilst that is a large chunk, it's not going to suddenly make content unplayable. Back when it released we had far less DPS than we would have come this change and we still managed it.
We have removed some comments that were disruptive to the discussion. Please ensure your posts are contributing to the discussion is a civil and constructive manner.
Paulington wrote: »Nothing needs to change.
Myself and many others have done vMA with zero CP spent, we almost managed to clear vMOL with 300 CP templates and nowadays enrage isn't even thought about. Rakkhat is almost always killed in one lunar cycle by any guild running vMOL.
The stark reality of the proposed change is about a ~350 spell damage loss for magicka DPS users. Whilst that is a large chunk, it's not going to suddenly make content unplayable. Back when it released we had far less DPS than we would have come this change and we still managed it.
Nelson_Rebel wrote: »We have removed some comments that were disruptive to the discussion. Please ensure your posts are contributing to the discussion is a civil and constructive manner.
Agreed, apologies for the obstruction.
Anyways, back to on topic.Paulington wrote: »Nothing needs to change.
Myself and many others have done vMA with zero CP spent, we almost managed to clear vMOL with 300 CP templates and nowadays enrage isn't even thought about. Rakkhat is almost always killed in one lunar cycle by any guild running vMOL.
The stark reality of the proposed change is about a ~350 spell damage loss for magicka DPS users. Whilst that is a large chunk, it's not going to suddenly make content unplayable. Back when it released we had far less DPS than we would have come this change and we still managed it.
I'v mentioned this in multiple other threads, JUST BECAUSE you and YOUR buddies and maybe a couple streamers. DOES NOT justify that the changes are "good as is" and that people should just "l2p"
that's lazy, narrow minded thinking. Right now all content takes into account current CP effects because it calculates our CP damage and content is attuned to our CURRENT damage capability.
Therefore it only makes sense to adjust certain aspects of the game to compensate