Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
What happens to players that aren't accomplishing those numbers and struggle with resource management? Are the nerfs going to somehow not filter down to them and reduce their numbers further? That's what confuses me about this. The good players will be slightly challenged and the mediocre players are having the challenge dialed up even further? Am I missing something that actually helps players that already find the content very challenging?
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
What happens to players that aren't accomplishing those numbers and struggle with resource management? Are the nerfs going to somehow not filter down to them and reduce their numbers further? That's what confuses me about this. The good players will be slightly challenged and the mediocre players are having the challenge dialed up even further? Am I missing something that actually helps players that already find the content very challenging?
this is what i said too some friends earlier on teamspeak. Essentially it will be fine for everyone just starting the game for the first time but when they actually come to the hard content they are going to struggle big time.
PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing.
Anyone can do 35k-40k dps if the test lasts less than 1 minute. Show me a video of someone that isn't a top 5% player doing 35k-40k DPS over a prolonged (5-10 minute) test without resource support.
Homogenization and class-defining skills being stripped down aside, these resource changes aren't going to improve PVE at all. Here is my prediction: People will keep stacking damage, dump some points into restoring more resources from heavy attacks (if they even bother), and just heavy attack to full before returning to their rotations. Maybe weaving in some more heavy attacks in between where convenient.
What is the point? Certainly not worth all this collateral damage. Certainly nowhere NEAR the issue of immortal PVP sustain builds. Particularly when it comes to the "power gap" impressions of newer players.
It isn't the ability to sustain DPS on a target dummy that is putting new people off the game, it is going up against builds in PVP that seem immortal and never run out of resources. It is a PVP issue with PVE consequences as we have seen so many times before.
All ZOS really needs to do is tweak the Battle Spirit debuff they already have in place and make a few tooltip tweaks to specific skills to make them work slightly differently in PVP.
The "balance by chainsaw" needs to stop. Seriously.
Or removing a skill-based ability like Repentance restoring resources to the group while claiming the changes were to improve skilled play. Or giving a new class essentially 100% uptime on a major buff in PVP while completely removing it from another on a whim. The problem is refusal to balance PVE and PVP separately.
The whole thing seems like a knee-jerk response to PVP sustain meta that went way to far, and should never have been an issue in the first place if they weren't for some reason so adamant against just balancing PVP and PVE separately.
I still can't comprehend their resistance in that regard.
Comon dude, this has hardly been rushed. There's been talk of major resource changes for months now, many of my guild mates have been running around with no CP in cost reduction passives in anticipation of this.
I feel like everyone crying over these changes must be newer players than have come into the game when resource management wasn't an issue, all they are doing is trying to bring the game back to where it was before power creep took over.
Anyone that has been playing this game for a while knows that resource management use to be a fundamental aspect of this game, and the god honest truth is that part of the game went a long time ago. I mean, does anyone use a single cost reduction/regen glyph anymore? When was the last time someone crafted Seducer armor?
These changes are going to bring build diversity back into the game and improve the overall experience for everyone so I think we should all slow down on the tears.
Agree completely with the two templar skill changes, as I've said with my other posts I support 95% of the changes. Those two fall into the 5% category.
One think I am 100% not buying into, is the PVE/PVP balancing conversation and that the resource changes are being forced onto us because of PVP meta. That's absolute rubbish, PVE needs these changes just as much as PVP. Look at the amount of players that are doing 35 - 40k DPS on the Robust skeletons with no support. That's BS, there is no resource management in that, its button mashing. It use to be that you geared towards longer but lowers DPS or insane burst that lasted a minute max. Now we just have endless insane burst.
koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
You still have major. You have resto heavy attacks. You need major mending I'm sure it's going to be fine waiting to complete a resto heavy attack!
koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
I so agree with you. I said this long time ago in other comments, even about Zos' embarrassing biased Sorc favouritism - untouched by the nerf chainsaw along with pushing the Warden far past the Templar, and I was right.
After investing so much time in the game as a Templar, almost 5.000 hours (and so much money by all means), it's just too much for me to swallow.koralr33fer wrote: »Ya I'm sure some of it is balancing and trying to increase the need for resource management in the game but....they've nerfed sooooo much on my templar healer, shards are same as orbs, repentance is worthless now, and a reduction from major mending to minor....but who gets it....you guessed it...the shiny new WARDEN!
It seems this is to just make the warden more appealing, which it already was to me. But now that I've seen the drastic changes coming to a char I've invested a lot of time into just to get nerfed this hard...I honestly don't think I want to invest the time into doing it all again just to get screwed again in chapter 2. I was going to buy the update, but now that I feel you are requiring me to, to have have a class that is unique now...almost feels like i've been played
You still have major. You have resto heavy attacks. You need major mending I'm sure it's going to be fine waiting to complete a resto heavy attack!
It's as much available to Warden through Restro Staff, but no, they have it in Class. This is such a ridiculous argument. Is your main a Sorc?... (If so, you'll have your heals and DW buff I bet, no problem there). Pointing finger is so rewarding huh?
LiquidPony wrote: »I sort of agree but I'd take it in a slightly different direction.
ZOS should be introducing incremental balance changes on a regular basis. As in, bi-weekly or monthly. That way we don't get these massive reworks every 6 months, people can gradually adapt their builds to a meta that evolves rather than sprouting up overnight, and ZOS gets less heated feedback from the entire playerbase rather than just the PTS crew (which by definition excludes the 2/3 of the community).
This. So much this.
So much drama and lashing back at the devs could be flat out avoided if they did regular small incremental balancing.