PS4_ZeColmeia wrote: »So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.
What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.
all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.
The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.
Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.
PS4_ZeColmeia wrote: »So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.
What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.
all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.
The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.
Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.
@PS4_ZeColmeia
i guess you never did a veteran trial, maybe you can do that this weekend and then think about the patch notes and how they will affect your gameplay.
Not everyone runs around aimlessly in cyro zerging or fighting zergs...
Ep1kMalware wrote: »PS4_ZeColmeia wrote: »So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.
What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.
all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.
The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.
Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.
Look, i've done everything in this game pve wise. I'll inform you.
Eso is centered around dps. It's not our fault, zos forcdd it. Take vmol. They've been doing good latelt aboit making mechanica important by using mechanics that kill your group if ignored. Skipping mechanics is not a big deal. It's what makes uber content 'uber hard'. Take for instance wgt. You don;t take pinion, you kill somebody. Take lord warden. Fall in a portal? Somebody else pays for your mistake.
Then take vmol. You know whar kills ppl in vet maw? The hardest content in all of eso? You know what makes it so hard? Other players. My first solid go at vmaw out raid leader told us that bosses don't kill anyone in vmol. Players kill you. It was a long ass lecture but half the group was #1 leaderboards. Super good group. Amazing what these folks had fornpatience. Turns out the man was right. Every god damn death in that trial was caused by other players. Even ruins/shadow. Shadow is considered harder because of 2 main bosses where your groupmates kil you. Bottom line, forced group play mechanics force you to not skip mechanics. People that burn these dungeons don't skip mechanics, they are just very in tune with them.
What makes it harder is there are timers for these bosses. I think 2nd boss vmol is likw 60m hp. Is that right? You have less than 5 minutes to kill it. It. Is. A. Big. Deal.
This content exposes these constant complainers for how worthless they really are to the community. They think they're god's gift to the internet because they can walk into a dungeon, or trial, whipe an experiences group, refuse to listen, rage out at helpful advicd and decide to take instruction as some kind of personal attack, and come here demanding changes.
^zos doesn't have a spine, these monstrous morons are ruining the game because they're being catered to. If content was designed more intelligetly, players will adapt. This to me is zos saying '*** you' to the crybabies and giving up, while forcing everyone else to pay tribute to a cash only solution to our problems.
I'm not maf at the nerfs. Actually I am. But they added too much insult to injury here.
PS4_ZeColmeia wrote: »Ep1kMalware wrote: »PS4_ZeColmeia wrote: »So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.
What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.
all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.
The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.
Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.
Look, i've done everything in this game pve wise. I'll inform you.
Eso is centered around dps. It's not our fault, zos forcdd it. Take vmol. They've been doing good latelt aboit making mechanica important by using mechanics that kill your group if ignored. Skipping mechanics is not a big deal. It's what makes uber content 'uber hard'. Take for instance wgt. You don;t take pinion, you kill somebody. Take lord warden. Fall in a portal? Somebody else pays for your mistake.
Then take vmol. You know whar kills ppl in vet maw? The hardest content in all of eso? You know what makes it so hard? Other players. My first solid go at vmaw out raid leader told us that bosses don't kill anyone in vmol. Players kill you. It was a long ass lecture but half the group was #1 leaderboards. Super good group. Amazing what these folks had fornpatience. Turns out the man was right. Every god damn death in that trial was caused by other players. Even ruins/shadow. Shadow is considered harder because of 2 main bosses where your groupmates kil you. Bottom line, forced group play mechanics force you to not skip mechanics. People that burn these dungeons don't skip mechanics, they are just very in tune with them.
What makes it harder is there are timers for these bosses. I think 2nd boss vmol is likw 60m hp. Is that right? You have less than 5 minutes to kill it. It. Is. A. Big. Deal.
This content exposes these constant complainers for how worthless they really are to the community. They think they're god's gift to the internet because they can walk into a dungeon, or trial, whipe an experiences group, refuse to listen, rage out at helpful advicd and decide to take instruction as some kind of personal attack, and come here demanding changes.
^zos doesn't have a spine, these monstrous morons are ruining the game because they're being catered to. If content was designed more intelligetly, players will adapt. This to me is zos saying '*** you' to the crybabies and giving up, while forcing everyone else to pay tribute to a cash only solution to our problems.
I'm not maf at the nerfs. Actually I am. But they added too much insult to injury here.
I don't think it's that bad, if you consider everyone will have to do it. The new meta will be with lower damage. If the new max damage with reasonable sustain is 30k and you do 30k does it matter other than the old max was 55k and you used to do 55k? The nerf is universal.
Your issue might be that a cp 100 will do 28k. I would counter that now leader boards will depend more on rotation, ultimate, gear, sustain, and cp. Whereas now rotation and sustain are marginal and an afterthought, respectively.
Sets that return resources now are valuable to max damage builds instead of damage sets, regen monkeys, will want current meta, hybrids will exist by utilizing 2 resources instead of 1. Health will be invested in.
Other than sadness over the numbers you currently put up, understandable, there is a greater balance and diversity of game play which doesn't currently exist. I think that's better.
NeillMcAttack wrote: »I'm quite impressed with ZOS's decisions. It takes quite a pair of balls to make some what radical changes like we are seeing in the patch notes. They deserve commendation's for choosing a path and going through with it. Of course they haven't gone through with them yet, and I can only hope all the childish whining doesn't sway thier opinion much, or at all.
Kudos ZOS, onward and upward.....