This is in the PTS forums.Giles.floydub17_ESO wrote: »Much of this information should be in the pts forums. That's what that section is for.
But that's the issue that I bring up in my posts.Uriel_Nocturne wrote: »Delves are too hard (paraphrasing)
I'm going to regret jumping into this, but to be fair, delve content is extremely easy. Analytically speaking, a typical delve boss has ~140k health. With 7k DPS (which is about the same as alternating between light attacking and using some damaging skill), you can down a delve boss in about 20s solo.
Of course everyone inserts a skill now and then. Delves are also easily soloable from early levels onward. If you are having problems completing delves in a group, I don't think the lowest hanging fruit in terms of addressing what is preventing you from succeeding lies in any of these changes.
I get the impression that some are reporting results on a template build (no race passives, not "right gear" i.e.) and others are reporting their ported Live main characters results? Just a thought.
santos.vellab16_ESO wrote: »Ok, the flow of disinformation needs to stop.
On the PTS I can still easily solo any public delve/non-DLC group dungeon on my (purposedly) terrible 2H-only Stamplar Master Crafter/gatherer build that is geared for max sprinting speed of all things. I don't even have Caltrops or Vigor. And this isn't a brag whatsoever, I have like 3 APM.
Live copied characters:
Overworld/Public Dungeons:
Magicka Templar: *warning, this is my "scrub" character which I just use random whatever on. Including getting passives such as treasure hunter on it*
Perfectly fine. Overworld mobs die too fast for the sustain changes to matter. When solo, repentance is no diffference, and could never used shards on myself anyways.
Magicka Sorc:
No difference.
VMA:
Magicka Sorc.
*important* I am not an awesome player. I do not have the spawn spots super memerized, I'm not flawless, and it still takes me 1.5-2 hours to complete on live. So I'm just being able to do VMA. This is important. Players with much MORE experience in VMA are still doing fine.
So far, have not completed VMA on PTS. I at first struggled with sustain, as heavy attacks were hard to get off in certain scenarios as you often need to move out of the way of things. Swapped to lich back bar, and this seems to have "fixed" (not completely, but massively help) my sustain issues, but am now running into other unknown issues - may be CP related with things such as Hardy/Ele def maxing out at 15% instead of 25%.
Thoughts so far:
The changes are not that bad. The issue I am finding is when you do not have the ability/knowledge to adapt (like myself). Without superior knowledge and the massive amount of changes (even though my mag sorc saw no ability changes, did get hit by sustain/cp) it's extremely hard to even know why things are harder. It's like learning all over again.
Will be doing some 4 man content and normal trials this weekend, will update. From what I have seen so far, I *think* the only time it will be a noticeable change is on final boss hard modes, where the fights are extended. As mentioned, not tested, just the vibe I get from testing what I have.
Flattedfifth wrote: »Live copied characters:
Overworld/Public Dungeons:
Magicka Templar: *warning, this is my "scrub" character which I just use random whatever on. Including getting passives such as treasure hunter on it*
Perfectly fine. Overworld mobs die too fast for the sustain changes to matter. When solo, repentance is no diffference, and could never used shards on myself anyways.
Magicka Sorc:
No difference.
VMA:
Magicka Sorc.
*important* I am not an awesome player. I do not have the spawn spots super memerized, I'm not flawless, and it still takes me 1.5-2 hours to complete on live. So I'm just being able to do VMA. This is important. Players with much MORE experience in VMA are still doing fine.
So far, have not completed VMA on PTS. I at first struggled with sustain, as heavy attacks were hard to get off in certain scenarios as you often need to move out of the way of things. Swapped to lich back bar, and this seems to have "fixed" (not completely, but massively help) my sustain issues, but am now running into other unknown issues - may be CP related with things such as Hardy/Ele def maxing out at 15% instead of 25%.
Thoughts so far:
The changes are not that bad. The issue I am finding is when you do not have the ability/knowledge to adapt (like myself). Without superior knowledge and the massive amount of changes (even though my mag sorc saw no ability changes, did get hit by sustain/cp) it's extremely hard to even know why things are harder. It's like learning all over again.
Will be doing some 4 man content and normal trials this weekend, will update. From what I have seen so far, I *think* the only time it will be a noticeable change is on final boss hard modes, where the fights are extended. As mentioned, not tested, just the vibe I get from testing what I have.
Thank you
@MissBizz,
Thank you for taking the time to test things out. I am much more at ease to learn that the overworld experience won't really be much different.
Not thrilled about having to relearn how to fight, but then I never really did that properly to begin with. Gives me the chance to break bad habits.
MissBizz, you do realise that the floor is raised and the ceiling lowered? Which means casuals will have it easier
How much CP u have? Did u redistribute em on the PTS? They changed the value of CP spent so u get more bang for the bucks at the beginning and alot less the more u spend.
santos.vellab16_ESO wrote: »Ok, the flow of disinformation needs to stop.
On the PTS I can still easily solo any public delve/non-DLC group dungeon on my (purposedly) terrible 2H-only Stamplar Master Crafter/gatherer build that is geared for max sprinting speed of all things. I don't even have Caltrops or Vigor. And this isn't a brag whatsoever, I have like 3 APM.
and you are on the only class that still gets anything from repentance.
The CP distribution in the individual stars was also changed. For example, on PTS you can get to ~24% on Bastion with ~80 points, where on live the same result takes ~95 points. This makes it easier for those with a lesser number of CP to get to higher results from stars with the same number of points they currently have invested, where it doesn't help those that already have them maxed out. One can also spread CPs around and get an overall increase across different stars without as much loss on the stars they take them from (e.g., I removed points from Bastion and put them elsewhere).How much CP u have? Did u redistribute em on the PTS? They changed the value of CP spent so u get more bang for the bucks at the beginning and alot less the more u spend.
I recently hit 600, I didn't relocate it on my templar.. meaning I was missing a bunch of points (since they don't move your cost reduction points elsewhere for you). This is where it gets confusing. Where's the floor? Are we talking scaled characters? Characters with 0 CP? Characters with 300? Because now the changes with how CP helps your max stat, is made better for players in the start of CP since at 300 you have about as much extra resources as you do at 600 on live.
I had changed them on my Sorc, as that was needed for VMA.
The CP distribution in the individual stars was also changed. For example, on PTS you can get to ~24% on Bastion with ~80 points, where on live the same result takes ~95 points. This makes it easier for those with a lesser number of CP to get to higher results from stars with the same number of points they currently have invested, where it doesn't help those that already have them maxed out. One can also spread CPs around and get an overall increase across different stars without as much loss on the stars they take them from (e.g., I removed points from Bastion and put them elsewhere).How much CP u have? Did u redistribute em on the PTS? They changed the value of CP spent so u get more bang for the bucks at the beginning and alot less the more u spend.
I recently hit 600, I didn't relocate it on my templar.. meaning I was missing a bunch of points (since they don't move your cost reduction points elsewhere for you). This is where it gets confusing. Where's the floor? Are we talking scaled characters? Characters with 0 CP? Characters with 300? Because now the changes with how CP helps your max stat, is made better for players in the start of CP since at 300 you have about as much extra resources as you do at 600 on live.
I had changed them on my Sorc, as that was needed for VMA.
I did not use combat dummy, I used what I consider to be 'real world' scenario that has enough consistency that if you average enough runs together, you get reasonably meaningful data. Also did not switch to adaptive build - wanted to keep changes as small as possible.
The only change between live vs. PTS builds/gear is obviously the CP that is no longer available to take. Have noted it below. Only CP 406 so I represent an 'avg' player - not noob, not max 600.
Keyword = reasonable. I am not implying this is decimal place precise nor absolutely consistent, just averaged over 6 runs each. Reasonable.
All info below using my main Breton - Magsorc
Gear: switched to 'reasonable' gear any player, any experience should be able to get with whatever we want to call as relative ease:
Julianos 5pc + Torug 3pc + Willpower jewelry set
Armor all gold, jewelry purple
Gold Glyphs: armor all +mag, jewelry +spell dmg
Build: Double destro, non-pet build, using inner light + aegis for ~40.5k magika pool, with 868 mag recovery including vamp bonus
Mainbar: standard force pulse, frags, inner light, aegis, power surge
Backbar: aoe skills -> elemental aoe + liquid aoe, inner light, aegis, hardened ward
Methodology - started digital timer on first initiation of combat by attacking trash mob closest to me from same spot, same nirncrux mine in all runs. Timed each to completion with boss falling dead after the 3 trash waves plus pre boss wave.
1- Live server, (6) runs averaged on Nirncrux mine - beating all trash + boss = 2min, 20sec
2-PTS server, (6) runs averaged on Nirncrux mine - beating all trash + boss = 4min, 31 sec
Other observations: used same blue food as current live meta, only changed standard DPS cp from usual meta to replace mag recovery no longer in the green tree
Had 135 points to spend in green tree so instead of former magician, took 100 points in arcanist to max out 15% mag recovery + remaining 35 points into tenacity to boost heavy attack mag recovery
On live, my mag bar never dropped below ~65-70%, and as standard with usual max dps burst rotation, swapped only to aoe bar to refresh aoes, and kept blasting away with main bar pulse + frags on proc only usual dps roation. Was never in any serious danger, hp never got hit and could spam wards all day.
On PTS, the world was not ending, saying this is not tolerable is hysterical over reaction...BUT -- my magika pool was always on near dry after the ~1-2 min mark, I was chugging mag potions like crazy soon as cooldown came up, and I was 95% of time on backbar using constant lightning staff heavy attack between aoe refreshes. Almost no switching to main bar to pump up dps because heavy attack was only thing keeping me alive to get mag back to refresh my ward
Reminder - I am not doing this in BiS gear, I am using the 'standard' gear that any non-trials person can get, and hopefully therefore reflect what I think the average player should experience. I know I can replace glyphs, put ele drain on my bar, etc. I was just doing this live v PTS tests of 6 runs each to get a baseline , that is all.
So please no attacks why I wasn't using X skill, or why not drinking witchmothers brew - I will do ALL that when Morrow launches. I just wanted to see if I kept to as close a 'dps' build as I had on live, what the effect would be.
My conclusion is it nearly doubled (bit more) my solo time to beat nirncrux. The good news is I did not die. I was never in any actual serious danger of dying. So conclusions:
#1 - we all know overland is cake walk. So if the baseline is affected at least to degree I am nearly drained dry on mag pool of 40.5k with vamp + standard setup recovery of 868, and thankfully destro passive of 3.6k mag recovery on kill with destro skill is still there (that's frankly all that kept me in the recovery game) then I conclude two takes at this time
It is guilty of exaggeration to say we can not adapt to this. Given I did these with zero adjustments to build, drink, glyph, etc - the world will not end. I also did not use ANY sorc sustain that I know will be debated as needs more nerf, too OP, whatever - no conversion used on bar. I basically did this as close to a mag build of any class as possible.
However, if I'm being this drained on what was formerly cake walk overland encounter like nirncrux mine, I can see how upper end trials is going to be affected, even with group buffs.
Theory - by changing my spell dmg jewelry glyphs, by adding ~300 more recovery with witchmother, and switching torug 3pc to seducer 3pc, I am quite sure will be able to adapt. Will be bit slower to kill, but I guess that is what ZOS wants, to have us give up some time to kill to manage sustain.
But it does not live up to their 'we want it to be fast action game' because the new sustain management = lot longer encounters for anything that isn't a 5 sec burst fight. I am hopeful some of these nerfs will be scaled back some. I can live with some, and as said, admit can adapt to what they have now.
But it is LESS FUN. That is the bottom line.
Not end of the world. Not hysterical over reaction that as base mag dps (using no sorc unique skill without a counterpart other than possibly liquid lightning on my bar), but just LESS FUN.
So I hope ZOS sees and reads this thread. I admit your new changes are livable in terms of adapting to them. But in your grand design, in your quest for constant over turning of established character norms, someone seems to not have measured the FUN factor because no matter how much I admit these changes are adaptable...it sure as hell isn't as much fun as before.