@Zyrudin It seems we agree on many points. I too agree with some of the changes, and some of the ideas for the direction of the game... I just can't get behind a system that:
Hacks everything apart so drastically; a system that cannot be tested and tracked to see what changes are going to affect what (tracking variables); a system that has in place many contradictions over what it states it wants to achieve; a system that states it wants to help make things easier for the average player and the new player, in in actuall effect over complicates things, and with results that will most likely (at this point) do completely the opposite and make things harder for the new players and the mass majority of average players; a system that perpetually makes the same mistakes of trying to opperate one system for two entirely different models (PvP - PvE).
@MacCait
The manner of it, not the reason - yes, it seems we agree on that.
In the ESO Live Rich Lambert did concede that the reason for this was, quote, «to slow things down» because they wanted «separate phases: a burn phase and then regen». He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
This was confirmed when he said that a trial leader that was testing the new trial said first that «every DD needs top DPS to make it in vet trials» and then after trying he changed his opinion to «actually, we focused on the mechanics and made it through».
This is the very reason for the changes, with which I agree. However, I cannot accept the reasoning of "one single game PvP + PvE" because it is two different types of adversary, completely.
IronCrystal wrote: »Nah, it was truly disappointing.
"we wan't to make sure everyone is running out of resources" The lead combat designer said this verbatum.
They are ruining end game scene. Gonna be a mass exodus again of raiders.
...He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
@Zyrudin It seems we agree on many points. I too agree with some of the changes, and some of the ideas for the direction of the game... I just can't get behind a system that:
Hacks everything apart so drastically; a system that cannot be tested and tracked to see what changes are going to affect what (tracking variables); a system that has in place many contradictions over what it states it wants to achieve; a system that states it wants to help make things easier for the average player and the new player, in in actuall effect over complicates things, and with results that will most likely (at this point) do completely the opposite and make things harder for the new players and the mass majority of average players; a system that perpetually makes the same mistakes of trying to opperate one system for two entirely different models (PvP - PvE).
@MacCait
The manner of it, not the reason - yes, it seems we agree on that.
In the ESO Live Rich Lambert did concede that the reason for this was, quote, «to slow things down» because they wanted «separate phases: a burn phase and then regen». He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
This was confirmed when he said that a trial leader that was testing the new trial said first that «every DD needs top DPS to make it in vet trials» and then after trying he changed his opinion to «actually, we focused on the mechanics and made it through».
This is the very reason for the changes, with which I agree. However, I cannot accept the reasoning of "one single game PvP + PvE" because it is two different types of adversary, completely.
@ZyrudinI need to see this myself. I can't find a link to the video anywhere just yet.
@IronCrystal posted in another thread:IronCrystal wrote: »Nah, it was truly disappointing.
"we wan't to make sure everyone is running out of resources" The lead combat designer said this verbatum.
They are ruining end game scene. Gonna be a mass exodus again of raiders.
If that is what was actually said, my heart sinks for this game. I think the game will indeed lose a great deal of players if this is their true intention.
Where you say:...He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
If that is indeed their intention, that is contradictory to the whole "play as you want" scenario, and is instead a "play as we dictate" scenario.
If anyone finds a link can you post it. I can't find one as of yet.
Edited wrong game tag
IronCrystal wrote: »I watched the video again. 19:35 in the video.
"We looked at every single class, so, what are the actives the class has, what are the passives, how much are they getting of each of those, and then we looked at that against all the abilities that they are activating, to have sort of like 'well there you know draining at this rate, and they are restoring at this rate, so we wanted to make sure when we compared those two that you're going to be going down over time, you know not immediately, but so that everyone is running out of resources."
https://twitch.tv/videos/138714024
IronCrystal wrote: »@Zyrudin It seems we agree on many points. I too agree with some of the changes, and some of the ideas for the direction of the game... I just can't get behind a system that:
Hacks everything apart so drastically; a system that cannot be tested and tracked to see what changes are going to affect what (tracking variables); a system that has in place many contradictions over what it states it wants to achieve; a system that states it wants to help make things easier for the average player and the new player, in in actuall effect over complicates things, and with results that will most likely (at this point) do completely the opposite and make things harder for the new players and the mass majority of average players; a system that perpetually makes the same mistakes of trying to opperate one system for two entirely different models (PvP - PvE).
@MacCait
The manner of it, not the reason - yes, it seems we agree on that.
In the ESO Live Rich Lambert did concede that the reason for this was, quote, «to slow things down» because they wanted «separate phases: a burn phase and then regen». He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
This was confirmed when he said that a trial leader that was testing the new trial said first that «every DD needs top DPS to make it in vet trials» and then after trying he changed his opinion to «actually, we focused on the mechanics and made it through».
This is the very reason for the changes, with which I agree. However, I cannot accept the reasoning of "one single game PvP + PvE" because it is two different types of adversary, completely.
@ZyrudinI need to see this myself. I can't find a link to the video anywhere just yet.
@IronCrystal posted in another thread:IronCrystal wrote: »Nah, it was truly disappointing.
"we wan't to make sure everyone is running out of resources" The lead combat designer said this verbatum.
They are ruining end game scene. Gonna be a mass exodus again of raiders.
If that is what was actually said, my heart sinks for this game. I think the game will indeed lose a great deal of players if this is their true intention.
Where you say:...He didn't say it, because he couldn't say it, but to me that reads "we wanted people to play the game as intended".
If that is indeed their intention, that is contradictory to the whole "play as you want" scenario, and is instead a "play as we dictate" scenario.
If anyone finds a link can you post it. I can't find one as of yet.
Edited wrong game tag
I watched the video again. Here is the exact thing they said (in context).IronCrystal wrote: »I watched the video again. 19:35 in the video.
"We looked at every single class, so, what are the actives the class has, what are the passives, how much are they getting of each of those, and then we looked at that against all the abilities that they are activating, to have sort of like 'well there you know draining at this rate, and they are restoring at this rate, so we wanted to make sure when we compared those two that you're going to be going down over time, you know not immediately, but so that everyone is running out of resources."
https://twitch.tv/videos/138714024
So in effect what appears to be occurring is players are being forced to buy the new Warden class if they wish to stay relevant to group play, or remain competitive. For those players who choose not to do that, it appears all classes except for the powerful Magic Sorc, are being made ineffective, to the point of actually destroying the way those classes play. This is incredibly unfair to a great many of your players who have spent years developing their characters class and enjoy the way those classes play. It also seems that those P2W conspiracy theorists may be proven correct, because this does actually come across as P2W. EDIT: To be clear I'm not saying it is or isn't P2W, but that it's starting to appear as if it may in fact be that way with this update, and this is something you (ZOS) should be concerned about.
Cause of Drastic Changes - PvP directly affecting PvE
So it appears the whole reason for these drastic changes seems to stem from a small percentage of players who are able to create builds with what you term ‘infinite sustain’. I’ve tried to establish an exact figure on what percentage of players actually do this, but can only see references to an elite 1% of PvP specific players.
@MacCait
Here you go.
They did say they will "look into" and eventually "adapt" end game difficulty as well.
great word, but they are falling on deaf ears. it's all about the $, they care less about their customers
@MacCait What would you think of this type of balance?
Offensive-
Power: damage of each attack
Range: how far you can deal damage.
Speed: how fast and frequently you can deal damage.
Defensive-
Vitality: how much damage you can take.
Control: how well you can stop an attacker.
Agility: how much damage you can avoid (or escape).
To address the issue of prolonged fights, I gave a rough golden ratio (3:2 to offense:defense.) This way, someone will die before the Zerg can come save them. Each class gets 100,75,50 for offense and 75,50,25 for defense.
Limitations: this would need to be properly weighted with certain goals in mind (e.g. how much DPS should each class do; how long should dungeons take; how long should duels last, etc.) This is more illustrative to show that sustain doesn't need to be crushed and classes don't need to be homogeneous to be statistically equal.
@Gomumon
Interesting chart. Things are still affected by gear and racial passives though right? I'm not what you do with this... but it's an intersting demo. I there a reason the same colours are used over for different things? As an ex-graphic artist I'd suggest different colours to make it mor eintuitive to see the differences
EDIT gamer tag
From a PvE perspective, despite the bad timing and the weight of so many changes thrown at the game in one go, I am more and more convinced that the direction (it might be just a first step) will help the game in the longer run.
Well, Luminous Shards feedback was taken into account and they changed it, which was a good call. Perhaps more are to come, yes.
There is always PR in these circumstances, unfortunately. The devs are instructed by (in this case incompetent) marketeers in that way and there are certain things they have to say that are not believable.