Yes, another thread about the changes. I'll try to keep this relatively brief, but I see constructive posts on this subject fairly few and far between.
Here's some bullet points on the state of sustain in pve:
- I agree with the CP nerf. Overall CP changes are decent and definitely dropping cost reduction lowers individual sustain. I think this is a good change.
- All the group sustain changes I find insulting. With these changes, you give us group content and then basically want everyone to be entirely self sufficient, 4k mag/stam from an orb that I synergize every 15 seconds is basically gone in 2 seconds... aka borderline pointless in long fights. What separates a good group from a mediocre group is how well the group supports each other. DPS can build for raw damage ONLY because good healers can support the resource requirements. Taking away group sustain tools basically turns that group support dynamic into an everyone fends for themselves dynamic. This is not good group play. What makes a good healer after these changes? How long can you spam healing springs?
- I keep hearing that ZOS wants people to heavy attack more... I don't hate heavy attacking, but it really shouldn't be the primary source of sustain for a group. This is again because heavy attacking is not group play. Running solo? Sure, kind of makes sense that you'd need to heavy attack occasionally to build resources.
- Group support changes imo hit tanks probably the hardest. I like skilled play, and average tanks vs good tanks will probably be pretty apparent after this patch, but again the tanks now pretty much need to be entirely self sufficient. There are times when tanks NEED to blow *** loads of stam, like when Vashai drops 3 negates in 8 seconds, or when "only blocking the heavy hitting attacks" (as you say in the patch notes) really isn't an option because even the light attacks hit for 10k+. Also please remember that not everyone lives down the street from the NA/EU servers. There are tanks that pretty much CAN'T play reactively because their ping is never below 250+, namely anyone from Australia.
- ZOS wants us to make decisions about whether to build for sustain or damage. While this sounds good on paper, in reality, this is going to just shift the pve meta into another min/maxed set of gear/enchants that will allow the most damage while allowing just enough sustain to continue that damage. This is not a choice in some of these trials fights that can last 3-8 minutes, because it doesn't matter how bursty my damage is against a boss with 86 million health.
- The Homestead choice of sustain vs damage is pretty cut and dry. Go damage if your group has good support uptime, go sustain otherwise.
- Heavy attack builds are going to be pretty popular... I've seen the youtube videos of stam DK pulling 50k+ ST dps with heavy attack builds... 0 net resource loss indefinitely with a full damage build... ZOS this contradicts your philosophy of choosing full damage or some sustain.
- Going full damage is currently not free even with good healer support. With all the orbs and minormagicka steal, as a magsorc I still have to chug expensive spell power pots on cooldown or I will eventually run OOM.
I really want to again stress that we should want group support skills to function well. I gave most of these points from a pve perspective, but I've played more than enough pvp to know that group sustain tools play a huge part in a good guild group.
Basically, what should win in pvp: A group of 10 want to be 1vXers built with their own sustain, or a coordinated guild group of 10 with optimized roles (bombers, lockdown/disruptors, tanks, healers, finishers, etc) assuming similar skill levels/reaction times for all players?
That's just my honest take on the state of the game.
PC/NA - Nightfighters, Raid Leader and Officer
Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
Lilith Tortorici - DC templar trials healer
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vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k
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