GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
That would be a valid point if this set was the same type of proc as other sets, but it's not. The proc is a % chance based on crit damage, meaning it has to go through 2 layers of RNG. They don't have any other burst damage proc sets that operate that way to compare it against. So because of that, it should be entirely reasonable that a new set like this needs to be tested.
But even if that wasn't the case, it's still entirely pathetic to be complaining about balance changes being made during a testing period.
I see what you're going for, but I still disagree because Red Mountain is pretty similar, so I'm surprised that wasn't used as the standard.
http://elderscrollsonline.wiki.fextralife.com/Shadow+of+the+Red+Mountain+Set
Red Mountain is 10% proc chance from only weapon skills, meaning you are severely limited in your options of making it proc for ~8400 damage.
Infector is 8% chance on ANY crit (most damage builds have >50% crit chance), from ANY skill (not just weapon, like Red Mountain), can hit MORE than one enemy (Red Mountain targets just one) AND has a 5 second stun (Red Mountain doesn't have a CC component).
Despite all the perks that Infector has over Red Mountain, ZOS still initially put Infector into PTS with more damage than Red Mountain... that's... I just... how?
You ignore the cooldown on both sets. Defiler has a 5 second cooldowns, compared to 2 seconds for Red Mountain. When you look at it that way, RM provides more DPS even if procced only every 4 seconds. If you can keep it up better than that, you out damage defiler. That's not too hard to do when you combine Poison arrow, volley, twin slashes and flurry.
Can you see why this comparison is flawed and why the original values didn't seem so outlandish in theory?
You're ignoring the fact the Infector hits more than one target and has a group stun. That's way more DPS because you can hit more than one enemy, and way more defense (stunned targets can't hurt you) than Red Mountain offers.
And have you taken the stun duration of Infector into consideration when you're talking about cooldowns? It's a 5 second stun duration on a 5 second cooldown! You can keep up an almost infinite group stun!
If your argument is solely about attacking one enemy, then I can kind of see where you're coming from, but Infector has way more promise when you factor in its perks - which is why I can't believe it ever made it to testing with more initial burst damage than Red Mountain.
TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »GrumpyDuckling wrote: »TheStealthDude wrote: »It's like people don't even understand the point of public TESTING. It's specifically to find issues like these on a wider scale than can be achieved with the limited resources available internally.
You are complaining that they put something out for testing and found that they needed to change it, while it is still in TESTING.
Really don't understand why this would upset someone.
The point that I believe the OP is making is that ZOS didn't give thought about how the set fits into the game and slapped a random number on it.
Think about it. They know what the damage numbers and cooldowns are on the other proc sets, yet they still needed to "test" the new set to see how it fit in with other sets?
Please.
That would be a valid point if this set was the same type of proc as other sets, but it's not. The proc is a % chance based on crit damage, meaning it has to go through 2 layers of RNG. They don't have any other burst damage proc sets that operate that way to compare it against. So because of that, it should be entirely reasonable that a new set like this needs to be tested.
But even if that wasn't the case, it's still entirely pathetic to be complaining about balance changes being made during a testing period.
I see what you're going for, but I still disagree because Red Mountain is pretty similar, so I'm surprised that wasn't used as the standard.
http://elderscrollsonline.wiki.fextralife.com/Shadow+of+the+Red+Mountain+Set
Red Mountain is 10% proc chance from only weapon skills, meaning you are severely limited in your options of making it proc for ~8400 damage.
Infector is 8% chance on ANY crit (most damage builds have >50% crit chance), from ANY skill (not just weapon, like Red Mountain), can hit MORE than one enemy (Red Mountain targets just one) AND has a 5 second stun (Red Mountain doesn't have a CC component).
Despite all the perks that Infector has over Red Mountain, ZOS still initially put Infector into PTS with more damage than Red Mountain... that's... I just... how?
You ignore the cooldown on both sets. Defiler has a 5 second cooldowns, compared to 2 seconds for Red Mountain. When you look at it that way, RM provides more DPS even if procced only every 4 seconds. If you can keep it up better than that, you out damage defiler. That's not too hard to do when you combine Poison arrow, volley, twin slashes and flurry.
Can you see why this comparison is flawed and why the original values didn't seem so outlandish in theory?
You're ignoring the fact the Infector hits more than one target and has a group stun. That's way more DPS because you can hit more than one enemy, and way more defense (stunned targets can't hurt you) than Red Mountain offers.
And have you taken the stun duration of Infector into consideration when you're talking about cooldowns? It's a 5 second stun duration on a 5 second cooldown! You can keep up an almost infinite group stun!
If your argument is solely about attacking one enemy, then I can kind of see where you're coming from, but Infector has way more promise when you factor in its perks - which is why I can't believe it ever made it to testing with more initial burst damage than Red Mountain.
All of these differences just goes to show that this set is unique in a lot of ways, making it tough to pinpoint a balanced # on the first try, which is my point. There are so many different factors that come into play, especially with this being a unique set, that I find it hard to see how anyone can blame ZOS for not getting everything right straight out of their (limited) internal testing. All this goes to show is that the PTS is working. It's certainly not an issue that we need to attack ZOS for.
Nemesis7884 wrote: »The defiler set damage proc was nerved 40% from 10'000 to 6'000...
How can something like this happen?
How is it possible that the values of a newly created set (that of course has been thoroughly tested) has to be adapted by 40%!!
This to me shows either that the involved people have no idea about the game mechanics and impact of changing such variables or that zos lacks a certain process in creating and changing variables to make sure this happens in a coherent or balanced fashion…
This is probably also the reason why they adapt and change things all over the place – like plugging leaks in a boat by hysterically running all over the place instead of setting up a core process that makes sure everything is done balanced.
I mean seriously 10% changes show me you're adjusting according to feedback and testing but 40%...if that’s the amount of quality and thought you put into other aspects of the game I'm no longer wondering why most mechanics seem to only get 80% done and then left…
I am in now way writing this to bash ZOS in any way, but one has to wonder if at this point they're just spitballing everything? Do they sit together and think - hey 9999 looks like a funny number, let's go witht it and see what happens??
If they'd focus more time on coming up with a core process for metrics maybe they'd stop changing things all over the place?
Nemesis7884 wrote: »The defiler set damage proc was nerved 40% from 10'000 to 6'000...
How can something like this happen?
How is it possible that the values of a newly created set (that of course has been thoroughly tested) has to be adapted by 40%!!
This to me shows either that the involved people have no idea about the game mechanics and impact of changing such variables or that zos lacks a certain process in creating and changing variables to make sure this happens in a coherent or balanced fashion…
This is probably also the reason why they adapt and change things all over the place – like plugging leaks in a boat by hysterically running all over the place instead of setting up a core process that makes sure everything is done balanced.
I mean seriously 10% changes show me you're adjusting according to feedback and testing but 40%...if that’s the amount of quality and thought you put into other aspects of the game I'm no longer wondering why most mechanics seem to only get 80% done and then left…
I am in now way writing this to bash ZOS in any way, but one has to wonder if at this point they're just spitballing everything? Do they sit together and think - hey 9999 looks like a funny number, let's go witht it and see what happens??
If they'd focus more time on coming up with a core process for metrics maybe they'd stop changing things all over the place?
you dont think 10k proc is too much? how much more insta derp damage do you want to give stamina people?
Edit: I do agree though, they do need to not make things so stupid high in numbers and then later adjust. They need to be reasonable with what they create. Not create then forget about it until it breaks things and then they blow it up with the nerf nuke lol
It got nerf? Oh my god, awesome, finally something good, that set was going to be broken as hell
Nemesis7884 wrote: »The defiler set damage proc was nerved 40% from 10'000 to 6'000...
How can something like this happen?
How is it possible that the values of a newly created set (that of course has been thoroughly tested) has to be adapted by 40%!!
This to me shows either that the involved people have no idea about the game mechanics and impact of changing such variables or that zos lacks a certain process in creating and changing variables to make sure this happens in a coherent or balanced fashion…
This is probably also the reason why they adapt and change things all over the place – like plugging leaks in a boat by hysterically running all over the place instead of setting up a core process that makes sure everything is done balanced.
I mean seriously 10% changes show me you're adjusting according to feedback and testing but 40%...if that’s the amount of quality and thought you put into other aspects of the game I'm no longer wondering why most mechanics seem to only get 80% done and then left…
I am in now way writing this to bash ZOS in any way, but one has to wonder if at this point they're just spitballing everything? Do they sit together and think - hey 9999 looks like a funny number, let's go witht it and see what happens??
If they'd focus more time on coming up with a core process for metrics maybe they'd stop changing things all over the place?
How about You imagine now one scenario. You're developer. You're making update that is over 10gb. You're part of larger team so You need to coordinate work with others and things like that. New map , new class new sets , new trial , battlegrounds , quests etc etc. You dont have lot of people to test thing basicly You can just check raw numbers maybe create some fight of bots on developer server with few actual real people. Every of mentioned things requires lot of work testing and preparing. Then You put created content on PTS server to be tested by larger amount of real people to get some feedback. And then if You miss 1 thing and after feedback from players You change it someone tells You're bad developer.
You think You would handle to make such huge update without making any mistake ?
GrumpyDuckling wrote: »Nemesis7884 wrote: »The defiler set damage proc was nerved 40% from 10'000 to 6'000...
How can something like this happen?
How is it possible that the values of a newly created set (that of course has been thoroughly tested) has to be adapted by 40%!!
This to me shows either that the involved people have no idea about the game mechanics and impact of changing such variables or that zos lacks a certain process in creating and changing variables to make sure this happens in a coherent or balanced fashion…
This is probably also the reason why they adapt and change things all over the place – like plugging leaks in a boat by hysterically running all over the place instead of setting up a core process that makes sure everything is done balanced.
I mean seriously 10% changes show me you're adjusting according to feedback and testing but 40%...if that’s the amount of quality and thought you put into other aspects of the game I'm no longer wondering why most mechanics seem to only get 80% done and then left…
I am in now way writing this to bash ZOS in any way, but one has to wonder if at this point they're just spitballing everything? Do they sit together and think - hey 9999 looks like a funny number, let's go witht it and see what happens??
If they'd focus more time on coming up with a core process for metrics maybe they'd stop changing things all over the place?
How about You imagine now one scenario. You're developer. You're making update that is over 10gb. You're part of larger team so You need to coordinate work with others and things like that. New map , new class new sets , new trial , battlegrounds , quests etc etc. You dont have lot of people to test thing basicly You can just check raw numbers maybe create some fight of bots on developer server with few actual real people. Every of mentioned things requires lot of work testing and preparing. Then You put created content on PTS server to be tested by larger amount of real people to get some feedback. And then if You miss 1 thing and after feedback from players You change it someone tells You're bad developer.
You think You would handle to make such huge update without making any mistake ?
Tell me, upon your initial viewing of the new Morrowind sets, that you didn't immediately notice the set and say something along the lines of, "Wow, that Infector set looks incredible."
- AOE perma-stun (5 second stun on multiple enemies on a 5 second cooldown)
- crit, crit, weapon damgage for bonuses
- and 9,999 AOE proc damage
Surely you can admit that it is at least funny that no one noticed that this set was too powerful compared to other sets. This set must have been perma-cloaked during development to make it into PTS in the original state it was released in.
GrumpyDuckling wrote: »Nemesis7884 wrote: »The defiler set damage proc was nerved 40% from 10'000 to 6'000...
How can something like this happen?
How is it possible that the values of a newly created set (that of course has been thoroughly tested) has to be adapted by 40%!!
This to me shows either that the involved people have no idea about the game mechanics and impact of changing such variables or that zos lacks a certain process in creating and changing variables to make sure this happens in a coherent or balanced fashion…
This is probably also the reason why they adapt and change things all over the place – like plugging leaks in a boat by hysterically running all over the place instead of setting up a core process that makes sure everything is done balanced.
I mean seriously 10% changes show me you're adjusting according to feedback and testing but 40%...if that’s the amount of quality and thought you put into other aspects of the game I'm no longer wondering why most mechanics seem to only get 80% done and then left…
I am in now way writing this to bash ZOS in any way, but one has to wonder if at this point they're just spitballing everything? Do they sit together and think - hey 9999 looks like a funny number, let's go witht it and see what happens??
If they'd focus more time on coming up with a core process for metrics maybe they'd stop changing things all over the place?
How about You imagine now one scenario. You're developer. You're making update that is over 10gb. You're part of larger team so You need to coordinate work with others and things like that. New map , new class new sets , new trial , battlegrounds , quests etc etc. You dont have lot of people to test thing basicly You can just check raw numbers maybe create some fight of bots on developer server with few actual real people. Every of mentioned things requires lot of work testing and preparing. Then You put created content on PTS server to be tested by larger amount of real people to get some feedback. And then if You miss 1 thing and after feedback from players You change it someone tells You're bad developer.
You think You would handle to make such huge update without making any mistake ?
Tell me, upon your initial viewing of the new Morrowind sets, that you didn't immediately notice the set and say something along the lines of, "Wow, that Infector set looks incredible."
- AOE perma-stun (5 second stun on multiple enemies on a 5 second cooldown)
- crit, crit, weapon damgage for bonuses
- and 9,999 AOE proc damage
Surely you can admit that it is at least funny that no one noticed that this set was too powerful compared to other sets. This set must have been perma-cloaked during development to make it into PTS in the original state it was released in.
you dont think 10k proc is too much? how much more insta derp damage do you want to give stamina people?
Edit: I do agree though, they do need to not make things so stupid high in numbers and then later adjust. They need to be reasonable with what they create. Not create then forget about it until it breaks things and then they blow it up with the nerf nuke lol
No—it isn't too much at all.It got nerf? Oh my god, awesome, finally something good, that set was going to be broken as hell
Do you even understand how the set procs? It would've been worse than viper if it had a 15k tooltip.
When you deal Critical Damage, you have an 8% chance to summon a Hunger that spews poison to all enemies in front of it, dealing 9999 Poison Damage and stunning any enemy hit for 5 seconds. This effect can occur once every 5 seconds.
So it has a cooldown of 5 seconds, and it only procs 8% of the time when you crit—and you can't crit shields. WOW MAN SO OP BROKEN STRONG. IT MIGHT HAVE HIT A SHIELDLESS SORC FOR 4.5k IN PVP WOOOAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.