InvitationNotFound wrote: »sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.
HaroniNDeorum wrote: »InvitationNotFound wrote: »sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.
Exactly this. As i always say, looks like this game wants a mindless zerg pvp of 50+ players in same spot instead of very well organized guilds spread on the map, making the game a real competition and high-quality fights.
IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.
Ragnarock41 wrote: »HaroniNDeorum wrote: »InvitationNotFound wrote: »sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.
Exactly this. As i always say, looks like this game wants a mindless zerg pvp of 50+ players in same spot instead of very well organized guilds spread on the map, making the game a real competition and high-quality fights.
IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.
but pressing R at the same time and holding shift is totally a high quality fight, right ?
leepalmer95 wrote: »By gap closer dmg nerf i hope you don't mean them all.
I doubt anyone has every complained about dk chains or templar gap closer dmg.
It's likely just crit rush and maybe ambush, crit rush does more overall dmg and yes it does hit very hard.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
ZOS_GinaBruno wrote: »[*] Not enough effective options to deal damage to clustered groups from afar
[*] Not enough diversity in Ultimate choice
[*] Large groups can have players take on specialized utility roles, reducing counter-play options against them
ZOS_GinaBruno wrote: »Hi everyone,
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
ZOS_GinaBruno wrote: »Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:[*] Synergy improvements
ZOS_GinaBruno wrote: »Hi everyone,
First, apologies for the delay in getting this month’s combat update published. We greatly appreciate the amount of constructive feedback you provided in our first combat update last month, and we plan to continue providing regular updates. With that said, we want to be clear that each month may not be as meaty; it depends on where we are in our development cycle. That doesn’t mean we’re doing less work, but just that we’re in more of a polishing phase rather than working on large changes.
Since we posted the November update, we’ve been mainly focusing on fixing bugs (some that you’ve seen in recent incremental patches, but most of are still internal and for Update 17) and doing some work for Update 18, which we aren’t quite ready to discuss yet. We’re still moving full steam ahead with the synergy improvements we talked about last month, which you’ll see when Update 17 hits the PTS. We’re also continuing to work on improving interrupt, including adding a short cooldown to any interrupted ability. We noticed some confusion when we first mentioned this change, so we’d like to clarify: the reasoning behind this change is to add more strategic play when you interrupt another player’s ability, and in turn give players using abilities with a cast time an opportunity to use them against other players who repeatedly use interrupts.
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
ZOS_GinaBruno wrote: »Hi everyone,
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
ZOS_GinaBruno wrote: »Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:[*] Synergy improvements
I'm concerned that Synergy improvements are coming while you are still looking at ways to improve group combat.
You will make ball groups even more stronger.
As of rest - great work! I like where the game is heading.
ZOS_GinaBruno wrote: »Hi everyone,
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
ZOS_GinaBruno wrote: »Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:[*] Synergy improvements
I'm concerned that Synergy improvements are coming while you are still looking at ways to improve group combat.
You will make ball groups even more stronger.
As of rest - great work! I like where the game is heading.
It's a two fold change. On one side, a smaller group using synergy could win the day against a larger force. On the flipside, looser front line combat could see an improvement using the same synergy tactics to help purge a guild groups snares to avoid EotS burst, add extra burst on a team that carelessly ran into a keep breach filled with Nova, make lesser used ultimates find rotation in certain fights, etc.
ZOS_GinaBruno wrote: »Vanthras79 wrote: »Thanks Gina for the update!
When can we expect to see update 17 on the pts and what is update 17? (yes I know i am searching for nuggets)
You'll find out soon enough.
ZOS_GinaBruno wrote: »
- Improvements to off-balance and Heavy Attacks
@ZOS_GinaBruno thanks for the Update.
Will the following points be adressed in the future? :
-Stamdk/ Stamsorc spammable
-Magplar scaling fixes
-Class Balance overall (Bring stamwarden, stamnb & magsorc a bit down and raise stamdk/ stamsorc)
-Reliable snare removal for all classes
-Buffs to various unused skills
-Nerfs to poisons
-Nerfs to defile stacking
Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.
Ragnarock41 wrote: »Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.
even less reasons to use vMA 2h now..
other than that,
I might seriously drop 2h if they nerf crit rush.
already enjoying dual wield on my new stam warden for a while now.
having major expedition for 10 seconds beats having a gapcloser.
IF you don't have a speed buff, a.k.a. stamDK, then your life just got more miserable I guess.
When are you going to do something about Miats?