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Monthly Combat Update – December 2017

  • pieratsos
    pieratsos
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    Sandman929 wrote: »
    pieratsos wrote: »

    You are ignoring the fact that there are guilds out there looking for good fights

    15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.

    There is a fine line between dedicated roles and braindead stupid gameplay.

    This sounds like you've never been in a group that planned any further than simply accepting the group invite.

    Sure ive been is those groups. Proxy root spam negate and the AP flows in. Maybe next ill be the one spamming rapids or purge. That seems more fun.

    I mean if thats skill to you then ok. Each to its own. Whatever floats ur boat i guess. Its just that some of us prefer something a little more engaging.
  • Destruent
    Destruent
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    @ZOS_Wrobel nice fixes planned for Templars. Did you guys already had time to look into this 3rd templar-DPS-Bug: https://forums.elderscrollsonline.com/en/discussion/385501/bug-power-of-the-light-not-doing-any-damage-at-the-end#latest

    and thx for your list of bugfixes included in next update, made me really happy :)
    Noobplar
  • ak_pvp
    ak_pvp
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    pieratsos wrote: »
    pieratsos wrote: »

    You are ignoring the fact that there are guilds out there looking for good fights

    15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.

    There is a fine line between dedicated roles and braindead stupid gameplay.

    You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.

    In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.

    Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.

    And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.

    Im not assuming anything. Im telling it as it is. He already answered you and he literally said what i just told you. Group play is dominated by one button wonder builds.
    Dedicated roles is one thing and it should exist. Thats organisation and strategy. But running around spamming one button is a completely different thing.

    And sorry to say this, but this "cyro was created for large scale so you shouldnt be able to small scale" bs is getting old. Like really old. No one is asking for cyro to be designed around small scale. Thats just a dumb idea that put in ur mind for whatever reason. What you fail to understand is the idea behind solo - small scale. Which is outplay ur opponents using ur skill. If solo - small scale doesnt exist its because the gameplay is a skilless mindless zerg fest that only boils down to numbers. So yeah it is a joke.

    When people say "cyro was designed for large groups."

    Just remind them that things like dynamic ult existed to combat large groups, and preCP it was much easier to melt a bunch of idiots since damage was full back then.

    These trash zerg groups need to go, its one of the main reasons people don't play PvP since they get mown down. If these people claim its skill and organization, then they should be fine, right?

    @ZOS_GinaBruno and @ZOS_Wrobel

    These seem like great ideas and would allow for a more diverse and open cyro.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Earthewen
    Earthewen
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    ZOS_Wrobel wrote: »
    @cinbri
    We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.

    @casparian
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    @bohnt
    Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?

    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.

    @davidj8291
    We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.

    So, is the focus for game play being funneled into small groups? If so, will the grouping be changed from 24 man down to 12 or smaller?
  • Juhasow
    Juhasow
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    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.
    Edited by Juhasow on December 23, 2017 3:22PM
  • technohic
    technohic
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    Earthewen wrote: »
    ZOS_Wrobel wrote: »
    @cinbri
    We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.

    @casparian
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    @bohnt
    Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?

    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.

    @davidj8291
    We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.

    So, is the focus for game play being funneled into small groups? If so, will the grouping be changed from 24 man down to 12 or smaller?

    I'd be willing to bet that the focus is not on any size groups. They just are going to address things that heavily favor balling up.
  • simeion
    simeion
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    Maryal wrote: »
    Since the new DLC is called dragon bones, is it possible to put some skin on those dragon bones and have it fly around Cyrodiil once or twice in a 24 hour period, wreaking havoc on all those on the ground and upon keep walls (and the bridge)? Pretty please? Pshaw, lore = dragon break .... perhaps a dragon portal. Anyway, the dragon would function as a rare/random and very difficult boss spawn that players from all factions could unite to kill.

    I love this, would love to see that stupid bridge farmer overwhelmed by Deardra. Maybe give it a 5-10 minute cooldown if there are more than 30 players in a certain area.
    Tasear wrote: »

    I am afraid for earthgore... don't forget about pve usage...and we Healers don't have many good monster sets. :|

    Most good PvE heals don’t have room for a monster set. They usually run two five pieces (worm, spellpower cure, healer, mending, kagrenacs, or sanctuary.). They use two of these and a master resto, maelstrom resto, or lighting staves. While I Have to say there is no must have healer helm set there are decent ones.
    Earthgore=long cooldown
    Cholethorn=no smart healing heals random target even when at full health. (Would love to see this change to resource regen if at full health)
    Warden=great for pugging and helping plebs
    Bloodspawn=great for getting more warhorns out
    Engine Gaurding=great for resources
    Might Chudan= frees up a skill slot and 8k resistance is nice
    Pirate Skelton=major protection(would never run on healer because of minor defile)
    Scourge Harvstor(malubeth)= major vitality and a heal beam for you.
    Sentinel of Rkugamz= random placement of heals and stamina resources. (Wish placement was better)
    Troll king= health regen and 2% healing done (needs buffed to 4% like all other 2-4 pieces.)

  • Gravord
    Gravord
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    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.

    Half of the gap closers is unreliable in pvp. Most ranged magicka classes have access to movement utylity aswell. Most ranged abilities hit on pair or better than melee skills (perma proccing frags with in build cc and no cast time, compare that to wreck blow, with its pitiful range and how easy is to mess up cast by little movement). Frags have dmg buff and cc in same morph, while wreck was split over two different morphs.
    Dodge cost increased on spam, yet absorbs doesnt. Spamming easy defense for amount higher than magicka user health pool while also being fully protected from critical hits.
    As for pve goes stam dds were unwelcome for over 2 years of game time, now they are finally usefull. Their slight overperforming comes mainly from well too high benefit from vMA bow (with Hail delivering dmg on pair of 3 next dots combined) add dual wield speed advantage in heavy attacks.
  • Drakkdjinn
    Drakkdjinn
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    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.

    Lol no
  • Destruent
    Destruent
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    Drakkdjinn wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.

    Lol no

    What's wrong with it?
    Noobplar
  • Ffastyl
    Ffastyl
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    While you're looking at basic mechanics, please review Dodge Roll. The behavior of Dodge Roll's i-frames and positioning makes it unintuitive to counter. Specifically,
    • Dodge property does not expire until the animation is fully over, meaning attacking a player that is almost completely upright and most certainly not rolling still misses.
    • The rolling player's position is not updated until the dodge property expires. AoEs ignore the dodge property but because of the delayed positional update, targeting the rolling player's graphical body results in a complete miss because their hitbox is left where they started until the roll completes.
    If you can address these issues, I'd also like to see a reduction in undodgeable attacks. If the above issues are addressed, roll punishing will come down to timing attacks and tracking with AoEs rather than relying on undodgeable moves like Screaming Cliff Racer.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • Juhasow
    Juhasow
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    Gravord wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.

    Half of the gap closers is unreliable in pvp. Most ranged magicka classes have access to movement utylity aswell. Most ranged abilities hit on pair or better than melee skills (perma proccing frags with in build cc and no cast time, compare that to wreck blow, with its pitiful range and how easy is to mess up cast by little movement). Frags have dmg buff and cc in same morph, while wreck was split over two different morphs.
    Dodge cost increased on spam, yet absorbs doesnt. Spamming easy defense for amount higher than magicka user health pool while also being fully protected from critical hits.
    As for pve goes stam dds were unwelcome for over 2 years of game time, now they are finally usefull. Their slight overperforming comes mainly from well too high benefit from vMA bow (with Hail delivering dmg on pair of 3 next dots combined) add dual wield speed advantage in heavy attacks.

    Every gap closer is reliable in PvP You can find only few scenarios where You really cant use it and most of the time You can work around it. Saying that MOST of ranged magicka builds characters have acces to mobility skills is kinda lie. Speed buff is easily countered by speed debuffs and all what lefts after that is streak awhich is easy to counter with gap closers and cloak which can be also countered with AoE's and few sources of detection. There is no such a thing like "perma proccing frag" also You may not know but crystal fragment no longer stuns , have lowered dmg buff and also can be easily avoided by dodge/block/reflect. If You want to make comments atleast make sure Your knowledge isnt outdated.

    Base roll dodge cost is lower then cost of Harness Magicka or healing ward also shields doesnt miss full dmg of skill and negative effects applied by it like CC's and debuffs but guess what roll dodge does it. They added dodge roll cost increase because that source of defense was overpowered like hell without it. Yes shields have 100% critical dmg reduction but cant crit and have 0 resistances. In PvP single shield is not higher then Your health in PvE as I previously mentioned despite the fact You can have 25k shield still in most situations deadly cloak is better defensive then shields. Dont belive ? Try it.

    No vMA bow is not the main reason why stam DD's overperforming especially now when bonus within it is no longer enchantment but a set bonus piece. You can easily create build without vMA bow with for example Master's Bow that will make 2 or 3k less single target DPS which is nothing if we consider 60k single target stam DD's can reach. As for heavy attacks goes it's beneficial type of attacking only for stam DK's and stamsorcs other stamina characters benefit more from light attacks rotations and because of resource managment issues they're kinda forced to heavy attacking not benefiting that much from it as they could from full light attacks rotations. The overall case of dual wielding is more complex then just a fact it have lower cast time of full heavy attacks.

    I am not saying that magicka builds are weak but creating scenarios where stamina characters are victimized by overpowered and badly ballanced magicka builds is at least a lie.
    Edited by Juhasow on December 23, 2017 9:13PM
  • simeion
    simeion
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    There are few ways to get groups to spread out. A few of these ideas are not bad others could be devasting to small group or single play, but let’s be realalistc here, Cyrodiil is supposed to be about large scale war.
    1. Only let siege shield mitiagate siege
    2. Speed siege up.(not rate of fire but speed of projectile.)
    3. All siege causes minor defile
    4. Bring back old proxy det(let it scale off targets hit, and scales down for how many is in your group.

    Just a few thoughts.
  • Gravord
    Gravord
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    Juhasow wrote: »
    Gravord wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.


    Base roll dodge cost is lower then cost of Harness Magicka or healing ward also shields doesnt miss full dmg of skill and negative effects applied by it like CC's and debuffs but guess what roll dodge does it. They added dodge roll cost increase because that source of defense was overpowered like hell without it. Yes shields have 100% critical dmg reduction but cant crit and have 0 resistances. In PvP single shield is not higher then Your health in PvE as I previously mentioned despite the fact You can have 25k shield still in most situations deadly cloak is better defensive then shields. Dont belive ? Try it.

    How exactly deadly cloak will protect from single target dmg? :) Absorbs does from every source, cloak only vs mindless aoe spammers.

    Also please debate me more how vMA bow buffing Hail out of reason aint a problem here, please do...

    J0OG81w.jpg
    Edited by Gravord on December 23, 2017 9:53PM
  • Solariken
    Solariken
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    One idea that could be considered for getting people to spread out is a sort of inverse "AOE caps" which cause AOE abilities to scale like Proxy Det but in the opposite direction and based on allies in the area. So for example:

    Eye of Flame
    Create a cataclysmic storm above you that builds for 2 seconds and then lays waste to all enemies nearby, dealing X magic damage every 1 second for Y seconds. Damage is reduced by Z% for each ally in the area.

    This philosophy could be applied to all AOE skills.
  • Gravord
    Gravord
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    simeion wrote: »
    There are few ways to get groups to spread out. A few of these ideas are not bad others could be devasting to small group or single play, but let’s be realalistc here, Cyrodiil is supposed to be about large scale war.
    1. Only let siege shield mitiagate siege
    2. Speed siege up.(not rate of fire but speed of projectile.)
    3. All siege causes minor defile
    4. Bring back old proxy det(let it scale off targets hit, and scales down for how many is in your group.

    Just a few thoughts.

    God no. All of that causes only more zergblobs. We had that crap already in game some time ago, where zergs had specialized noobies deploying siege out of pocket in 1s to spam into enemy groups, even groups of 20+ were doing it vs 5-6 ppl because siege outperform their crap dps and require 0 player skills. Same goes for proxy, any attempt to solve blob issue by aoe is doomed by simple fact blobs will be always able to bring more of those aoes.
  • Juhasow
    Juhasow
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    Gravord wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.


    Base roll dodge cost is lower then cost of Harness Magicka or healing ward also shields doesnt miss full dmg of skill and negative effects applied by it like CC's and debuffs but guess what roll dodge does it. They added dodge roll cost increase because that source of defense was overpowered like hell without it. Yes shields have 100% critical dmg reduction but cant crit and have 0 resistances. In PvP single shield is not higher then Your health in PvE as I previously mentioned despite the fact You can have 25k shield still in most situations deadly cloak is better defensive then shields. Dont belive ? Try it.

    How exactly deadly cloak will protect from single target dmg? :) Absorbs does from every source, cloak only vs mindless aoe spammers.

    Also please debate me more how vMA bow buffing Hail out of reason aint a problem here, please do...

    J0OG81w.jpg

    1st of all learn to quote. 2nd of all learn to read.

    I was talking about Deadly Cloak it in terms of trials and overall PvE enviroment where most of the dmg that hits DD's is AoE if some DD gets hit by single target abilitie that means usually tank screwed up his job. In this case in most scenarios stam DD's have better defensive then magicka ones in PvE . In PvP stamina DD's have lot of tools depends of class that allows them to survive very well. Stamina nb and stamina warden are now one of the top of 1vX builds because they can combine their magicka abilities (despite being stamina based)with stamina ones plus add dodge roll block etc same as magicka characters can use dodge roll block etc in their builds despite beeing magicka based

    About endless hail , screen that You posted explains a lot , how You completly dont understand game mechanics and base Your knowledge on out of context print screens of other players. On screen You posted we can see that parse that was maded by stamina nb supported by someone propably with elemental blockade. Stamina nb was propably using War Machine which is kinda cheesy set for skeleton parses. The thing with that set is when stamina nb doing his back bar rotation that includes endless hail then goes on main bar and using Incap he gets dmg boost by 20% for 6 seconds from skill and 15% for 10 seconds from set and during that 6 seconds of double buff endless hail will notice the last highest ticks which will boost them drasticly which will cause unnatural DPS increase of this particular ability. Even without War machine incap itself can boost endless hail last ticks enough so it DPS will be inflated. It's only thing that stam nb can do and most of the time only on skeleton parses because usually his last endless hail is ended soon before whole fight ends. Also from the picture above we dont know anything about his Minor Vulnerability and off ballance uptimes and does he had luck with those buffs beeing applied during endless hail last ticks. Like I said earlier You can get pretty close DPS to those people get with vMA bow while You're wearing master bow so vMA bow is not the case of single target DPS adventage of stamina characters.

    Edited by Juhasow on December 23, 2017 11:02PM
  • Gravord
    Gravord
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    Juhasow wrote: »
    Like I said earlier You can get pretty close DPS to those people get with vMA bow while You're wearing master bow so vMA bow is not the case of single target DPS adventage of stamina characters.

    Yeah, almost 20% of total dmg coming from Hail yet you gonna keep instists its not vMA bow... that debate wont take us far.
  • Quantum_V
    Quantum_V
    Class Representative
    Liking the changes so far.

    Earthgore really needs a change. I follow a simple moto: skill should always prevail. Dedicating time and effort to the game should be rewarded. Earthgore is a mechanic that essentially promotes the opposite - an insta back to full heal for you and the zerg you’re sitting on with 0 thought applied.

    About group changes, I’m happy so far. Look, lets be honest, for solo players and small scale players (1-4 players) a 12 man organized group with dedicated unibutton mashing machines – or “specialized roles” as some
    seem to call it – is just as bad as fighting a 24 man zerg. Being part of a 12 man specialized ball groups IS NOT the only way to beat larger groups. Movement, positioning and good target aquisition is enough for a good 3 man group to wipe a decent amount of players.

    In my humble opinion specialized groups are no better than the 24 man zergs MOST OF THE TIME. But each to their own, as long as you’re having fun and playing with your friends.

    But ultimately, by reducing the effectiveness of specialized roles, this makes it more fair as both groups will have to rely on skill rather than having a buddy healing you back to full to win the fight.

    For once, these changes, in my opinion, are actually pointing towards a direction of more skilled-based game. We still have a long way to go, but so far I’m happy with the direction we’re heading.
    Edited by Quantum_V on December 24, 2017 4:49PM
    Quantum - Magicka DK

    Youtube Channel

  • crusnik91
    crusnik91
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    @ZOS_Wrobel

    When will there be a competitive match making system for battlegrounds?
    A system where higher rank players will meet each other more often instead of getting matched up with newer/lower skill players is extremely important and is surely a must have since the release of morrowind
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
    Crescent Singu-rarity - V16 MagTemplar AR33
    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • ak_pvp
    ak_pvp
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    crusnik91 wrote: »
    @ZOS_Wrobel

    When will there be a competitive match making system for battlegrounds?
    A system where higher rank players will meet each other more often instead of getting matched up with newer/lower skill players is extremely important and is surely a must have since the release of morrowind

    Wouldn't work on account of the mess of low levels, (even in noCP players sub 160 have some general disadvantages) group/class randomness, class imbalances, and premades.

    Its not like CSGO where everyone can use the exact same things, is guaranteed to have a full group and voice chat, but even there soloQ vs premade hurts.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Ranger209
    Ranger209
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    Solariken wrote: »
    One idea that could be considered for getting people to spread out is a sort of inverse "AOE caps" which cause AOE abilities to scale like Proxy Det but in the opposite direction and based on allies in the area. So for example:

    Eye of Flame
    Create a cataclysmic storm above you that builds for 2 seconds and then lays waste to all enemies nearby, dealing X magic damage every 1 second for Y seconds. Damage is reduced by Z% for each ally in the area.

    This philosophy could be applied to all AOE skills.

    I have been thinking of an idea similar to this, but maybe a little more harsh. Whenever more than 1 AOE ability is within the same diameter of an allies AOE there is a chaotic feedback effect that reflects the damage back to the caster. So the more people are AOEing a given spot the more damage they will take from their own AOE. If 4 people are hitting the same spot they would all get hit 3 times by the pulse of their own AOE's. Either would most likely have to be a battle spirit addition as not to affect PVE. Your idea would be less punishing than mine.
  • Chrlynsch
    Chrlynsch
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    Qbiken wrote: »
    Looks promising, looking forward to see more details :)

    @ZOS_GinaBruno Do you have any plans to make changes to werewolfs? (future updates) They could use some love. There´s been some really good posts/threads lately about suggested changes to WW. Just want to know if the dogs have a place in future updates :)

    Those werewolf quality of life improvements though...


    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • NiclasFridholm
    NiclasFridholm
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    Drakkdjinn wrote: »
    Juhasow wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    That comment is kinda mendacious.

    Yes stamina characters using same resource to dodge roll and block and to deal dmg but magicka characters use the same resource to cast shields and do dmg so both side using both resources to defense. All stamina characters are using magicka abilities to utilize their builds most of the time to improve their survivality same as magicka characters using block/roll dodge.

    Staying in melee range is not that big problem for stamina characters since in trials most of the fights is done uder boss and time when people need to split for few seconds can be used to refresh back bar bow rotation and even despite the fact sometimes they cant dmg from melee at the end their single target is still higher. In PvP beeing melee DD also isnt a problems since You have gap closers , LoS and many other ways to reduce distance between You and magicka enemie.

    Minor magicka steal for magicka characters is compensation for the fact that all base costs of stamina abilities are lower then magicka abilities and also every stamina weapon tree have passive lowering it abilities costs so magicka characters need magicka steel to be on pair with stamina characters.

    Currently in many group contents it's much easier to ignore mechanics when You come with more stam DD's that will melt bosses down because they have much higher single target DPS which will allow to bypass mechanics totally. Also shields currently in trials are in many situations weaker defensive then Deadly Cloak which is part of rotation and lowers incoming dmg so much that sometimes stamina character using it can take less dmg then fully shielded magicka character (good example is dual wield boss in vet AS) not mentioning magicka character needs to cast shields outside the rotation excatly when he takes the dmg which messes up rotation and resource managment when stamina character can just keep up Deadly Cloak as part of the rotation and dont care about anything else and sometimes only need to use Vigor.

    Lol no

    He is spot on, whats so funny?
    Tobias Funke - Magplar since forever

  • Gravord
    Gravord
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    @ZOS_Wrobel
    Can we get finally option to queue to specific bg modes and will sigil be removed from deathmatch to make it more about player skills and tactics than mindless rush for double dmg easy win?
    Edited by Gravord on December 24, 2017 12:37AM
  • Solariken
    Solariken
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    Gravord wrote: »
    @ZOS_Wrobel
    Can we get finally option to queue to specific bg modes and will sigil be removed from deathmatch to make it more about player skills and tactics than mindless rush for double dmg easy win?

    Yeah get that sigil out! If you want to keep sigil mechanics, have it always spawn on the losing team's relic altar.
  • Gravord
    Gravord
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    Solariken wrote: »
    Gravord wrote: »
    @ZOS_Wrobel
    Can we get finally option to queue to specific bg modes and will sigil be removed from deathmatch to make it more about player skills and tactics than mindless rush for double dmg easy win?

    Yeah get that sigil out! If you want to keep sigil mechanics, have it always spawn on the losing team's relic altar.

    Totally out. Dmg from proper builds is too high anyway and ttk very short, sigil makes it impossible to counterplay, 1cc and ppl die before breaking out.
  • Xsorus
    Xsorus
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    People think because I dislike zergballs that I don’t think zergs should exist or large groups should exist which is incorrect. Cyrodiil like the DAOC rvr zones should cater to all forms of pvp. Certain forms of pvp shouldn’t automatically receive benefits either like with zergballs and the aoe cap. There has to be a balance. I personally think the large group cap should be lowered to 12 people as this would increase the amount of roaming groups and might potentially produce actual group vs group combat.

    The spread is to high with 24 people.
  • arkansas_ESO
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    @Wrobel Any chance to just replace proxy det and buff the other morph? Any AOE that follows the caster (proxy, destro ult, impulse, sap, and whatever else) just encourages the ball group playstyle you're trying to nerf. Making the designated zerg-buster skill into something you had to cast onto an enemy zerg (and actually do high damage to a 12+ man group that's stacked together) would really help to combat ball groups.

    Also, buffing siege to have damage scale to the amount of targets hit like Detonation and reducing the max group size to 12 (any group over 12 in Cyrodiil is probably a ball group and there's no PVE content that requires more than 12 people) would help as well.


    Grand Overlord 25/8/17
  • WeylandLabs
    WeylandLabs
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    @BohnT

    I understand completely what you were saying.

    So you are saying that because you have never found a counter to a dot defile build they should be nerfed. Your argument is we should have 31cp instead of 50cp at 42% ? Ok ... so where does that leave abilities skills passives potions dedicated healers monster set and regular sets that proc heals and buff them them 24/7 ? I see you can stack your heals buff them, proc them activate them, pop them when ever you like. I feel you may have 1 style of game play, and heavy reliant on. ( Old metas that do not work anymore. )

    And you say and i qoute "

    On most stam builds (not duel based) your vigor will tick between 1.8-3.4k with non-crits and crits. Reducing this by 70% and your healing goes down to 560-1020 there is no used dot in the game which doesn't apply enough damage to negate the healing of vigor. If you check combat parses most people have ~3-4k hps when they are fighting.

    So your talking about most people, and their normal gameplay ? That is obviously not duel wield ? About thier vigor ticks with both debuffs on you ? Well thats simple change you build and gameplay. I only play sorc stam and mag day1 i have or had no problems adjusting to each patch update dlc in the 2 1/2 years i played in pvp and pve. The problem is that fact your healing is being negated by your normal gameplay in pvp not in pve. If the defile was nerfed every1 in thecgame would stay alive 24/7. Your also dying to this i pressume, and possibly known as a good player. Thus making you look bad in front of other players. That's also normal and should be ... thier is a counter to everything even my build you or anybody just hasn't found it yet. And i will most definitely not say it either.


    Bye saying reduce it to 25% is insanity and the super healing is back. People can already outheal 3-4 oils being dropped on them why dont they align oils dam with cp or siege ? Before making an argument please look at the game as a whole and not how you or any popular person feels.

    Heres the thing ... im a stam sorc dw and bow i have a build that is been reliable for 7 months in pvp after the fassalas nerf. I suggest to anybody that is runs a YouTube twitch build to step aside to that person if you see anybody running a DW and bow do not mess with just zerg them down do not attempt to 1v1 them.




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