Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Phyiscal penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.
That's not how it works. You cannot 'overpen'.
If I have 8k resists, and my opponent has 10k pen - the net result is 0 resists - not negative 2k resists.
And 0 resists is exactly the same as what shields had last patch.
So on that point alone (crits being a separate point) - its either the same (unlikely in most cases) or a buff.
Dude, BDO XBox beta is up. Don't waste your time on the travesty that's Nerfmire.
Do you think the Devs themselves don't want their game to be balanced?
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Phyiscal penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.
That's not how it works. You cannot 'overpen'.
If I have 8k resists, and my opponent has 10k pen - the net result is 0 resists - not negative 2k resists.
And 0 resists is exactly the same as what shields had last patch.
So on that point alone (crits being a separate point) - its either the same (unlikely in most cases) or a buff.
That extra 2k penetration you have invested into is wasted though.
Ever heard of the concept of "overhealing?"
It's a common term in MMOs.
In reference to buff vs. nerf you cannot ignore crits because that is exactly his point. You are without a doubt taking more damage than before if they penetrate through your resistance because that damage now has the potential to critically hit.
People who say Sorc got buffed this patch have an agenda, nothing more to it
Oreyn_Bearclaw wrote: »starkerealm wrote: »Xbox One NA feels dead and A lot of people seem angry at the nerfs this is definitely Morrowind 2.0 for many people and a lot of long timer players are checking out the open beta of Black Desert Online which unlike Tera and Skyforge is one of the top 5MMOs out there on PC
yup, all of my gc's are completely dead
I had to leave 1 or 2 guilds the guild masters left and now I can't find anyone good enough to beat vet trials, DLC dungeons, or the new Blackrose Prison. PvP is boring and my main mag sorc is garbage and id rather just play other game than reroll I always see the same people in PvP and PvP is at its lowest point population wise.
They killed this game and now that real MMO competition is finally coming to Xbox One in early 2019 (PS4 already has FF14) and the fact that RDR2 is out ESO is going to be dead soon this game has been on life support since 2.2 the only people that will be playing ESO in 2019 are the die hard Elder Scrolls fans and most of them are waiting on Elder Scrolls 6 anyhow.
Translation, you ran in a guild filled with people who never really learned to play the content, and now that the broken defense buff is gone, they can't complete anything anymore.
Also, probably the same kind of players who were insisting that stam was worthless for everything, and were actively excluding stam players.
So, basically, nothing of value was lost.
I think that's a bit of an oversimplified reaction to his issue. Not saying there isnt some truth to it, but I will say this:
The PVE end game community is healthier when there are more active guilds able to clear content and compete for score. Probably the most extreme example of this was after the pet sorc buff when they were frankly stupid OP for DPS because the rotaiton was so easy. We have never seen so many guilds able to make score runs. Now I think that took it to far because the floor was essentially level with the ceiling, but right now the gap is extremely wide. I would never suggest that our goal should be to eliminate the gap, but I do think narrowing it a bit should be a priority. Things like morrowind sustain changes or murkmire shield changes go the opposite direction. They make the gap wider, which is an issue IMO. Also, it's not like everyone and their moms has all the trial HMs completed. It's a pretty low percent of the playerbase, perhaps a bit too low.
Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Physical penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.
That's not how it works. You cannot 'overpen'.
If I have 8k resists, and my opponent has 10k pen - the net result is 0 resists - not negative 2k resists.
And 0 resists is exactly the same as what shields had last patch.
So on that point alone (crits being a separate point) - its either the same (unlikely in most cases) or a buff.
I run a heavy magplar, performance wise after murkmire my shields for the most part are in fact stronger. But even though they are stronger I have a very glaring problem... puncturing sweeps glitch is by far the worst right now. This needs to be fixed, can't attack for 2 seconds after using this ability is not nice at all. It isn't due to lag as no other ability locks, so current standing I know I def can't take my heavy magplar into pvp like this. I am both stronger and weaker at the same time, but imo because of this glitch I am weaker.
Yeah, shields will be stronger than last patch on builds that only have them as a supplementary defence rather than a main defence, since those builds are already using high resists and impen.
In their default state, on builds that rely on them as a main defence (ie, last patch's sorc' builds), they are much weaker.
But they can be made to have an equivalent strength to last patch by sacrificing other stats.. and even exceed it with greater sacrifices.
Fwiw, my sorc' this patch runs a 2k smaller shield but with 12k more resists and 2k more crit resists than before - and has to run that to be able to deliver that telegraphed burst without dying. Getting those kind of extra stats can only come from giving up stats from elsewhere . Quite a bit of them. But it gives an equivalent shield strength to before, only now I also have better unshielded survivability.
So from a PvP perspective, the shield changes only really translates to a damage nerf for sorcs (which were already wanting on that front anyway)..
I'm not sure if the Devs were aware of that or of they expected it, perhaps they did, and buffs will be coming for the offensive toolkit? Who knows...
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Physical penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.
That's not how it works. You cannot 'overpen'.
If I have 8k resists, and my opponent has 10k pen - the net result is 0 resists - not negative 2k resists.
And 0 resists is exactly the same as what shields had last patch.
So on that point alone (crits being a separate point) - its either the same (unlikely in most cases) or a buff.
@Biro123
You are correct that you cant overpen, so my first example was incorrect now that I think about it a bit more. It's funny because that is so obvious in PVE with everything having a max resist (first rule is dont over penetrate).
The raw strength is the same any time your resistance<oppenents pen. It comes to zero either way, which is what it was effectively all the time last patch. That actually has me rethinking some things a bit. Everyone's first instinct this patch on a shield stacker was to start stacking more resist. This still makes sense to some degree, but I am actually questioning how high it really makes sense to go. You are of course right that it can't go negative. Hmm.. Wondering if I might have over done it a bit. Haha.
So I guess, the more accurate way to say it is that if your resistances<enemies penetration (typically the case last patch for a lot of shield stackers), the change is neither a nerf nor a buff. Last patch effective shield resist/penetration was 0 regardless of anyone's numbers. This patch, its still 0 as long as resist<penetration because you cant over pen. It becomes a buff to raw shield strength if your resist>penetration, which may or may not require tradeoffs in your build in other areas.
My mistake. In PVE, resistance changes are always a buff. In PVP, resistance changes are neutral or a buff (crit changes are a PVP nerf and neutral in PVE). Both scenarios might have your average player making tradeoffs to increase resistances, which might mitigate the buff to some degree, but you are correct that calling it an actual nerf in PVP is wrong. That said, my originally snarky ass comment remains. haha. Resistance changes under the guise of making PVE healers feel useful is missleading, because in that context, its always a buff.
ForsakenSin wrote: ».... dose anyone know what changes were made to magica sorc? what is this BS? " ... " why would they do this?" " i am done with this @##$% " ....
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »You are a special kind of stupid if you believe any dev that said making shields critable or having resistance effect them was for PVE reasons. PVE enemies don't crit, nor do they have weapon or spell pen!
Shields were already at a strength of ~50% of player hp in PvP. My hardened is/was ~43% of my max hp. Health cap change was for pve.
Certainly. When they changed shields, they made 3 fundamental changes. Lets take them one at a time.
First, you can now crit against shields. This is 100% a nerf in PVP, and a pretty big one at that. It is meaningless in PVE, as enemies cant crit against you in PVE.
Second, they made resistances apply to shields. This is a mixed bag in PVP. If you build for a lot of resistances, the shields are actually stronger, but you have likely made other sacrifices in your build. If you do not build for resistances, your shields are actually weaker than they were before against anyone stacking penetration, which is a lot of the PVP population. For your average light armor magic user, it amounts to moderate nerf in PVP.
In PVE, its a buff. Since PVE enemies dont have a weapon/spell pen stat, your shields are stronger with any amount of resistance you might have then they where before because last patch, a shields resistance was a big fat zero.
Third, They capped shields at 40/50% health. This is a nerf in both PVE and PVP. The nerf is most noticeable to a glass cannon, AKA a PVE DPS. In PVP, it does amount to a slight nerf for most builds, but it's really not much of an issue. Shifting a bit from magic into health pretty much makes it a moot point.
So when the devs say they want to make PVE healers feel useful, you have to look at what the did. Only the third change has anything to do with that. The first two changes constitute an overall nerf to PVP (nothing to do with their stated goal), and a PVE buff (contrary to their stated goal).
TLDR: What the devs did to shields, and why they said they did it, just dont add up.
The second point is a pure buff for PvP, I don't see how you can see it as a nerf.
@Biro123
I agree that most good players will work it into a buff in terms of shield strength, but they likely made trade offs to do it. That said, it is not necessarily a buff in PVP. It really depends on whom you are fighting. In PVE, it is ALWAYS a buff.
For example, If you have 8k physical resistance and are fighting someone with 10k Physical penetration, before and after the patch, well, you got nerfed. They will do more damage against your shields than last patch. If you have 12k phys resistance and you are fighting someone with 10k Phys penetration, well you got buffed as they will do less damage to you than the previous patch.
Historically, a lot of shield stackers ran very low resistances (whether or not that was okay is perhaps a different debate), and plenty of people stack penetration as their main source of damage (spinner/spriggan, Lover, Passives, CP, etc.). Therefore, most mag sorcs (that's whom we are really talking about here), likely had to do some things to buff their resistances. Maybe they switched up monster sets, reallocated CP, lost a bar to run boundless etc.
If you did nothing to your build, you almost certainly got nerfed in terms of raw shield strength. If you made changes to compensate, well you likely had to make some hard tradeoffs from other areas, and it still depends on whom you are fighting. This is why I call it a mixed bag. It is not simply a "pure buff" as you say.
That's not how it works. You cannot 'overpen'.
If I have 8k resists, and my opponent has 10k pen - the net result is 0 resists - not negative 2k resists.
And 0 resists is exactly the same as what shields had last patch.
So on that point alone (crits being a separate point) - its either the same (unlikely in most cases) or a buff.
@Biro123
You are correct that you cant overpen, so my first example was incorrect now that I think about it a bit more. It's funny because that is so obvious in PVE with everything having a max resist (first rule is dont over penetrate).
The raw strength is the same any time your resistance<oppenents pen. It comes to zero either way, which is what it was effectively all the time last patch. That actually has me rethinking some things a bit. Everyone's first instinct this patch on a shield stacker was to start stacking more resist. This still makes sense to some degree, but I am actually questioning how high it really makes sense to go. You are of course right that it can't go negative. Hmm.. Wondering if I might have over done it a bit. Haha.
So I guess, the more accurate way to say it is that if your resistances<enemies penetration (typically the case last patch for a lot of shield stackers), the change is neither a nerf nor a buff. Last patch effective shield resist/penetration was 0 regardless of anyone's numbers. This patch, its still 0 as long as resist<penetration because you cant over pen. It becomes a buff to raw shield strength if your resist>penetration, which may or may not require tradeoffs in your build in other areas.
My mistake. In PVE, resistance changes are always a buff. In PVP, resistance changes are neutral or a buff (crit changes are a PVP nerf and neutral in PVE). Both scenarios might have your average player making tradeoffs to increase resistances, which might mitigate the buff to some degree, but you are correct that calling it an actual nerf in PVP is wrong. That said, my originally snarky ass comment remains. haha. Resistance changes under the guise of making PVE healers feel useful is missleading, because in that context, its always a buff.
Haha. Im glad we agree, even though I've forgotten what the original argument was about!
Joy_Division wrote: »ForsakenSin wrote: ».... dose anyone know what changes were made to magica sorc? what is this BS? " ... " why would they do this?" " i am done with this @##$% " ....
Par for the course.
People complaining about nerfs without even understanding the changes in the first place and then just quitting.
FearlessOne_2014 wrote: »Dude, BDO XBox beta is up. Don't waste your time on the travesty that's Nerfmire.
Lol as a gamer who experienced BDO for 10 months. If you think BDO is going to be a subsitute for ESO. Well you got another thing coming. BDO is by far the most visually attactive MMO on the market. However that where it all end.
So here's what to expect in BDO...
- Outside of grinding the same mobs for 1000s of hours. Very little content. Just more grind spots.
- - BDO is a Korean grinder that only focuses on mass grinding, and getting you to spend massive amounts of cash in their cash shop.
- Having to spend $500 if you are blessed by RNG, more if you are not. On a basic starter pack for one character...
- - Bag slots, weight increase, T4 pets so you can grind, life skilling costumes, outfits.
- Having to spend about 50$/month on actual sub. Kama blessing, Value Pack, and Combat XP book.
- - They nerfed normally gained XP and Skill XP, and released these items to compensate for the nerf.
- People who spend more money on Artisans and Costume melting for Cron Stones. Will be light years stronger then you ever will!
- - We are taking about people who spend around $2k or more a month!
- Class imbalanced is purposely altered to force players who want to compete to reroll another class.
- -So they'll have to buy another starter pack for that class. $300 to $500/character!
- Gearing system is pretty much designed so that you fail enough. That you opt to spend $2k or more a month. Just in order to try to succeed, and become competitive.
- - About 3 or 4 months ago they made the game completely gear based with Renown System addition. Basically if you are a very sub par player that out gears a actually masterful player by more then 60 points. YOU WIN!
BDO in it's entirety is the game built around it's cash shop. Creating inconveniences so that you can spend massive amounts of money to compete.
And just to top it all off. On top of all of that if you can not dedicate more then 4 to 6 hours a day on that game. Then you will just be bottom tier EGO boost for others who can for 3 to 4 years if you last that long.
If you are looking at BDO being anything other than a good looking piece of crap game. Then you are in stored for a rude awakening. (No pun intended) Also BDO convinces the players to be as anti social as possible. Grouping up in BDO means all players involved, will not progress as fast as solo grinding.
ForsakenSin wrote: »Joy_Division wrote: »ForsakenSin wrote: ».... dose anyone know what changes were made to magica sorc? what is this BS? " ... " why would they do this?" " i am done with this @##$% " ....
Par for the course.
People complaining about nerfs without even understanding the changes in the first place and then just quitting.
Im sorry but as you are a Class Representative for somebody to have statue as your self, representing a class that affects all of us im really disappointed in your post.....
They understood the changes after it was explained to them? (they didn't know as not many go on forums) and that is just silly do you seriously think they just seen the change without asking about it and quit?.
They seen the changes that shields were nerfed they were explained and shown where to go to read about it and they were not happy with it as their build was ruined and they could not make it work or didn't have in them to start changing their build again had gold to change it ect there were many reason why they gave up and just left or just left magsorcs and got something else.
Joy_Division wrote: »ForsakenSin wrote: »Joy_Division wrote: »ForsakenSin wrote: ».... dose anyone know what changes were made to magica sorc? what is this BS? " ... " why would they do this?" " i am done with this @##$% " ....
Par for the course.
People complaining about nerfs without even understanding the changes in the first place and then just quitting.
Im sorry but as you are a Class Representative for somebody to have statue as your self, representing a class that affects all of us im really disappointed in your post.....
They understood the changes after it was explained to them? (they didn't know as not many go on forums) and that is just silly do you seriously think they just seen the change without asking about it and quit?.
They seen the changes that shields were nerfed they were explained and shown where to go to read about it and they were not happy with it as their build was ruined and they could not make it work or didn't have in them to start changing their build again had gold to change it ect there were many reason why they gave up and just left or just left magsorcs and got something else.
You're disappointed because I called a post out for displaying anger fueled by ignorance?
Feedback would be enormously more useful if posts demonstrated the basic mechanical concepts behind what they are giving feedback for. If they did understand the changes, then the post did them a disservice by portraying them otherwise.
Their build being ruined does not in-itself mean changes are bad. It means changes were made and people are judging them solely on the basis of what their previous builds could no longer do, rather than investigating the changes are trying to figure out what a new build could do.
It is absolutely not silly to think people just quit making their minds up before the PTS hits Live. Do a search on the theives Guild PTS and you will see many sorcerer players who put in their signature that ZOS ruin the class, they were quitting, RIP, etc., before they ever even tried it on Live. Joke was on them because sorcerer was really strong for multiple patches afterward. We see people overreact every patch.
The patch has not been out too long and it's not at all obvious that sorcs are quit the game bad as the post is portraying them (without any evidence, of course). Sorc damage is definitely higher and without even adjusting my build at all, my shield was larger and I did not even try to make it so (and arguably more effective as I have always run impen and had higher health + resistance). Also, I have discovered the my twilight, which used to be a hoepless cause keeping alive) is much more surivable and has opened the door to actually playing a reliable healer. In short, so far, there are options out there to explore that did not exist last patch.
This does not mean there isn't room for legitimate criticism that is specific and based on actual evidence or at least objective comparison. Sorc CC is still a poor option, Streak still is unreliable on uneven terrain, Overload is incredibly awkward to use, etc. But we did not get that sort of helpful and useful feedback that would make headway in convincing people who might not agree with the overly simplified sorcs suck-I quit sentiment.
Sadly, the Magsorc ambassador isn't very active, and it seems the others are having to step in to cover.
you grind for *** in eso 24/7 anyway, can recall a day of not grinding for some stupid pc of gear that shpould have dropped the last 40 tries
PVE nerfs often happen as a result of Zos internal stats indicating balance issues.
These were specifically to give PVE healers more of a role.
Do you think the Devs themselves don't want their game to be balanced?