ZOS_GinaBruno wrote: »[*] Damage shields affected by armor, critical strikes, enchantment procs
- Shields feel strong in PvE
- Shields fall faster in PvP, but sustain via harness is the same as before
- Shields are still insufficient defense when you have no incoming Magicka damage to fuel harness sustain. Shields cost too much and do not stay up long enough versus stamina enemies
That showing again problem about how game balance cant handle different rules of CP/non-CP and should overhauled to work on same basic mechanics.
We need a Major and Minor Snare debuff, and maybe change Bastion to reduce snares. That would bring a smile to my face
we have major/minor snare. Large overrides smallest.
At most you will be hit with a 70%, which is subtractive from your speed (which is mostly additive with some multiplied).
For example, ironblood gives you a 50% snare. When it is active, anything below 50% just doesnt apply to you but you used to be able to stack swift to "lower" this punishment (old purple swift 3x was 24%, so the 50% became a 26% snare without sprint).
Current snare system is fine, lack of speed/escape options isn't.
edit:
another way to ignore snares, gap closers or streak/NB shade all ignore snares.
We need a Major and Minor Snare debuff, and maybe change Bastion to reduce snares. That would bring a smile to my face
we have major/minor snare. Large overrides smallest.
At most you will be hit with a 70%, which is subtractive from your speed (which is mostly additive with some multiplied).
For example, ironblood gives you a 50% snare. When it is active, anything below 50% just doesnt apply to you but you used to be able to stack swift to "lower" this punishment (old purple swift 3x was 24%, so the 50% became a 26% snare without sprint).
Current snare system is fine, lack of speed/escape options isn't.
edit:
another way to ignore snares, gap closers or streak/NB shade all ignore snares.
@Minno I wasn’t aware of this, thanks for the insight
We need a Major and Minor Snare debuff, and maybe change Bastion to reduce snares. That would bring a smile to my face
we have major/minor snare. Large overrides smallest.
At most you will be hit with a 70%, which is subtractive from your speed (which is mostly additive with some multiplied).
For example, ironblood gives you a 50% snare. When it is active, anything below 50% just doesnt apply to you but you used to be able to stack swift to "lower" this punishment (old purple swift 3x was 24%, so the 50% became a 26% snare without sprint).
Current snare system is fine, lack of speed/escape options isn't.
edit:
another way to ignore snares, gap closers or streak/NB shade all ignore snares.
@Minno I wasn’t aware of this, thanks for the insight
You welcome. You can thank Gilliam's testing a couple of patches ago.
Check out his old Youtube videos for more info!
Any chance to get a crafting rep?
Please give us a housing rep
Speed pots are still used by a lot of people? Idk who uses them but speed pots are trash now, you're not gonna kite zergs with 30% uptime on major expedition, there are waaaay better options for pots now. I agree with most of what was posted but 'speed pots are still used by a lot of people' makes it look like speed pots are in a good place when they really aren't, mobility for heavy stam is trash rn.
I agree, but I don't use HA so I don't know about that. But, mobility for medium armor sucks whenever there is lag ... and we all know how often THAT is! It's not just pvp. I even have lag when farming nodes .... and hardly anyone else is around! Maybe speed pots can self-adjust ... extended duration when there is server lag.
Nord_Raseri wrote: »GoopCooper69 wrote: »No mention of how overpowered StamWardens are in pvp? Literally 50% of players in cyrodiil are stam wardens now...
that's mostly due to them running cheese builds. I've been running my stamwarden in pvp for over a year now and he's never been overpowered. of course I run 2h and s&b with hundings and bone pirate on a nord (i just like brawling until I die). no spin to win for me.
ZOS: What classes are you looking for when composing a group?
Whoever can bring the most damage
Holy PvP disappointment. This set of notes has completely confirmed my fears that we were being poorly represented by our class reps.
Damage shields feel stronger than previous if you adapt your build properly. Min maxing your capacity and wearing bloodspawn or resistances as well as using an appropriate amount of crit resist (something that mag builds got to forgo previously while stam still needed 7 impen) elsewhere should provide you with wards that feel stronger than last patch. The only builds that may feel their wards are weaker than previous are the 55k+ max mag setups that ran no resists or crit resist and haven't adapted their setups.
No one uses speed pots. 14.7 seconds is not worth using over a full duration resource buff and burst resource restore. Most stam builds that ran those previously are now using tri pots, stam health immovs, or stam crit immovs. Movement speed is now being accessed mainly through the steed and bow, or quick cloak for heavy builds. In general, stam mobility is trashed in open world. I'm not really sure where the "many people still use speed pots" info game from, but if it is data taken directly from potion usage statistics available to zenimax, I'm 100% sure this is just people using their leftover potions. The potions should be buffed to a 25 or 30s, as major expedition is no where near as strong a buff as vitalty (which zos equated it to when making these adjustments).
Skills and passives that provide expedition should never have been touched. It is laughable that many 5-6 second expedition buffs where nerfed for no apparent reason. It was unnecessary to nerf V.O and dreugh king, as well.
The new major evasion provides less mitigation than the old evasion. The fact that for some reason it is being considered "to strong" and a "no consequence skill" are laughable. Medium armor STILL has no good snare immunity, and shuffle has to be used so frequently that in no cp you burn your stam out faster than ever trying to stay mobile. In CP it is not nearly as viable as simply switching into heavy with forward and using blade cloak for the AOE mit. The 25% aoe mitigation is strong against SOME specs (mainly stamina wardens, magplars using jabs, stamplars), but having no passive dodge still results in less mitigation overall than previously available against the vast majority of players, especially considering many stam setups chose to run both shuffle and blade cloak previously.
Still not sure why warden received buffs when it is easily the strongest class in game currently, both mag and stam. I've been playing both this patch and can confirm that each brings more to a group than any other class can. They are only lacking in duels or solo play, and this has nothing to do with the buffs, sustain, or damage available to them but more so the nature of subterranean/deep fissure.
My light armor mag specs using mist form are more mobile than my medium armor stam specs using shuffle. The new grace passive is really nice, but the fact that shuffle was not buffed to provide the "Mobility" armor weight with more mobility than the other two weights is a joke. Shuffle should be increased to a minimum of .75s per piece of medium armor worn.
Overall these notes have made me very nervous for the balancing changes coming with the next patch, as well as confirming my suspicions that many of the class reps are not actually providing accurate feedback to the real imbalances in PvP.
EDIT: The only thing I'm happy to see in here is the "major/minor" snare suggestion, which is one I've backed for a while. In addition to this, ZoS should create a ROOT/IMMOBILIZE specific immunity which is on it's own cooldown, or is tied to CC immunity but also encompassed by snare immunity. The root meta is out of control right now.
Captain_Slaymore wrote: »Soo, we will just idly stand by with no counter skills to make wardens happy. Here's an idea, just nerf everything, just go ahead and do it once for all classes. you know, lets not have skills at all, just you a rock, a dagger, bow or whatever. Lets rely on the 3 stats. Then, well, no need for skill complimenting gear, get rid of it. Especially the proc sets. While we are at it, i think the best thing that Zenimax and Bethedsa could do at this point after this last patch and the Fallout 76 fiasco, is just Nerf your dev team. Just gonna power level up to max CP, then drop my plus lol.
Captain_Slaymore wrote: »Soo, we will just idly stand by with no counter skills to make wardens happy. Here's an idea, just nerf everything, just go ahead and do it once for all classes. you know, lets not have skills at all, just you a rock, a dagger, bow or whatever. Lets rely on the 3 stats. Then, well, no need for skill complimenting gear, get rid of it. Especially the proc sets. While we are at it, i think the best thing that Zenimax and Bethedsa could do at this point after this last patch and the Fallout 76 fiasco, is just Nerf your dev team. Just gonna power level up to max CP, then drop my plus lol.
I like you
Nothing addressing the snare/root meta.... so I guess zos is just fine with people spamming roots and snares and making them so easily accessible. Smfh
@ZOS_GinaBruno , all this tinkering with small balance changes is having diminishing returns. Yeah balance is important but at a certain point it becomes a fools quest because absolute balance is impossible (unless you just make everything the same).
From what I see players are suffering more from performance and bugs than balance issues, and the product (and users) would benefit much more from a release focusing on those issues instead of balance. That, in my opinion, should be the message passed to the development and product management teams.
While development team is focused on those changes the product management team and game designers can be focused on creating a long term vision for the game, which seems to be lacking.
@ZOS_GinaBruno , all this tinkering with small balance changes is having diminishing returns. Yeah balance is important but at a certain point it becomes a fools quest because absolute balance is impossible (unless you just make everything the same).
From what I see players are suffering more from performance and bugs than balance issues, and the product (and users) would benefit much more from a release focusing on those issues instead of balance. That, in my opinion, should be the message passed to the development and product management teams.
While development team is focused on those changes the product management team and game designers can be focused on creating a long term vision for the game, which seems to be lacking.
weedgenius wrote: »@ZOS_GinaBruno , all this tinkering with small balance changes is having diminishing returns. Yeah balance is important but at a certain point it becomes a fools quest because absolute balance is impossible (unless you just make everything the same).
From what I see players are suffering more from performance and bugs than balance issues, and the product (and users) would benefit much more from a release focusing on those issues instead of balance. That, in my opinion, should be the message passed to the development and product management teams.
While development team is focused on those changes the product management team and game designers can be focused on creating a long term vision for the game, which seems to be lacking.
Very well said. At this point I would much much rather have something like a guild trader search function than a couple small changes to my class skills.
Captain_Slaymore wrote: »Nothing addressing the snare/root meta.... so I guess zos is just fine with people spamming roots and snares and making them so easily accessible. Smfh
Right, but we can rely on changes to the crown store and new crown crates and a schedule of new cosmetics. If they put one quarter of the effort into keeping their base players and a lot less effort in pushing codes for t-shirts and dumb crap, we would have already had a balanced game. They are consistent with ignoring known issues for as long as they can, but hopping on "balance" issues cause one of their YouTube reps "feels" something should be done about this non issue.
We changed Evasion to AoE damage reduction from dodge chance. Feedback on this for both PvP and PvE?
PvE – not a lot changed
ROFL , you guys destroyed most of NB tanks in PVE and said no problem . What a shame !
Check the data and analyze the distribution of tank in PVE , I bet 60% or above are DK , you will rare to see non DK / Warden tank in hard contents like VMOL / VHOF / VAS+2 / VCR+2 , I have no idea how you guys made things like this ?
We need a Major and Minor Snare debuff, and maybe change Bastion to reduce snares. That would bring a smile to my face
we have major/minor snare. Large overrides smallest.
At most you will be hit with a 70%, which is subtractive from your speed (which is mostly additive with some multiplied).
For example, ironblood gives you a 50% snare. When it is active, anything below 50% just doesnt apply to you but you used to be able to stack swift to "lower" this punishment (old purple swift 3x was 24%, so the 50% became a 26% snare without sprint).
Current snare system is fine, lack of speed/escape options isn't.
edit:
another way to ignore snares, gap closers or streak/NB shade all ignore snares.