brandonv516 wrote: »brandonv516 wrote: »Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.
BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.
Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.
Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.
Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.
Bugs -
The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.
The potion bug I may have experienced but it wasn't something that necessarily hindered me.
For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.
I take everything you say with a grain of salt because your experience is so narrow. You play a cloak spamming nightblade 99% of the time, and the only other character I've ever seen you play is a pure heal spec'd magplar. You only play battlegroundps, where 90% of the pvp related issues are not nearly as prevalent. Truthfully I hate getting feedback from people like you, because it is so flagrantly bias that it would be detrimental to the overall balance in the game for a developer to form opinions based on your feedback.Joy_Division wrote: »I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all
PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.
And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.
Also really hate to see blatant misinformation coming from a class rep. Cyrodil on console is in fact, worse than it has ever been. I'm approaching 6,000 collective hours, with probably 5,000 in PvP across 3.5 years. I spend all my time solo or in a small group - so I'd say that as far as feeling the effects of lag, I'm more suited than anyone to speak on this. It is getting worse every patch. This patch you literally cannot play in the main campaign at any reasonable level - you cannot animation cancel, full stop. You cannot weave 75%+ of the time, full stop. You lose functionality on your abilities for more than a second after dodge rolling or falling into a roll animation, full stop. Every ranged CC that hits you while you're moving drags your character backwards, full stop. Any cast time ability has more than 2x the duration on it's animation, ALL THE TIME. Not just when the campaign is pop locked or when you're fighting near a keep - you can be at fort warden with 1 bar across the campaign at 4AM and this will still happen.
There has never been a point in the past 3.5 years that I've felt as hindered as I do now by the lag, specifically. Not even the patch where console was literally freezing for 5-10 seconds once or twice every 5 minutes - because even with that freezing occurring, I could still utilize all of the base combat mechanics when I wasn't frozen.
I can't speak for PC's population, but my suggestion of the removal of a 7 day cp campaign and the 30 day no-cp to be replaced one no-cp campaign would work perfectly on console. It would combine our nearly non-existent no-cp population (the most we've seen outside of an event is 1 bar on a single alliance) with our extremely depopulated off campaign players (shor usually has 1-2 bars across during prime time, occasionally two alliances will pop lock if there is a GvG or emp push). This would create a functioning and populated No-cp campaign that players would have to utilize, and should be less laggy without all the CP related calculations.
I do however agree with you about their business model - they obviously do not care about endgame pvp or pve, and are more interested in bringing in new players than appeasing veterans.I agree with everything but #4. Why would you ever run a root if it was on the same immunity as CC? Stop movement briefly or stop movement and skill use briefly? It's a no brainer. Mag needs better access to snare immunity is all. Stam just need to adapt and slot a gap closer after they got out of the habit of having one cause of the swift meta. Shuffle could use a cost reduction and duration extension to match FM at 5 pieces and then exceed it at 7 as medium should have the best mobility. But outside that I think the snare apocalypse is just stam crying about being brought back down to earth after the swift meta.
I supported the swift nerfs and I'm not in opposition of the speed pot nerf. As far as gap closers go for stam, they're garbage. People stopped using them long before swift entered the game because they simply are not worth the bar space. They also have very little to do with the issues related to snares and roots. Snares and roots are most often problematic when trying to maneuver or escape, not when trying to close a gap to someone you want to kill. As for my suggestion about the root immunity being tied to CC immunity, roots would still be able to be spammed on a Non-cc immune target - you would just have to make the choice of when to give that target root immunity in addition to CC immunity. It would add a "hey, maybe I should think about what skills I press instead of just mashing the root and cc buttons as fast as I can" factor. Shuffle does not need a cost reduction, it already received one this patch. I don't think it should be 5 seconds necessarily, as they have to be careful about buffing snare immunity. .75s per would allow for 3.75s at 5 pieces of medium, and 5.25 at 7, which I think would be an ideal balance when compared to forward.I dont get your point about run speed nerf for medium armor. Why should it buff medium when the speed is halved?!
Or do you mean twenty percent for wearing five pieces and another two for every medium having 34% with seven pieces?
You're misunderstanding it. The current passive is 4% SPRINT speed per piece of medium. I'm suggesting making that passive 2% BASE MOVEMENT SPEED per piece of medium. This would increase your movement speed all the time instead of just while you're sprinting, and would really help alleviate some of the mobility issues medium armor has.
I'm glad I was able to provide feedback! You're welcome...
My response was pretty civil but then you start making it personal, and even get your buddy attached to your hip ingame to chime in too. You are an impressive Stamina PvP player but a childish person behind the screen.
And you know little about what I play outside of Magblade but that's beside the point. I've provided my feedback, you don't touch on any of it (even the stuff I agree with you on), so be it. I hope they listen to you on some things but don't expect too much.
Edit: Everything you discussed aside from unbearable lag is 100% prevalent to BGs (could be even more so than Cyrodiil). Snares, roots, MMR, bugs, speed/mobility...I guess my tunnel vision as a NB doesn't allow me to see these things as an issue.
brandonv516 wrote: »brandonv516 wrote: »Cyrodiil - Has always been too laggy and never really something for my tastes. I'd be maxed PvP rank by now if it was enjoyable but it's not. Imperial City was what I fell in love with once upon a time but it's not the same anymore.
BGs - The only form of PvP I do (and essentially the only thing I do). Regardless of how long it takes this is how I will achieve max PvP rank. That process could speed up with the removal of the failed MMR system. So I agree with you here.
Snares/Roots - I'd like to see a logical adjustment to these that doesn't completely cripple Ice Staff in PvP.
Shuffle - Your suggestion is fine for medium Stamina characters but Magicka characters also need a better option other than going Vampire. Forward Momentum change to 4s makes it too cost intensive for Magicka characters.
Speed buffs - I think dropping things like Boundless, Quick Cloak, etc. to 4 seconds was fair. I never understood why other classes were given more uptime and Double Take only provided 4 seconds for NBs. Acceleration does need a buff to 4 seconds though.
Bugs -
The disappearing ultimate bug I have experienced with such ultimates as Soul Tether and Ice Comet.
The potion bug I may have experienced but it wasn't something that necessarily hindered me.
For the other two noted bugs I can't remember ever experiencing either. This gets me thinking the knockback and sprint bugs are related to something with Stamina characters (or that they are affected most) - I play solely Magicka.
I take everything you say with a grain of salt because your experience is so narrow. You play a cloak spamming nightblade 99% of the time, and the only other character I've ever seen you play is a pure heal spec'd magplar. You only play battlegroundps, where 90% of the pvp related issues are not nearly as prevalent. Truthfully I hate getting feedback from people like you, because it is so flagrantly bias that it would be detrimental to the overall balance in the game for a developer to form opinions based on your feedback.Joy_Division wrote: »I think these posts would get more attention if they didn't constantly state that PvP has never been worse because it lacks perspective: PVP has been suffering for years. This isn;t new at all
PvP and performance have been bad ever since the Lighting patch. Don't tell me last year was better. It wasn't. Same performance issues were there. As they were in 2016. And 2015.
And the idea of having only 1 CP campaign and 1 no CP campaign won't work because we've already had that model, for quite a long time actually, as PvP has been dead for years (the extra CP campaign was a leftover from an event). As long as ZOS tailors their business model to attracting new players, they can shrug off the loss of older players who get sick of the performance issues.
Also really hate to see blatant misinformation coming from a class rep. Cyrodil on console is in fact, worse than it has ever been. I'm approaching 6,000 collective hours, with probably 5,000 in PvP across 3.5 years. I spend all my time solo or in a small group - so I'd say that as far as feeling the effects of lag, I'm more suited than anyone to speak on this. It is getting worse every patch. This patch you literally cannot play in the main campaign at any reasonable level - you cannot animation cancel, full stop. You cannot weave 75%+ of the time, full stop. You lose functionality on your abilities for more than a second after dodge rolling or falling into a roll animation, full stop. Every ranged CC that hits you while you're moving drags your character backwards, full stop. Any cast time ability has more than 2x the duration on it's animation, ALL THE TIME. Not just when the campaign is pop locked or when you're fighting near a keep - you can be at fort warden with 1 bar across the campaign at 4AM and this will still happen.
There has never been a point in the past 3.5 years that I've felt as hindered as I do now by the lag, specifically. Not even the patch where console was literally freezing for 5-10 seconds once or twice every 5 minutes - because even with that freezing occurring, I could still utilize all of the base combat mechanics when I wasn't frozen.
I can't speak for PC's population, but my suggestion of the removal of a 7 day cp campaign and the 30 day no-cp to be replaced one no-cp campaign would work perfectly on console. It would combine our nearly non-existent no-cp population (the most we've seen outside of an event is 1 bar on a single alliance) with our extremely depopulated off campaign players (shor usually has 1-2 bars across during prime time, occasionally two alliances will pop lock if there is a GvG or emp push). This would create a functioning and populated No-cp campaign that players would have to utilize, and should be less laggy without all the CP related calculations.
I do however agree with you about their business model - they obviously do not care about endgame pvp or pve, and are more interested in bringing in new players than appeasing veterans.I agree with everything but #4. Why would you ever run a root if it was on the same immunity as CC? Stop movement briefly or stop movement and skill use briefly? It's a no brainer. Mag needs better access to snare immunity is all. Stam just need to adapt and slot a gap closer after they got out of the habit of having one cause of the swift meta. Shuffle could use a cost reduction and duration extension to match FM at 5 pieces and then exceed it at 7 as medium should have the best mobility. But outside that I think the snare apocalypse is just stam crying about being brought back down to earth after the swift meta.
I supported the swift nerfs and I'm not in opposition of the speed pot nerf. As far as gap closers go for stam, they're garbage. People stopped using them long before swift entered the game because they simply are not worth the bar space. They also have very little to do with the issues related to snares and roots. Snares and roots are most often problematic when trying to maneuver or escape, not when trying to close a gap to someone you want to kill. As for my suggestion about the root immunity being tied to CC immunity, roots would still be able to be spammed on a Non-cc immune target - you would just have to make the choice of when to give that target root immunity in addition to CC immunity. It would add a "hey, maybe I should think about what skills I press instead of just mashing the root and cc buttons as fast as I can" factor. Shuffle does not need a cost reduction, it already received one this patch. I don't think it should be 5 seconds necessarily, as they have to be careful about buffing snare immunity. .75s per would allow for 3.75s at 5 pieces of medium, and 5.25 at 7, which I think would be an ideal balance when compared to forward.I dont get your point about run speed nerf for medium armor. Why should it buff medium when the speed is halved?!
Or do you mean twenty percent for wearing five pieces and another two for every medium having 34% with seven pieces?
You're misunderstanding it. The current passive is 4% SPRINT speed per piece of medium. I'm suggesting making that passive 2% BASE MOVEMENT SPEED per piece of medium. This would increase your movement speed all the time instead of just while you're sprinting, and would really help alleviate some of the mobility issues medium armor has.
I'm glad I was able to provide feedback! You're welcome...
My response was pretty civil but then you start making it personal, and even get your buddy attached to your hip ingame to chime in too. You are an impressive Stamina PvP player but a childish person behind the screen.
And you know little about what I play outside of Magblade but that's beside the point. I've provided my feedback, you don't touch on any of it (even the stuff I agree with you on), so be it. I hope they listen to you on some things but don't expect too much.
Edit: Everything you discussed aside from unbearable lag is 100% prevalent to BGs (could be even more so than Cyrodiil). Snares, roots, MMR, bugs, speed/mobility...I guess my tunnel vision as a NB doesn't allow me to see these things as an issue.
Liam did not have me chime in? I was going through forum posts and saw one about the state of pvp and decided to check it out. Then i saw you had commented about expedition and that you thought the changes were good, which i disagree with. I explained that while you play a magblade and have access to invisibility and a teleport, the expedition changes hurt other classes that don't have defensive or mobility options like a nightblade does. Id also like to say that mobility changes are no where near as bad in bgs as they are in openworld. You could play 100 bg matches on a stam character right now and think that the mobility on it is alright. You are on an even playing field in a small map. much different than being solo in an open field with multiple players on you. When you make a comment saying the speed changes are fine, but not seeing how it affects the game from different views, you are basically giving "biased" info to any developer who happens to see the thread. So of course im going to speak my mind on the issue.