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The most drastic PvE change coming in U21

  • pshift
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    Doesn't this simply even the score a bit? As I understand it, this just means that for example a DW with 2 dmg enchants is now the same as a 1H with a single dmg enchant, instead of DW having double enchant power. Seems more balanced IMO, but I guess the sky is falling for some.
  • Chirru
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    Nothing will work out as we think it will work out.

    Definitely nothing will work out as the Developers think it will work out.

    Since players are smart we will always find a smart way to upset the Developers plans.

    So do not worry....get smart....


    The vocal minority steer the ship...the silent majority powers it... the builders...meh...

    good luck to us all.

  • Bigevilpeter
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    pshift wrote: »
    Doesn't this simply even the score a bit? As I understand it, this just means that for example a DW with 2 dmg enchants is now the same as a 1H with a single dmg enchant, instead of DW having double enchant power. Seems more balanced IMO, but I guess the sky is falling for some.

    it is balanced in theory, but in practicality stamina DDs dont need a nerf and that is a pure nerf
    Edited by Bigevilpeter on January 23, 2019 8:30AM
  • jainiadral
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    Finneholt wrote: »
    jainiadral wrote: »
    Finneholt wrote: »
    jainiadral wrote: »
    *speechless*

    This is going to destroy casual players, especially new players. As if the game wasn't difficult enough starting out. I wish they'd stop balancing the game around PvP and the uber-1337s. :/

    Maybe, but chances are new players aren't privy to all that is going on as they are more focused on what they are doing at the start, and have no real benchmark to compare things to like those of us that have dumped hundreds of hours into the game. I know that Gina Bruno's wording seems highly suspect in terms of implying that PVP somehow had a direct affect on enchant nerfs by making it seem single hand is in contest with two hand "Enchants on one handed weapons will now be half the potency of those placed on two handed weapons", but really it's the NPC's that have done all the complaining and instigated the nerfs.

    They may not be privy, but they sure will be impacted by the change. And if the game's even harder out of the starting gate, they may not stick around. I was borderline about quitting in a lot of tough spots for my first three or four months of playing because leveling was slow, combat was brutal, and showed no signs of getting easier. And I was playing a pre-nerf sorc. I can't imagine being new post-Murkmire :s

    This is going to be even rougher for newbies. I wonder how retention rates are going to be for them. Games flounder without influxes of new players-- you have to have at least enough to compensate for vets on a break or quitting the game. Growth is even better.

    The changes won't make much of a difference for me, or maybe for you or long term vets. But that isn't what matters. What matters is what ZOS seems to be missing: make sure your new blood keeps playing.

    Maybe I'm weird, but I want this game to be around for awhile.

    I absolutely agree with you, and you're not weird. I want this game to be around as well, and I want others to enjoy those moments of exhilarating experiences. As a day one player, I remember multiple situations where NPC world bosses, quest bosses, and dungeon enemies extended beyond my capabilities as a starting player even well into higher levels, and overcoming those moments with, sometimes, great difficulty. I just wonder who this nerf is really for: for player vs NPC's or player vs player. We agree that there is a large pool of NPC enemies that have the capacity to be demanding from new players even to vet (vet dungeons, world bosses, trials etc), but now Zenimax has taken away damage from players who face NPC enemies because NPC's couldn't handle weapon enchantments? Or maybe they think player vs NPC wasn't balanced? (Rhetorical questions) This makes no sense to me. There isn't one person who can say that every drop of damage that a player can come up with isn't vital to player vs NPC. If this is about player vs player than why can't it be that for anyone entering Cyrodiil they receive whatever the appropriate nerf would be upon entry. And on exiting Cyrodiil the nerf is removed. For duelists, why not receive whatever appropriate nerf upon the acceptance of the dual, and once the dual has ended the nerf removes. Peace.

    I haven't touched vet anything, but I definitely had massive problems with quest bosses and solo dungeons when I first started. My whole runthrough of the DC alliance questline was totally messed up in part because of the difficulty of one of the end bosses during that Redguard quest in Stormhaven. You know, the one where the beloved turns into a wispmother-ish thing. I don't think I finished that quest until I was well into the CP levels (190-ish?) because I couldn't deal with the constant adds that kept spawning. By that point, I was halfway into Cadwell's silver. I still won't touch wispmothers if I can possibly avoid it :D

    I really don't want new players to have to make story continuity sacrifices simply because they've picked the "wrong" weapon or class when they're first starting. It's messed up.

    I have a similar question about the intent of the nerf, just like I did with the PvE excuse the devs used for nerfing sorcs last major content patch. You really don't worry about things being "brought into line" in PvE unless one class is under-performing. And you usually don't do it by nerfing, unless you're ZOS. The only targets I can think of are due to the top-ranked trials players, or those who can solo everything.
  • Kuwhar
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    Kuwhar wrote: »
    How many times did we see the word "max" in the OP?

    Thats a symptom of a bigger problem IMO. Everyone needing everything max all the time. Its max or gtfo for some.

    I on the other hand like this change as its a slight buff to 2h and my tank wont feel the difference.

    Though i am a filthy casual, i assume my opinion is invalid.

    The problem with maxing that people who claim its not needed is that it adds up making a huge difference overall.

    So lets say a light nerf to race then a slight nerf to weapon enchant and then a slight nerf to a set or a skill, this ends up making a huge loss in dps and quite noticable, in harder content dps is the key, the faster you kill stuff the easier a dungeon or trial gets.

    So if a team has 9 DDs and every dd lost like 5k dps because they arent maxing, thats 45k dps lost which is huge

    Yes it has an effect in about 1% of the overall game?

    "the faster you kill stuff the easier a dungeon or trial gets" Yes, maybe this is their way of balancing? Because most dungeons are pretty faceroll as is with a competent team.

    And content taking a couple extra seconds and/or minutes isn't the end of the world. Adapt.
  • Dark_Lord_Kuro
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    Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
    This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.

    Forget about racials passives, they are all still good and very much usable even if its not BiS the changes are manageable, but this??

    This is a huge nerf for all PvE Stamina DDs and also a huge Nerf for tanks in PvE as well.

    Stamina DDs could switch to 2H now since 2h gives a really good execute and self heal/major brutality buff, but this means that overall stamina dps will drop while Magicka dps is unaffected. Magicka DDs already dominated end game trials even though stamina DDs outdamaged them due to survivability, but now there is literally no reason to run stamina DDs for any serious raiding or even challenging DLC dungeons.

    Also tank will have to run ice staff back bar just to get the max crushing effect for max penetration, so new meta will be s&b front bar with weakening enchant and Ice staff backbar with crusher enchant for max penetration.

    Oh well..

    But dont you have twice the number of weapon and enchantmant
  • Skwor
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    This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons
    Edited by Skwor on January 23, 2019 10:00PM
  • zaria
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    Khajiit silently hide tail inside a robe, pick up an destruction staff and port to Elden root to spend 30K something, its Tuesday.
    Do an dungeon, she learn that the old rotation don't work.
    Now she has to learn an slightly different rotation.
    Buff hard working Khajiit.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Jhalin
    Jhalin
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    Skwor wrote: »
    This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons

    Also takes twice as many upgrade mats, and twice as long to farm for 2pieces of bonus as any 2H weapon
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
    This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.

    Forget about racials passives, they are all still good and very much usable even if its not BiS the changes are manageable, but this??

    This is a huge nerf for all PvE Stamina DDs and also a huge Nerf for tanks in PvE as well.

    Stamina DDs could switch to 2H now since 2h gives a really good execute and self heal/major brutality buff, but this means that overall stamina dps will drop while Magicka dps is unaffected. Magicka DDs already dominated end game trials even though stamina DDs outdamaged them due to survivability, but now there is literally no reason to run stamina DDs for any serious raiding or even challenging DLC dungeons.

    Also tank will have to run ice staff back bar just to get the max crushing effect for max penetration, so new meta will be s&b front bar with weakening enchant and Ice staff backbar with crusher enchant for max penetration.

    Oh well..

    Magic DPS dominates the two mini trials. They certainly do not dominate the 5 actual trials. People stack as many stam as possible for VAA, VHRC, VMOL, VHOF, and VSO.
  • Starlock
    Starlock
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    Skwor wrote: »
    This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons

    Except it doesn’t just impact dual wield? It screws up one-hand and shield too.
  • Oreyn_Bearclaw
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    Starlock wrote: »
    Skwor wrote: »
    This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons

    Except it doesn’t just impact dual wield? It screws up one-hand and shield too.

    It does, but what is really the end effect? Raid DPS falls by a hair because group penetration drops ever so slightly? Tanks already use back bar staffs to ensure max crusher uptime and there are plenty of ways to compensate. DW enchants were certainly over performing any way you slice it.
  • Colecovision
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    Skwor wrote: »
    This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons

    It wasn't twice the power. Even in the week after murkmire with the op enchantment obscenity, bow was better than either dw enchantment. DW was always worth about 1.5 of the bow for me. Sometimes a bit more, but sometimes I leave dungeons and the off hand weapon barely needs charging. With endless hail being the only true must have in stam dps, the bow enchantment is the best.

    I'd be thrilled if they announced that they really do want dw enchantments to be as strong as the other weapons and that we would have 1 full enchantment instead of 2 halves. As it is now, on the pts, poison is beating dw enchantments for me. So they just straight nerffed dw enchantments off the planet and the bow enchantment is still awesome sauce.

    If they would just say that dw and group damage were over performing and this was a path to address both, it would be so refreshing. Instead they say they want the enchantments to be the same and they clearly don't.
  • Perwulf
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    Guess it had something to do with DW stamsorcs, stamden, and pin-to-win mechanics in PvP. It's getting out of control tbh.
    "Monsters doesn't exist, we create them"
  • Oreyn_Bearclaw
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    Perwulf wrote: »
    Guess it had something to do with DW stamsorcs, stamden, and pin-to-win mechanics in PvP. It's getting out of control tbh.

    I agree that this change was likely more directed at PVP than PVE. That said, DW stam DPS is out of control, so it really is probably good for both.
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