leepalmer95 wrote: »
leepalmer95 wrote: »
And again, forcing players into either PVP or PVE (Undaunted) to get skills or monster helms where we have no desire whatsoever to participate.
leepalmer95 wrote: »Onefrkncrzypope wrote: »leepalmer95 wrote: »[Quoted post has been removed.]
Why is that dumb lmao.
Is doing anything other than going 100% pure dmg really so stupid to you? Have some dd's slot a aoe heal?, have some slot some type of defensive ult for heal checks? A permafrost would be very useful with its aoe protection.
Anti-fun = not hitting 100k dps anymore?
Less DPS mean more time in the mechanic that less healing can't heal through. I am neither for or against changes until numbers but that's what I am seeing as a possible outcome.
Less dps means you can't burn bosses past mechanics and will have to do them.
If you slot more healing then you can heal it, this is a counter to power creep and overhealing carrying people and its a good change. You'll need less healing if you aren't all 18k hp glass cannons, even just swapping pure dmg ults in certain situations for a DD to instead use something like nova or perma for 30% dmg reduction will make it possible.
ZOS_BrianWheeler wrote: »Heyo gang!
We wanted to quickly provide some additional context for many of the combat changes in this update so that everyone has a better idea of our goals.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it. This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds such as running more defensive Ultimates rather than offensive ones, or running more survival enhancing sets, rather than pure damage or buff oriented ones. Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
And the point of coordinated group content on a MMO--trials specifically--is role specialization. Yes, you can have DDs run defensive sets and slot more self-healing while also nerfing the incoming damage. But then what does that do to the role of the healer?
This isn't a "consistency" balance. This is a "let's re-imagine the existence of certain roles" balance. Either you are not being straight with us and calling it just a "consistency" pass, or you don't realize just how radical these changes are. And I'm not sure which of those two is worse.
leepalmer95 wrote: »
And the point of coordinated group content on a MMO--trials specifically--is role specialization. Yes, you can have DDs run defensive sets and slot more self-healing while also nerfing the incoming damage. But then what does that do to the role of the healer?
This isn't a "consistency" balance. This is a "let's re-imagine the existence of certain roles" balance. Either you are not being straight with us and calling it just a "consistency" pass, or you don't realize just how radical these changes are. And I'm not sure which of those two is worse.
The first question that comes to mind, do we really think they know how radical their changes are?
I am not being funny. I think we all know Zos does not play their game at a serious level so they do not understand the context of their changes. These are the same people who thought a cast time on shields was a good idea.
ZOS_BrianWheeler wrote: »In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
ZOS_BrianWheeler wrote: »Heyo gang!
We wanted to quickly provide some additional context for many of the combat changes in this update so that everyone has a better idea of our goals.
In Update 23 our main focus was to ensure there was an ultimate point of reference for abilities to properly match up against one another in their respective categories. This provides us with a solid baseline, where all abilities fit within a set of standards/power levels and allows future balancing passes to be much easier and timely.
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it. This is something we will be watching closely, however we are not averse to the idea that players might need to adjust their current builds such as running more defensive Ultimates rather than offensive ones, or running more survival enhancing sets, rather than pure damage or buff oriented ones. Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
@ZOS_BrianWheeler To be blunt and to the point; that Orb change sucks, you guys should rethink it.ZOS_BrianWheeler wrote: »the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
forthwinds wrote: »You're telling us to wear more defensive sets but at the same time set the speedrun for Sunspire at 30 minutes which requires class stacking stamnecros in glass cannon builds. Even then only 1 group has done a HM run in the allotted speed run time 4 months after release... these changes have to be a joke right?
ZOS_BrianWheeler wrote: »Please also remember that we've introduced some new abilities to help offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual.
This feels like a response specificly telling us that the ZOS balance team right now only care about pvp. As for all the pve players getting slapped this patch they don't care. Translated this post just means deal with it. ZOS has no intention of actually reverting or somewhat compensating any changes that seriously hurt pve. Specifcly this patch, healers. Brian Wheeler was the former head of pvp. And this shows in the balance changes in every way. Not a single thought was spent on the impact on pve. Making several players able to activate the orb synergy will just mean that dd rotations won't suffer as much. But healers are still left gutted losing 70-80% of their healing over time. Healing over time is the defining factor in healer skill, as this opens up global cooldowns to group utility. Without it healers are just a glorified Bogdan's monster set.