TooWeak2Live wrote: »@ZOS_RichLambert
Putting a PVPer in charge of global combat balance in a game primarily played for PVE was utterly devoid of common sense. It's especially lame when not only have you not fixed the game breaking bugs in Cyrodiil, but actually made several of them worse, and introduced more. Fix it now before you gut your player base. As it stands, I will be canceling my ESO+ sub along with many other people.
You may wither at the derision some people have directed at you over these things, but after 5 years of not addressing the sheer brokenness, you've earned it.
ManwithBeard9 wrote: »TooWeak2Live wrote: »@ZOS_RichLambert
Putting a PVPer in charge of global combat balance in a game primarily played for PVE was utterly devoid of common sense. It's especially lame when not only have you not fixed the game breaking bugs in Cyrodiil, but actually made several of them worse, and introduced more. Fix it now before you gut your player base. As it stands, I will be canceling my ESO+ sub along with many other people.
You may wither at the derision some people have directed at you over these things, but after 5 years of not addressing the sheer brokenness, you've earned it.
It wasn't any better when Wrobel was in charge either.
@ZOS_BrianWheeler @ZOS_Gilliam
In PvE, the reason for support roles to exist is for them to do the things that are impractical for the DDs to do. It's impractical to ask DDs to survive a boss whose light attack hits for 40K, so that's why we must have a tank. Can you say the same about the healer role?
The more I think about it, the more it's clear to me why the changes were made.
It's a part of their standardization, where they see healing as a direct counterpart to damage.
So if ground DoTs can't be stacked, then ground HoTs shouldn't be stackable either.
If ground DoTs do 1K DPS, then ground HoTs should do 1K HPS.
Simple, right? And if you're balancing for a 1v1 duel, then this would be perfect. But, well, that's not how most of the game works.
It's a childishly naive approach to balance that eschews all nuance and consideration to how the game is actually played.
And no, I don't believe for one second that they did it for performance. Or because they think healers should change things up for funsies. Or anything other than this child-like vision of how things should be balanced. They'd rather shoehorn everything into this model (adapting playstyles, eliminating roles, nerfing content), regardless of whether it makes sense, regardless of whether there are far-reaching and unexpected consequences. Rather than tailoring a combat model around engaging gameplay that have meaningful role distinctions.
That's what I mean by this being childishly naive. It's the kind of balance you get from a spreadsheet than from a gameplay designer.
And no, I don't believe for one second that they did it for performance.
@ZOS_BrianWheeler
You will need a LOT of compromise because really... Who did even come up with the ridiculous idea of only having one orb active at a time or making healers even less wanted? It sounds your ultimate goal was to completely wreck the game and make people scream at each other because possiblities are so limited. THIS IS A GAME ! IT IS SUPPOSED TO BE FUN! Why do you constantly nerf and nerf, then buff again, then nerf again, then change this, then change that and then throw the whole thing overboard and start from scratch? Gonna tell you something about human beings in general... At some point there is just too much change !
This game changes completely after EVERY patch. WHY??? Make better choices and stick to them. If I did my work like ZoS does theirs it wouldn't be long before I got fired.
@ZOS_BrianWheeler
Five years later we are talking about "Orbs" and "Healing Springs stacking", when are we going to talk about:
1 Health desync.-
2 "in combat bug".-
3 Players running on top of their mounts.-
4. "Someone declined the invite".-
5. The Future Of The Champion Point System ?????.-
6. Server performance.-
7. Cyrodiil Lag.-
8. Group members in different instances.-
9. Battleground: Premade vs solo players.-
10. The inability to cc break.-
11. Getting stuck in loading screens.-
12. Blurred Terrain Textures.-
13. Mail won't arrive unless you relog or change zones.-
14. Light attacks randomly trap you in a heavy attack animation.-
15. Crashing coming near to keeps with high number of player (lag again).-
ZOS_BrianWheeler wrote: »Heyo gang!
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.
Tommy_The_Gun wrote: »ZOS_BrianWheeler wrote: »Heyo gang!
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.
Well, a simply question.
How did you established what is "standard" ? Is it a certain set that was select that is the most balanced / mediocre set in your opinion and everything needs to have similar "power level" ? Or what about abilities ? May we know what was the method used to established "proper" skill ability level ?
I ask, because I do realise that Developer of a game has a very different approach & point of view than player has. Would you share with us some of the "examples" concepts of your vision and "standards" ? You know, an example concept in certain category (Spam-ables, DOTs, Gap closers, Cast time abilities etc.) and what is their baseline ?
Doing so would significantly improve communication & player experience, as players would more or less know what are you trying to do and would give you better feedback as a result.
@ZOS_BrianWheeler
@ZOS_Gilliam
@ZOS_BrianWheeler
Five years later we are talking about "Orbs" and "Healing Springs stacking", when are we going to talk about:
1 Health desync.-
2 "in combat bug".-
3 Players running on top of their mounts.-
4. "Someone declined the invite".-
5. The Future Of The Champion Point System ?????.-
6. Server performance.-
7. Cyrodiil Lag.-
8. Group members in different instances.-
9. Battleground: Premade vs solo players.-
10. The inability to cc break.-
11. Getting stuck in loading screens.-
12. Blurred Terrain Textures.-
13. Mail won't arrive unless you relog or change zones.-
14. Light attacks randomly trap you in a heavy attack animation.-
15. Crashing coming near to keeps with high number of player (lag again).-
You nailed it. These are the real big issues. Hopefully point 4 will get resolved soon and point 2 reduced.
On live (PCEU) overworld pve with 80ms ping, few of no other players nearby and out of prime time, I can't reliably switch bars, trigger skills, dodge, ccbreak and interrupt. I think that kind of stuff is more destructive to fun than any other nerf this far.
Shadow Cloak no longer benefits from the Dark Veil passives. So you want to lock the skill in place at 3 seconds so new players can benefit. Ok why not do that for all skills then? When I was a new player I understood my Shadow Cloak only lasted for like 2.5 seconds and I dealt with it. Looked forward to earning my Dark Veil ranks so I could use the Cloak proper. And with that said, you guys do realize how easy it is to decloak someone?
It really sounds like you're trying to limit any buffs to the ability duration and then certifying by saying you're helping new players. I mean seriously, maybe this isn't the most important change however it just doesn't make sense. That's what I'm saying you're breaking continuity in the class, these types of exceptions should never be allowed. It's also insulting to those of who put the time in to level, rank up our passives, earn those skill points and then need the cloak for end game content. A new player probably isn't going to need Shadow Cloak as much as we do. Hell, the PvE side of the game, guards, enemies, all of it has been so diluted they may not even need to cloak unless running from a guard. There's nothing that hard or scary like in the old days when the struggle against the encounters on the map was real.
brandoncoffmannub18_ESO wrote: »
Searing heat changes feel nice
Seraphayel wrote: »brandoncoffmannub18_ESO wrote: »
Searing heat changes feel nice
Have you tried using Soul Trap on top of all the other DoTs?
It’s a nice parse and I like how distributed the damage is overall, yet the 20% DPS just by light attacking makes me sad.
BennyButton wrote: »helloSeraphayel wrote: »brandoncoffmannub18_ESO wrote: »
Searing heat changes feel nice
Have you tried using Soul Trap on top of all the other DoTs?
It’s a nice parse and I like how distributed the damage is overall, yet the 20% DPS just by light attacking makes me sad.
Are you not good at light attack weaving?
Seraphayel wrote: »BennyButton wrote: »helloSeraphayel wrote: »brandoncoffmannub18_ESO wrote: »
Searing heat changes feel nice
Have you tried using Soul Trap on top of all the other DoTs?
It’s a nice parse and I like how distributed the damage is overall, yet the 20% DPS just by light attacking makes me sad.
Are you not good at light attack weaving?
It has nothing to do with being good or bad at it.
On console light attack weaving (or should we call it animation canceling because that’s what it boils down to) is anything but reliable and you often cannot light attack weave in between skills.
It’s a major design flaw that light attacks (!) make such a big part of your DPS Repertoire whereas other skills barely touch 10% or more than that.
Well and then there’s still the thing that it’s a combat flaw ZOS couldn’t get rid of and then has been turned into a “feature“ because they had no idea of how to get rid of it (they try in U23 with adding cast times to Ultimates though so it’s still not working as intended and I’m sure ZOS would remove it if they’d knew how). But this thread isn’t about animation canceling so no need to further discuss this topic here.