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Greymoor: Victory of Average Joe

  • Vildebill
    Vildebill
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    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
    EU PC
  • heaven13
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    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Someone can correct me if I am wrong but afaik the perfected version was overperforming due to a bug that would proc Burning status effect way more than it should which is what made it incredibly potent on magDK. Which is fixed on PTS. So it seems reasonable to fix that bug, then see how it's performing. Instead, they fixed the bug, changed the casts, stealth nerfed the time to cast, etc. All in one fell swoop.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • starkerealm
    starkerealm
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    seerevaloc wrote: »
    seerevaloc wrote: »
    Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
    In 2015, the game design focused on gear chase, with a lot of major, power focused rewards, being tied to high level performance. We're talking about before the introduction of non-vet trials, so even things like VO, IA, and Mending required a degree of skill to obtain. We're even talking about before you could even see someone's champion rank instead of their vet rank in the UI.

    In 2020, almost all gear in the game exists in normal difficulty content, with a small set of items appearing in "perfected" variants. The era when you'd run incredibly difficult content, and be rewarded with very powerful sets ended years ago. Master and Maesltrom weapons have been one lingering holdover from that time. The entire reason people are reacting the way they are is because those weapons were some of the only remaining indicators that someone had cleared difficult content to set up their build. The last holdouts before that was Gold Trial Jewelry, which lost its shine with Summerset.

    "Normal Maelstrom is on par with FG1." Heh. Sure, it's easy, but so is vMA once you get the dance down.

    Thank you. So is that the main goal here then? Gear-centric drive will be Skill-centric. This also sounds nice tbh.

    Also, possibly, a move to get people into Maelstrom to begin with. VMA is pretty unrepentant about smearing you across the walls, and I suspect that causes a lot of people to go in and then nope right back out. This encourages you to stick it out on normal.

    Also, contrary to popular opinion, you can learn vMA's rhythms (and even some mechanics) on normal, before moving on to vet. I get that it works against the whole, "rite of passage," thing, but encouraging someone to run nMA first does make the content more accessible.
  • Juhasow
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    heaven13 wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Someone can correct me if I am wrong but afaik the perfected version was overperforming due to a bug that would proc Burning status effect way more than it should which is what made it incredibly potent on magDK. Which is fixed on PTS. So it seems reasonable to fix that bug, then see how it's performing. Instead, they fixed the bug, changed the casts, stealth nerfed the time to cast, etc. All in one fell swoop.

    It's not just about burning and mag dk. Don't forget that other status effects also exist and provide certain bonuses. Chilled status effect apply minom maim and concussed status effect apply minor vulnerability so keeping it at nearly 100% was very strong addition. Also I don't think that said bug had anything to DK burning status effect DPS.
    Edited by Juhasow on April 23, 2020 2:30PM
  • Juhasow
    Juhasow
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    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
    Edited by Juhasow on April 23, 2020 3:25PM
  • Juhasow
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    Juhasow wrote: »
    If all what You've experienced during last year and a quater were "wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch" then You really should've put more attention to what is happening around You. There were lot of buffs during that time and not even 1 update that would cause some cataclysm that players wouldn't be able to adapt to.

    There's a huge difference between what a player can adapt to (which is basically anything short of them deciding to quit the game) and the magnitude of what a mature, 6+ year-old game should be doing with its itemization and combat balance.

    Exhibit A is obviously the whiplash-inducing patch cycle over the summer with the absurd DoT buffs and then the correspondingly absurd DoT nerfs the very next patch. Item sets such as the Maelstrom DW were momentarily elevated to usefulness only to be thrown again into the dustbin. Some sets, such as Oblivion's Foe, were given life for the span of literally one week of the PTS before they were summarily junked in a knee-jerk nerf.

    Point being, that these developers seem to have very little idea what they are doing when it comes to balance. What they want out of items and combat seems to change from literally patch to patch.

    You might say that the Asylum Destro was an artifact out of time, a remnant of the old developers, but what then is their possible rationale for the nerf of poor Grundwulf? These same developers had already had calculated their vaunted (and tragically flawed) "power budget" before Scalebreaker ever came out. How was its "power budget" acceptable for Scalebreaker's release but suddenly became wildly overpowered a mere two patches later? A cynic might say "Well, clearly they were trying to sell the DLC..." and it seems, by their very actions, that that point of view might just be right.

    Beyond that, what have these nerfs actually achieved? Set by set we see the number of useful sets whittled down. Anything that stands out as potentially powerful or unique is instantly slapped down, nerfed into a useless oblivion where only a newbie or a roleplay enthusiast would use it. What happens when there are no more sets that stand out? What happens when every set becomes the useless three-cast Asylum Destro? Then choosing your sets is like visiting a Soviet supermarket instead of going shopping in Shinjuku.

    Joy in (action) games proceeds from a sense of power and balance is achieved by providing players with many competing powerful options. And that is the precise opposite of the project underway now.

    6 years old games are doing what's neccessary to keep living. ESO is not the only 6 years old game that is still having some rebalances sometimes drastic ones. To be fair in ESO it's even less suprising things like that happen because of the combat ESO have. You say that games should just be doing with it's itemization and combat balance but the thing is in ESO itemization after some time can drastically change how game looks and more drastic changes are needed to bring things back to where they should be. And that is just itemization. There is more factors like that which cumulated with time will require to be looked at and redesigned.

    You joined the game in kinda wrong moment so You lack certain perspective. When You joined ZoS's roadmap of game balancing was starting so You have no comparison to how it looked before. If You would play slightly more then one year and a quater I think You would understand what both Scalebreaker and Dragonhold patches had in mind. While both look like a drastic and nonsensical when looked as series of changes in it's core each of them had the same goal - to reduce differences between casual and hardcore players by simplyfying rotations. Scalebreaker was a failure because DOTs buffs backfired in PvP and In PvE already high top DPS numbers became even higher resulting with lot of memes. In Dragonhold ZoS took different approach but with the same goal in mind , making it easier to reach decent numbers plus to slightly reduce already too high DPS. As for sets being better or worse based on the current state of the game well welcome in game with hundereds of sets. it's impossible to make all of them equally strong and in ESO playerbase is so fixated about meta setups that even if setup A is 3% behind setup B DPS wise , some people will already call setup A weak. And when one unique and strong thing is becoming weaker usually something else is taking its place. And when it coems to certain sets being strong on PTS well PTS is for looking wheter or not they're not too strong and oblivions foe was.

    Point is that devs in this game have sometimes good ideas of what to do with balance but execution of it is simply bad.

    I never said Asylum destro was remnant of old developers. I just said even when it camed out it was already out of standards that all unique weapons were sharing and further updates made that differences even more obvious. As for Grundwulf its nerf is actually well explained in the section explaining why Engine Guardian was nerfed. Grundwulf and many other sets that were restoring resources in numerical values were always based on the standards set by other already existing sets. And 1st of them was engine guardian which was created and balanced around completly different times and metas. Grundwulf was strong because outdated standards for sets like that were strong. If You havn't noticed not only grundwulf recived reduction in values but all monster sets that had numerical resource restore values were nerfed because all of them were created around long outdated standards. I think in Your mind You see developers like people who should look at every combat aspect once every 3 months to look for imperfections and tweak them as fast as possible. In reality it's not that easy. Sometimes fact that something is still ion the game doesn't mean devs are fine with it. Sometimes it means they simply don't have time to deal with it at the moment because they already have 10 other things to deal with in plans.

    Number of usefull sets to be fair increased during the years. Your statement here seems very overdramatic. Because things You personally liked were taken away from You it doesn't mean suddenly options are taken away from the game. What increased also is players fixation about chasing the meta. New and unique options will always be there. Question is how many players will want to use them if they'll be 2-3% weaker then the meta.
    Edited by Juhasow on April 23, 2020 4:24PM
  • Jaimeh
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    I agree that they are increasingly catering to the more casual playstyle, they have been since removing unique rewards from Challenger achievements. I wish they would provide something for everyone, and leave veterans their already limited content/rewards, but with the announcement of the Arena weapon changes, it's very obvious which direction they're going with. I honestly do not buy the 'trying to limit skill gap' argument. It's not like a weapon will suddenly make someone better, if they don't put the work in learning about their build, mechanics, practice their rotation, etc. Giving rewards that are similar between normal and veteran modes does not encourage people to run the vet content. The same goes for changing the Asylum weapons; no one will want to farm the trial for them, and after getting the skin, there'll be no reason to run it anymore. Making the game less challenging is not helping narrow the skill gap in the long run, it will make casual players lazy, and it will allienate vet players. Instead, they should figure out a way on how to incorporate better tutorials, and better training for new players, provide more signals during combat, and so on, so that people learn the game in an easier, faster way.
  • Vildebill
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    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.

    No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.

    I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.

    That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.
    EU PC
  • Juhasow
    Juhasow
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    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.

    No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.

    I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.

    That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.

    Because no class is getting as strong synergy with it as mag DK is getting in PvE and many other classes simply have better option as spammables. I am not saying that weapon is enabling god mode. But nontheless it's usefull in PvE and PvP not only for mag DK. Yes it made dk rotation fun and unique but at the same time simple and very effective. Simplier and more effective the other classes rotations. And as for who gains anything from that ? Well all the other setups that had no chance to compete with mag DKs atm.

    Listen I am not the biggest fan of the change itself. All what I am saying is that from balance perspective it makes sense because some people are saying there is no logic in that change when in fact there is few reasons as for why it's happening. Personally I think that status effect application is incorrect design in 1st place because it's hard to find middle ground that wouldn't interract too heavily with certain setups. In my opinion ZoS could look for some other ability altering feature same as the did to many other weapons in this PTS cycle.
  • llBlack_Heartll
    llBlack_Heartll
    ✭✭✭✭
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.

    No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.

    I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.

    That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.

    What makes less sense is Relequen has been over preforming for years and hasn’t been touched, same as Zann and it got buffed.
    So how can they not see that on their “Spread Sheet” other items do.

  • Jayroo
    Jayroo
    ✭✭✭✭
    imagine thinking that you CANT fix combat without taking away the challenge.
    Pretty unimaginative/narrow minded
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.

    No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.

    I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.

    That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.

    What makes less sense is Relequen has been over preforming for years and hasn’t been touched, same as Zann and it got buffed.
    So how can they not see that on their “Spread Sheet” other items do.

    Dummies are not representing real content.
  • Vildebill
    Vildebill
    ✭✭✭✭✭
    ✭✭
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.

    What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.

    Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.

    No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.

    I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.

    That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.

    What makes less sense is Relequen has been over preforming for years and hasn’t been touched, same as Zann and it got buffed.
    So how can they not see that on their “Spread Sheet” other items do.

    Pretty off topic, but both sets are situational. Zaan only works at melee range and relequen needs stack uptime. Relequen is a big carry in static fights though yeah.
    EU PC
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    They're trying to bridge the skill gap. Ill happily take a nerf it it means I dont have to deal with 8k dps andys in random dungeons.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • seerevaloc
    seerevaloc
    ✭✭✭
    They seem like found their so-called balance.
    vAS staff was disrupting the balance right?
    now 2 skills doing 220k dps :) very balanced. They're really sensitive about their stuff.

    [Snip] Just experimenting stuff to nerf/buff in the future.

    Like Buff A,B,C and note them for Nerf after 2 patches.
    Next patch Buff D,E,F and note them for Nerf after 2 patches.
    Next patch Nerf A,B,C and find something else to Buff, note them properly for future patches.

    Devs controlling the Buff/Nerf Supply/Demand to keep up their Job. All intentional.
    Don't really defend their blind mentality by creating your own reasons like you're in contact with them.

    THEY
    DON'T
    KNOW
    WHAT
    THEY
    ARE
    DOING.
    or they are really mean about game, playing cat-mouse game.

    la2k7hkmcbrf.png

    [Edited for bashing]
    Edited by ZOS_Volpe on April 24, 2020 5:40PM
  • heaven13
    heaven13
    ✭✭✭✭✭
    ✭✭✭✭
    Juhasow wrote: »
    heaven13 wrote: »
    Juhasow wrote: »
    Vildebill wrote: »
    Juhasow wrote: »
    seerevaloc wrote: »
    Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.

    Most difficult content -> Most time spent to grind -> Increased value of reward.

    Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.

    Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.

    So yeah, it is important in the World unless Combat Designers living in vacuum space.
    And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.

    So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^

    I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.

    Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.

    You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.

    So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?

    I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.

    Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.

    Someone can correct me if I am wrong but afaik the perfected version was overperforming due to a bug that would proc Burning status effect way more than it should which is what made it incredibly potent on magDK. Which is fixed on PTS. So it seems reasonable to fix that bug, then see how it's performing. Instead, they fixed the bug, changed the casts, stealth nerfed the time to cast, etc. All in one fell swoop.

    It's not just about burning and mag dk. Don't forget that other status effects also exist and provide certain bonuses. Chilled status effect apply minom maim and concussed status effect apply minor vulnerability so keeping it at nearly 100% was very strong addition. Also I don't think that said bug had anything to DK burning status effect DPS.

    Please see this post regarding what I am talking about.
    Runefang wrote: »
    Pr0Skygon wrote: »
    Pr0Skygon wrote: »
    Pr0Skygon wrote: »
    Pr0Skygon wrote: »
    Pr0Skygon wrote: »
    Pr0Skygon wrote: »
    You still didn't understand the gist behind whole this storm about non-upgradable vMA drops. It's not about bonuses. It's not about numbers. It's about principle: our vMA drops turn into nMA drops. In one fell swoop. We ran for vMA weapons, we earned them by spending time in vMA, and now our time is best spent elsewhere; to have vMA drops again, we're forced to run old trite content again. It's not okay. It's a disrespect for our time and effort.

    Mind, if they made new, more challenging and fun vMA HM or something and made perfected drop there, I wouldn't say a word.

    Exept you farmed normal weapon not the perfected version and you get to keep what you farmed for

    Nope, wrong. I farmed vMA weapons. Repeat it. vMA weapons. Weapons that are given for the clear of vMA. Now, same unchanged vMA is deemed to be worthy of better weapons, and I've already done my grind there. Don't try to pull a fast one on me.

    So i bought my Iphone 10 in 2017,but with only 256GB storage, for 1000$. Now in 2020, years later, they release a new model of Iphone 10, with 1TB storage, but also for 1000$. Assuming that my Iphone 10 is still technically brand new, since I have never used it since I bought it, do I have the right to demand Apple to upgrade my Iphone 10 2017 version to the new 2020 version for free?

    Nope, that's not how the world functions.

    Trying to pull another fast one, eh? By trying to compare world and a game. Nope, doesn't work like that, sorry. If you want everything to work like that, try explaining why we're not getting to keep perfected Asylum destro from live. Ju-u-ust like iPhone, ri-i-ight? Paid for it with vAS+2 clear, nobody owes me the 'new' perfected Asylum that'll be dropping after the patch, so why not keep the old one with me, same logic, right? That's how the world works, innit? Right? Bueller?

    So don't try to pull fallacies as arguments. It won't work, people around you have a brain. Either they're changing sets rewarded for a given content player-base-wide, or they're making new content to give us new sets. That's how -games- work.

    I don't need to "pull another fast one" to anyone. It's how the world works, and saying that "you can't compare real world logic with game logic" is the most idiotic fallacy of all.
    Also, your logic of "that's how-games-work" isn't fact, it's just how you perceive it. It doesn't make you right, doesn't make you wrong, but it does make you very close-minded and easily deny whatever go against your personal logic.
    I don't "pull another fast one" on anyone, you're the one that is fooling yourself.

    Still waiting for the explanation of why I'm not grandfathering perfected destro from live. Since, y'know, according to you it's how the world should work.

    1. The way you structure your sentences make you sound like a 12 years old.
    2. You can still keep your current perfected vAS and vBRP weps. So I have no idea what you're even talking about.

    No, I structure my sentences as though I'm talking to a 12 year old, which is what I'm apparently doing right now. Since you apparently don't understand (or making a look as though you don't), I will elucidate that for you: after patch, perfected Asylum inferno in everyone's inventory will change to a weaker version. Question to you is, why people don't get to grandfather current, stronger version, and will only be getting weaker version if they'll be getting it as a drop -after- the patch. So yes, you have pretty good idea what I'm talking about. Will you answer the question?

    Where do you get this info? Because as far as I can tell, ZOS has never official confirmed this, nor any of their partners streamers/youtubers.

    I'm beginning to realize that you didn't read patch notes for PTS, even though you're on PTS forum right now. Can you read? More specifically, can you read the thread named "PTS Patch Notes v6.0.0" at the top of the forum section? Or you can even log into PTS with your own character (if you happen to have a copy from your sever at given week) and see for yourself that your Asylum destro have turned into a pumpkin. I'm not sure why you're trying to play for ignorance right now.

    ok mr. Superiority complex. I thought you said that our current perfected version will become the normal version in next patch. If you're talking the "nerf" to the perfected vAS destro, then it's called "balancing patch", or in real life term, called "software update". Also, is it really a nerf? The current perfected vAS requires 2 force shock to proc, but the new one will require 3, but with 103 extra spell damage at all time. That's more of a rework than a nerf. Heck, that could even be a buff in some instances. Have you tried it out yet before QQ-ing?

    No, buddy, you're trying to pull a fast one again. Nobody can force you into a software update, in many countries it's plain illegal if you don't click 'ok'. So don't feed me that 'balancing patch', and don't even try going into 'is it really a nerf', if you're even trying to compare 2 procs with 103 SD, then you're holding me for an idiot, or else know absolutely nothing about the game - I'm already not sure which. So, back to our business: I farmed an -item-, a perfected vAS inferno, so, iPhone in your terms, and now company comes to my door and replaces it with a worse version. If things should work the way 'world works' according to you, ZOS should only update instances of inferno dropped after the patch, but don't even think on touching infernos in players' inventories, unless they want a legal act against them.

    So, if you think that not grandfathering live version of vAS perfected destro is okay, but comparing vMA drops to iPhones, then you have a case of double standards, plain and simple.

    Even though I've already used the term "software update", you still think that equal to Apple coming to your house and replace your Iphone. Yea, no, I'm done. Your way of looking at life is way too pessimistic and I'm not letting you drag me into that mud again.

    Also, if you think that a proc condition going from 2 to 3 is a big deal, then you've seen nothing.

    One last thing: I don't need to "pull another fast one" on anyone. You're simply blocking your ears from opinions that are different from yours.

    It's a 50% nerf, as nerfs go thats big. And yes we're all well aware of the tons of nerfs that have come and gone.

    The tooltip proc chance was nerfed 50%, but the set nerf was much larger. On a MagDK the Asylum Staff had a bug that generated far more Burning procs than intended. On the proc (every 2nd cast) it would cause approximately 5 simultaneous Burning procs (each dealing damage with its first tick). The number of Burning procs was related to the number of Flame Damage ticks that occurred within that second, which is why it was only viable on MagDK with all their DoTs. This was fixed (as it should be) resulting in the correct 1 Burning tick, which was already about an 80% nerf without touching the number of casts to cause concentrated force.


    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • Juhasow
    Juhasow
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    seerevaloc wrote: »
    They seem like found their so-called balance.
    vAS staff was disrupting the balance right?
    now 2 skills doing 220k dps :) very balanced. They're really sensitive about their stuff.

    [Snip] Just experimenting stuff to nerf/buff in the future.

    Like Buff A,B,C and note them for Nerf after 2 patches.
    Next patch Buff D,E,F and note them for Nerf after 2 patches.
    Next patch Nerf A,B,C and find something else to Buff, note them properly for future patches.

    Devs controlling the Buff/Nerf Supply/Demand to keep up their Job. All intentional.
    Don't really defend their blind mentality by creating your own reasons like you're in contact with them.

    THEY
    DON'T
    KNOW
    WHAT
    THEY
    ARE
    DOING.
    or they are really mean about game, playing cat-mouse game.

    la2k7hkmcbrf.png

    [Edited for bashing]

    It's funny You accuse devs for not knowing what they're doing and to prove that You're linking a [parse showing You have no idea what You're talking about. I think You completly don't understand how unrealistic cheese was used in that parse and why it worked that way. That parse was performed in new house where You can stay in vampire ultimate 100% of a time with 21M dummy placed in corner so all 3 mines will overlap and hit the dummy. Mines that have 2 times stronger scaling from spell damage then most of the other abilities and guess which stats was cheesed the most ? There is really no real fight scenario where that rotation could be reproduced.
    Edited by Juhasow on April 24, 2020 7:43PM
  • seerevaloc
    seerevaloc
    ✭✭✭
    @Juhasow I didn't answer to not to take this case prolonged unnecessarily.

    > [parse showing You have no idea what You're talking about.
    You think you're one of that " I know everything about ESO, I'm god, and nobody else knows anything "
    Of course, I do know what I'm talking about.

    And I still think the same. Your pointless try-outs to show "devs are right, they're wise & genius, ofc they know ***" approach goes nowhere.

    After everything, we're still having some bugs, even worse. At least weekly 2 or 3 times my VSS instances are doomed because Nahviintaas wiping us around 40% HP behind the statue. vAS instances are buggy, Valkyn Skoria is FPS slayer and countless others.

    What I was telling is "was this change really necessary or solving truly anything?"
    NO. Their priorities aren't meaningful.

    Was your pointless bootlicker behavior will take us anywhere also?
    NO.

    Do they know wtf they're doing?
    NO.

    So stop licking them please unless they're paying for it or whatever. It really isn't necessary.

    Kind regards,


    [EDIT: I'm not baiting here, you're free to ignore me & topic completely. I answered bcoz you've baited me by blaming I don't have any idea what I'm talking about]
    Edited by seerevaloc on May 11, 2020 2:43PM
  • idk
    idk
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    seerevaloc wrote: »
    Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.

    If this is trying to say vMA is at the same difficulty level as FG1 then someone stretched the truth quite a bit. While vMA has gotten easier due to the power creep over the years it is laughable to suggest it is to the level of FG1.
  • kylewwefan
    kylewwefan
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    idk wrote: »
    seerevaloc wrote: »
    Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.

    If this is trying to say vMA is at the same difficulty level as FG1 then someone stretched the truth quite a bit. While vMA has gotten easier due to the power creep over the years it is laughable to suggest it is to the level of FG1.


    You’ll get current VMA weapons from normal maelstrom arena with Greymoor. Perfected versions from Vet. The perfected versions kind of blow and aren’t worth the effort.
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Yeah I'd say nMA is definately on the level or actually alot easier than FG1.

    nMA is a NPC slaughter, especially with Powerups and endless sustain between rounds.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Xebov
    Xebov
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    Im not so sure what you expect. ESO has a very big gap in terms of damage between beginners and experienced veterans. The gap is much bigger than in other MMOS. They try to make this gap smaller step by step, thats noticeable. The problem is that not every step will appeal to everyone. The steps are needed because the gap makes development of new content harder. What base line you want to draw to provide a challenge but still have a bigger part of the community being able to do it?
  • carlos424
    carlos424
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    usmcjdking wrote: »
    RedReign wrote: »
    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    Yeah except for the year and half of predominantly nerfing classes and sets. I guess that doesn't count since there were buffs 4 years ago though.

    Guilds are beating VAS HM in sub 4 minutes. That wasn't the case when it launched 3 years ago and it wasn't the case even a year ago.

    The entire argument of wanton nerfing is evidenced nowhere. [snip]

    [edited for baiting related comment]

    How many guilds are doing this? Just because you watch a couple of videos on youtube of a couple of “professional” eso groups does not mean that this is commonplace.
    Edited by carlos424 on May 11, 2020 9:18PM
  • John_Falstaff
    John_Falstaff
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    usmcjdking wrote: »
    RedReign wrote: »
    How about instead of constantly nerfing everything to dust, we buff things accordingly?

    DPS numbers have tripled since One Tamriel.

    There is no shortage of buffing going on.

    New content is being designed for new dps ceiling (see fixed per-player dps check in Nahvi HM), so there's no point lamenting buffed damage. A lot of content has been released since One Tamriel.
  • karekiz
    karekiz
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    The super casual people aren't making out much other than VMA/DSA weapons which everyone else had anyway. The nerf to AS weapons is of course not how it should be. It shouldn't take a weapon used and make it unusable.

    The fact the new raid doesn't offer real end game DPS choices makes it even more so. A newbie 160 who just LA's can equip reli and effectively proc himself to victory, not exactly with the new medium set. He would be better off getting Tzo and just LA Reli/Tzo at that point.

    The vamp abilities? They can't utilize that. If you die in Vet DLC non HM content because you stood in an AoE that takes 3 seconds to cast then chances are they are just going to kill themselves before they heal themselves.

    The fact is currently: Nobody is getting a victory honestly. I guess maybe speed running with mythic + vamp on certain content is an interesting concept, but other than that not really.
    Edited by karekiz on May 11, 2020 10:43PM
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    With this thread continuing to derail after our previous intervention, we've felt it necessary to close it down. For further posts be sure to stay constructive and respectful with the Forum Rules in mind to avoid thread derailment.

    Thank you for understanding.
    Staff Post
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