starkerealm wrote: »And if you keep ending up with a stealth archer in Skyrim, that's your problem. Mods or no mods.
Hmmmm. Okay, so it's fine to intentionally subvert class identity in Oblivion and Morrowind, where the game actually makes an attempt to push you into playing your class, but playing to the game design in Skyrim, where no class system is present is a personal problem. Right.
And, no, that's not my problem. If it was, then it wouldn't have become a general joke about Skyrim as a whole. The game's default balance heavily favors the stealth archer approach, so this isn't a personal issue, it's an optimization issue.
In point of fact, Skyrim suffers from entire play styles, in particular, Magic Users being non-viable in high level play was a problem.
This actually a common theme in games. It's called a noob trap. You see an option that looks viable, can commit to it, and then get screwed over hard in the long term because it simply doesn't deliver later in the game. This leads back to the Stealth Archer example above, because if you're running a Magicka build, when it stops delivering and you need to migrate over to a new build, being sneaky and picking enemies off at range may be your only viable choice that won't involve lots of frustrating reloading.
starkerealm wrote: »And if you keep ending up with a stealth archer in Skyrim, that's your problem. Mods or no mods.
Hmmmm. Okay, so it's fine to intentionally subvert class identity in Oblivion and Morrowind, where the game actually makes an attempt to push you into playing your class, but playing to the game design in Skyrim, where no class system is present is a personal problem. Right.
And, no, that's not my problem. If it was, then it wouldn't have become a general joke about Skyrim as a whole. The game's default balance heavily favors the stealth archer approach, so this isn't a personal issue, it's an optimization issue.
In point of fact, Skyrim suffers from entire play styles, in particular, Magic Users being non-viable in high level play was a problem.
This actually a common theme in games. It's called a noob trap. You see an option that looks viable, can commit to it, and then get screwed over hard in the long term because it simply doesn't deliver later in the game. This leads back to the Stealth Archer example above, because if you're running a Magicka build, when it stops delivering and you need to migrate over to a new build, being sneaky and picking enemies off at range may be your only viable choice that won't involve lots of frustrating reloading.
And there we have the crux of the issue. You are looking for the most effective build possible. Not the one that's both fun and effective to play, but the one that will get you the most kills fastest. I admit Skryim did have a balance issue when it came to destruction magic. But that issue did not force you to become a stealth archer. That decision was yours and yours alone.
And for your information, I was a raider. Your assumptions as to what was and was not required in dungeons are quite wrong, but don't worry. You're far from the only one making those assumptions. That's just what happens when you let yourself get into the mindset that the only way to beat a dungeon is to use brute force to overpower the mechanics. Or rather, not so much overpower them as much as just detonate a nuke in the boss's face before the mechanics even show up. (It also causes this incredibly annoying obsession with numbers that, simply put, is wildly unhealthy.)
Anyway, this is getting us way off track. The point is the play as you want concept is all about maximizing freedom within your character so that it is in fact your character. It is not being given a binary choice of either doing PvP or not doing PvP or using cookie cutter magicka Templar v.s. cookie cutter stamina Templar. Those options is just plain standard for just about every multiplayer game on the market. You can argue as much as you like that equipping any kind of damage mitigation means you must be a tank or that using stamina abilities as a vampire means you're not a vampire, but at the end of the day that kind of restriction is entirely self imposed.
The best way and only way to beat some dungeons, especially with a pug group is to have good DPS. There is absolutely no substitute for good DPS. And I don't care ZOS doesn't like me saying that but we all know it's true, they know it's true and some runs for me in the past were so over the top good DPS is only way I got thru it.
Define "good DPS".
starkerealm wrote: »Define "good DPS".
Sufficient to clear the content without putting undue stress on the other members in your group. Those thresholds vary based on the content.
Here's what I'm sure of, your "slap random skills on the bar," build is not doing enough DPS to clear content without getting an involuntary carry from the other party members.
starkerealm wrote: »Define "good DPS".
Sufficient to clear the content without putting undue stress on the other members in your group. Those thresholds vary based on the content.
Here's what I'm sure of, your "slap random skills on the bar," build is not doing enough DPS to clear content without getting an involuntary carry from the other party members.
The best way and only way to beat some dungeons, especially with a pug group is to have good DPS. There is absolutely no substitute for good DPS. And I don't care ZOS doesn't like me saying that but we all know it's true, they know it's true and some runs for me in the past were so over the top good DPS is only way I got thru it.
Define "good DPS".
For some, "good DPS" is using a cannon to kill a mosquito. A nuclear powered glass cannon at that. Can't handle mechanics? DPS harder. Trouble with adds? Shoot the boss more. Big red splotch on the ground beneath your feet with neon warning signs and an announcer on the loudspeaker yelling "WARNING! INCOMING ATTACK!"? Well obviously you need to hold still so you can squeeze out an extra 3k DPS.
"Good DPS" is a crutch. It creates the illusion of skill and teamwork when there is a severe lack of both. It makes people think that the only way to beat a dungeon is shear overwhelming brute force because they can't imagine any other way it can be done. Doesn't matter if you're in a pug or a guild group. That's why I wish developers would create more dungeons that actually punish "good DPS". Force people to be tested rather than having them treat every dungeon like nothing more than a vending machine.
starkerealm wrote: »Define "good DPS".
Sufficient to clear the content without putting undue stress on the other members in your group. Those thresholds vary based on the content.
Here's what I'm sure of, your "slap random skills on the bar," build is not doing enough DPS to clear content without getting an involuntary carry from the other party members.
Define "undue stress". This is a conversation that many forums have seen many, many, many times over and if one thing remains consistent about it, it's that somebody always defines "undue stress" to mean anything less than the current absolute maximum. I've seen all out flame wars over minute, insignificant differences in DPS with people bitching like crazy about carry this and burden that. Or how they are just so inconvenienced by someone not putting out the exact same numerical values when in the same breath they brag about being able to solo that same dungeon in no time flat.
I've been in MMOs a long time and personally been witness to several instances where a DPS will run ahead and one shot a trash mob group and then proceed to berate the others for not "pulling their weight". Few things are more annoying than a DPS who feels the need to post damage meter parses at every opportunity.
I feel like a broken record...but this would all be a moot point if they adjusted the Vampire Lord armor set to incrementally reduce the vampire stage penalties vs increase them.
Kills 3 birds with 1 stone. Makes the set viable, gives the people complaining about the stage increases a way to moderately reduce the penalties in exchange for sacrificing their current 5 piece armor set, and better fits with the lore.
Example!
Vampire Lord
LEVEL 50 - CP 160
Type Overland
Set bonus:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 833 Spell Critical
(4 items) Adds 833 Spell Critical
(5 items) Stage 1/2/3/4
Flame Damage Penalty reduced 4/6/8/10%
Health Regen Penalty reduced 1/2/3/4. (dont remember the percentages but essentially cut them in half per stage)
Regular Ability Cost Penalty reduced: 4/6/8/10%
Bada bing bada boom...solved.
That's right, nobody will try being vampire stage 2 or beyond due to increased cost of class skills. I am certain nobody will want to be vampire at this point, if this hits live, like this....
That's right, nobody will try being vampire stage 2 or beyond due to increased cost of class skills. I am certain nobody will want to be vampire at this point, if this hits live, like this....
Wrongest of wrongs. Lot of people saying this, I highly suspect most have not bothered to log in and actually test vamp. Yeah, the 20% cost increase is hefty, but not that hefty my man. Sure, some adjustments to the numbers would be nice but it is still viable at that cost. Every class I have played as managed to work with that cost increase.
Here is the deal my friends, it's not like the super best beast mode skill line, but it is viable, sure some number adjustments might be needed, but you are jerking your knee at what you see on paper. I am telling you, the cost increase can be worked with. You can manage it, and you can get some real *** you, damage off with vampire and stay relatively safe. To be honest I am surprised people are not freaking out more about the health regen punishment. It's a bigger deal, honestly, and even worse is the fact that the stun barely works, and the ultimate basically stuns you when you activate it and when it times out. No one is concerned about that though, even though it's a bigger issue then the cost increase for vamps.
That's right, nobody will try being vampire stage 2 or beyond due to increased cost of class skills. I am certain nobody will want to be vampire at this point, if this hits live, like this....
Wrongest of wrongs. Lot of people saying this, I highly suspect most have not bothered to log in and actually test vamp. Yeah, the 20% cost increase is hefty, but not that hefty my man. Sure, some adjustments to the numbers would be nice but it is still viable at that cost. Every class I have played as managed to work with that cost increase.
Here is the deal my friends, it's not like the super best beast mode skill line, but it is viable, sure some number adjustments might be needed, but you are jerking your knee at what you see on paper. I am telling you, the cost increase can be worked with. You can manage it, and you can get some real *** you, damage off with vampire and stay relatively safe. To be honest I am surprised people are not freaking out more about the health regen punishment. It's a bigger deal, honestly, and even worse is the fact that the stun barely works, and the ultimate basically stuns you when you activate it and when it times out. No one is concerned about that though, even though it's a bigger issue then the cost increase for vamps.
starkerealm wrote: »Define "good DPS".
Sufficient to clear the content without putting undue stress on the other members in your group. Those thresholds vary based on the content.
Here's what I'm sure of, your "slap random skills on the bar," build is not doing enough DPS to clear content without getting an involuntary carry from the other party members.
Define "undue stress".
This is a conversation that many forums have seen many, many, many times over and if one thing remains consistent about it, it's that somebody always defines "undue stress" to mean anything less than the current absolute maximum.
I've seen all out flame wars over minute, insignificant differences in DPS with people bitching like crazy about carry this and burden that.
Or how they are just so inconvenienced by someone not putting out the exact same numerical values when in the same breath they brag about being able to solo that same dungeon in no time flat.
I've been in MMOs a long time and personally been witness to several instances where a DPS will run ahead and one shot a trash mob group and then proceed to berate the others for not "pulling their weight".
Few things are more annoying than a DPS who feels the need to post damage meter parses at every opportunity.
Wrongest of wrongs. Lot of people saying this, I highly suspect most have not bothered to log in and actually test vamp. Yeah, the 20% cost increase is hefty, but not that hefty my man. Sure, some adjustments to the numbers would be nice but it is still viable at that cost. Every class I have played as managed to work with that cost increase.
Here is the deal my friends, it's not like the super best beast mode skill line, but it is viable, sure some number adjustments might be needed, but you are jerking your knee at what you see on paper. I am telling you, the cost increase can be worked with. You can manage it, and you can get some real *** you, damage off with vampire and stay relatively safe. To be honest I am surprised people are not freaking out more about the health regen punishment. It's a bigger deal, honestly, and even worse is the fact that the stun barely works, and the ultimate basically stuns you when you activate it and when it times out. No one is concerned about that though, even though it's a bigger issue then the cost increase for vamps.
That's right, nobody will try being vampire stage 2 or beyond due to increased cost of class skills. I am certain nobody will want to be vampire at this point, if this hits live, like this....
Wrongest of wrongs. Lot of people saying this, I highly suspect most have not bothered to log in and actually test vamp. Yeah, the 20% cost increase is hefty, but not that hefty my man. Sure, some adjustments to the numbers would be nice but it is still viable at that cost. Every class I have played as managed to work with that cost increase.
Here is the deal my friends, it's not like the super best beast mode skill line, but it is viable, sure some number adjustments might be needed, but you are jerking your knee at what you see on paper. I am telling you, the cost increase can be worked with. You can manage it, and you can get some real *** you, damage off with vampire and stay relatively safe. To be honest I am surprised people are not freaking out more about the health regen punishment. It's a bigger deal, honestly, and even worse is the fact that the stun barely works, and the ultimate basically stuns you when you activate it and when it times out. No one is concerned about that though, even though it's a bigger issue then the cost increase for vamps.
starkerealm wrote: »Being unable to clear the threshold the game requires.
starkerealm wrote: »Being unable to clear the threshold the game requires.
Which just brings us right back to what is actually required, which is a whole lot less than people think...
darthgummibear_ESO wrote: »--> Regular Ability Cost is now +3/+5/+8+12%, down from +5/+10/+15/+20%
Still feels like the later stage cost is too high, but at least 12% will be more workable than 20%.
Most of my characters can at least function with 12% cost increase. Now if they'd just come off that ridiculous "-100% health recovery" and bring it to say...90 so I'm not dying from tripping over pebbles, that'd be super.
darthgummibear_ESO wrote: »--> Regular Ability Cost is now +3/+5/+8+12%, down from +5/+10/+15/+20%
Still feels like the later stage cost is too high, but at least 12% will be more workable than 20%.
Most of my characters can at least function with 12% cost increase. Now if they'd just come off that ridiculous "-100% health recovery" and bring it to say...90 so I'm not dying from tripping over pebbles, that'd be super.
If they changed that part it'd be perfect, or as close to perfect as one can get. The new changes to Fury though is interesting, use Sated fury right and its still a powerful self heal but you can't sustain it for longer than 20 seconds with 15k health.
Most of my characters can at least function with 12% cost increase. Now if they'd just come off that ridiculous "-100% health recovery" and bring it to say...90 so I'm not dying from tripping over pebbles, that'd be super.
If they changed that part it'd be perfect, or as close to perfect as one can get. The new changes to Fury though is interesting, use Sated fury right and its still a powerful self heal but you can't sustain it for longer than 20 seconds with 15k health.
Am I the only who thinks 12% is fine? There are things in the game that give cost reduction. Racial passives, armor passives, enchantments, and even gear sets. You could literally cut the cost in half or mitigate it entirely. A Breton and in 5 pieces of light armor is an example.
Edit: I meant to add the following. But that health recovery is really disgusting. Couldn't they still keep the additional stamina and magicka recovery?