Everest_Lionheart wrote: »It’s a hard DPS nerf for sure but it needed to happen. Unlimited sustain is bad and BFB meta proved that.Onefrkncrzypope wrote: »With b4b gone there are classes that can't sustain their dps kit while other classes can. It would be super if ZoS could just make stat out = stat gain on the trial dummy.
We all want more sustain in fact sustain is what’s holding my Stamwarden back at the moment. If I didn’t have to grab 2 heavy attacks every 3rd rotation my damage would be much higher, than it is now. Those 2 heavies allow me to focus when it’s time to execute because there is just enough gas in the tank to get me over the finish line. That’s the trade though damage for sustain it’s a good balance and brings more skill to the table rather than making it a button mashing race.
Sustain is not the gap closer between good and bad play. Bad damage dealers are dropping a ton of damage by missing LA's, overcasting, not kepping up their AOE's and buffs. Removing resource management would just encourage people to keep going with their bad rotations. They would never even notice a difference, because they could just inifnitely sustain their bad play now. Running out of resources is like an indicator that there is something wrong. It is an important signal on the path to proper play.
Sustain is not the gap closer between good and bad play. Bad damage dealers are dropping a ton of damage by missing LA's, overcasting, not kepping up their AOE's and buffs. Removing resource management would just encourage people to keep going with their bad rotations. They would never even notice a difference, because they could just inifnitely sustain their bad play now. Running out of resources is like an indicator that there is something wrong. It is an important signal on the path to proper play.
So over the course of my playing this game I have watched ZOS claim that they wanted to raise the floor while lowering the ceiling (spoiler alert they have done the opposite). One of the biggest things they have pushed in order to lower the ceiling is sustain nerfs.
Here's the problem with using harsh sustain as a means of curbing top end. Your best players will figure out the optimal combination of sustain and damage. They will walk a tight rope most normal players cannot. Your more average players however suffer greatly when sustain is a tight rope. They are going to mess up rotations which means ability overcast and higher resource drain. This serves to further the gap between the floor/midtier players and top end players.
Suggestion. Raise base recovery by 50% with an appropriate 50% nerf in battle spirit to avoid affecting PvP. Also buff sustain food (witch mother's/ clockwork citrus and dubious/artaeum takeaway) to their values before your last nerf in I believe the Elswyr or wrathstone patch.
Doing this would not change much endgame as top end players would just be happy sustain was slightly more convenient but to your midtier players this would be a massive buff. They would actually be able to do the rotos without bleeding all their resources and being stuck heavy attacking for massive damage loss.
50% was just a number to experiment with but the idea is that sustain is way too harsh and over sustain doesn't really hurt things that much. It's a convenience.
Before anyone jumps down my throat with "you're just bad at this game" or "sustain is easy" you are probably part of the group that has already achieved relative mastery of combat in this game so you are not the ones that this change is for. It's for people trying to get to this level. Also I do plenty of endgame raiding in multiple roles. I just remember what it was like when I was learning.
exeeter702 wrote: »So over the course of my playing this game I have watched ZOS claim that they wanted to raise the floor while lowering the ceiling (spoiler alert they have done the opposite). One of the biggest things they have pushed in order to lower the ceiling is sustain nerfs.
Here's the problem with using harsh sustain as a means of curbing top end. Your best players will figure out the optimal combination of sustain and damage. They will walk a tight rope most normal players cannot. Your more average players however suffer greatly when sustain is a tight rope. They are going to mess up rotations which means ability overcast and higher resource drain. This serves to further the gap between the floor/midtier players and top end players.
Suggestion. Raise base recovery by 50% with an appropriate 50% nerf in battle spirit to avoid affecting PvP. Also buff sustain food (witch mother's/ clockwork citrus and dubious/artaeum takeaway) to their values before your last nerf in I believe the Elswyr or wrathstone patch.
Doing this would not change much endgame as top end players would just be happy sustain was slightly more convenient but to your midtier players this would be a massive buff. They would actually be able to do the rotos without bleeding all their resources and being stuck heavy attacking for massive damage loss.
50% was just a number to experiment with but the idea is that sustain is way too harsh and over sustain doesn't really hurt things that much. It's a convenience.
Before anyone jumps down my throat with "you're just bad at this game" or "sustain is easy" you are probably part of the group that has already achieved relative mastery of combat in this game so you are not the ones that this change is for. It's for people trying to get to this level. Also I do plenty of endgame raiding in multiple roles. I just remember what it was like when I was learning.
It has nothing to do with being good or bad. You need to understand that if sustain is alleviated in the manner you suggest, you have just effectively increased the dps top end threshold by a significant margin, which means end game encounters become that much easier for everyone and zos would have to rebalance encounters in terms of rage timers and health pools of boss fights. A 50 percent increase to sustain accross the board means more dps contributions from healers that wont need to slot resource utility, and dps builds that have to spend less time wasting GCDs on heavies.
exeeter702 wrote: »So over the course of my playing this game I have watched ZOS claim that they wanted to raise the floor while lowering the ceiling (spoiler alert they have done the opposite). One of the biggest things they have pushed in order to lower the ceiling is sustain nerfs.
Here's the problem with using harsh sustain as a means of curbing top end. Your best players will figure out the optimal combination of sustain and damage. They will walk a tight rope most normal players cannot. Your more average players however suffer greatly when sustain is a tight rope. They are going to mess up rotations which means ability overcast and higher resource drain. This serves to further the gap between the floor/midtier players and top end players.
Suggestion. Raise base recovery by 50% with an appropriate 50% nerf in battle spirit to avoid affecting PvP. Also buff sustain food (witch mother's/ clockwork citrus and dubious/artaeum takeaway) to their values before your last nerf in I believe the Elswyr or wrathstone patch.
Doing this would not change much endgame as top end players would just be happy sustain was slightly more convenient but to your midtier players this would be a massive buff. They would actually be able to do the rotos without bleeding all their resources and being stuck heavy attacking for massive damage loss.
50% was just a number to experiment with but the idea is that sustain is way too harsh and over sustain doesn't really hurt things that much. It's a convenience.
Before anyone jumps down my throat with "you're just bad at this game" or "sustain is easy" you are probably part of the group that has already achieved relative mastery of combat in this game so you are not the ones that this change is for. It's for people trying to get to this level. Also I do plenty of endgame raiding in multiple roles. I just remember what it was like when I was learning.
It has nothing to do with being good or bad. You need to understand that if sustain is alleviated in the manner you suggest, you have just effectively increased the dps top end threshold by a significant margin, which means end game encounters become that much easier for everyone and zos would have to rebalance encounters in terms of rage timers and health pools of boss fights. A 50 percent increase to sustain accross the board means more dps contributions from healers that wont need to slot resource utility, and dps builds that have to spend less time wasting GCDs on heavies.
As I said 50% was just a random number. I understand that it could cause other issues but the truth is that sustain is already happening with high end groups now. Your learning groups that have bad uptime of buffs and debuffs are the ones likely to have sustain issues right now. Again this was a wild thought because by making sustain consistently worse they are only penalizing lower skilled players. Top end players will always find a way unless you literally make something impossible. Even then they will create the best possible outcome and that will be meta.
My opinion: Players need to run out of resources more frequently during combat.
Oreyn_Bearclaw wrote: »End of the day, this game is about fun. It's no fun to just run out of resources mid fight while performing a decent rotation and having to hold down LMB to try and build resources.
SidraWillowsky wrote: »Taleof2Cities wrote: »Here's an idea, @IonicKai:
What would happen if you added more sustain into your build ... instead of asking ZOS for a handout?
Please suggest to me how I can add more sustain to my build without having to gimp my DPS:
- Breton
- Perfected False God's
- Magwarden, so I keep up Netch
- Clockwork Citrus filet/Witchmothers up at all times
- Decent rotation where I'm not overcasting skills
- Spell power pots up 100% of the time
If I don't want to heavy attack constantly and constantly remain almost out of magicka, I need all six things I've listed above. I tried to drop Netch last night in a vMoL run and my sustain tanked. God forbid I try to use a set other than FGD.
In what universe is a build like mine necessary for comfortable sustain?
Onefrkncrzypope wrote: »For the argument around top end pve benefiting from sustain, I disagree. Currently all top end groups don't invest much in sustain as is. They got damage jewelry enchants, all damage sets. Worst thing a sustain buff for pve top raid teams is more people in bi stat food. That's not enough to be scared of sustain changes.
Tie the sustain in resource returns from shards and bubbles. So in PvP it wouldn't change a thing.
Some classes might need a small bit of extra help but it would be less large changes to PvP.
Problem solved. Endgame players won't get much rewards from sustain changes.
Considering part of the foundation of combat in ESO is managing resources instead of having cooldowns on the use of skills the idea does not make sense and pretty sure it will not happen.
Zos has already made it possible for people to have enough sustain. Either via well-organized groups or sacrificing damage stats for sustain.
Taleof2Cities wrote: »Oreyn_Bearclaw wrote: »End of the day, this game is about fun. It's no fun to just run out of resources mid fight while performing a decent rotation and having to hold down LMB to try and build resources.
Players should be penalized in PvP for running out of resources ... but not in PvE??
Having fun does not mean dumbing down the game for players that don't practice their rotation, learn the mechanics, and build correctly.
As I mentioned earlier in the thread, the DPS loss for swapping more sustain into a character build is often not significant enough to be a barrier for content clears.
Arjuna1696 wrote: »If it's too feasible to have infinite sustain / to not need to worry about sustain, it follows that there's little point in even having a resource at all. Might as well just cast skills for free and optimize the order and frequency with which you cast them. Sustain is already alarmingly easy in this game - but players often, for whatever reason, expect to be able to execute the highest dps rotation possible for entire minutes on end without running out of resources.
It's sensible and important for players to need to be thoughtful about their resources - for them to need to make smart sacrifices and choices to optimize dps & sustain. Rather than asking ZoS to adjust sustain, players should adjust their attitudes to expect and accept this very reasonable mechanic. A mechanic, I might add, with an ENORMOUS amount of precedent in games. (edit: grammar)