SeaArcanist wrote: »starkerealm wrote: »SeaArcanist wrote: »it should also be mention. alot of you are doing better in pvp not because of the set changes, but because pvers are doing pvp now because of these changes/double ap. so your average pvp scuffle now is much easier and appears like the system is working. but in reality you;re probably fighting a knave who's still green. and the quote on quote "skillful players" are still as over powering and tough as they normally are.
I love this. When people are like, "no, it made things worse," they claim there are no new PvPers, and Gina stating they've seen an uptick is deceptive. But, when it comes time to convince people that these changes are bad, now the argument is that there are more PvEers in Cyrodiil. (And, yes, I understand that you're not making both of these arguments personally.)
An increase in player population, is proof enough that there are people who don't normally pvp in cyrodiil. if it were just the regulars, there would be no increase at all. ergo, whay i've stated holds up as factual. This is why regulars are seeing a "major diffrence" in pvp too. because they have more novices to kill and push around.
BrownChicken wrote: »You forget that the problem is not only that only a few sets are relevant. The problem is that in recent patches, due to proc sets, the gameplay has changed for the worse. Precisely because the gameplay without proc sets has become better has become a decisive factor.
SeaArcanist wrote: »starkerealm wrote: »SeaArcanist wrote: »it should also be mention. alot of you are doing better in pvp not because of the set changes, but because pvers are doing pvp now because of these changes/double ap. so your average pvp scuffle now is much easier and appears like the system is working. but in reality you;re probably fighting a knave who's still green. and the quote on quote "skillful players" are still as over powering and tough as they normally are.
I love this. When people are like, "no, it made things worse," they claim there are no new PvPers, and Gina stating they've seen an uptick is deceptive. But, when it comes time to convince people that these changes are bad, now the argument is that there are more PvEers in Cyrodiil. (And, yes, I understand that you're not making both of these arguments personally.)
An increase in player population, is proof enough that there are people who don't normally pvp in cyrodiil. if it were just the regulars, there would be no increase at all. ergo, whay i've stated holds up as factual. This is why regulars are seeing a "major diffrence" in pvp too. because they have more novices to kill and push around.
But didn't they also reduce the population caps with the "test" implementation? It sure seems like it.
SeaArcanist wrote: »SeaArcanist wrote: »starkerealm wrote: »SeaArcanist wrote: »it should also be mention. alot of you are doing better in pvp not because of the set changes, but because pvers are doing pvp now because of these changes/double ap. so your average pvp scuffle now is much easier and appears like the system is working. but in reality you;re probably fighting a knave who's still green. and the quote on quote "skillful players" are still as over powering and tough as they normally are.
I love this. When people are like, "no, it made things worse," they claim there are no new PvPers, and Gina stating they've seen an uptick is deceptive. But, when it comes time to convince people that these changes are bad, now the argument is that there are more PvEers in Cyrodiil. (And, yes, I understand that you're not making both of these arguments personally.)
An increase in player population, is proof enough that there are people who don't normally pvp in cyrodiil. if it were just the regulars, there would be no increase at all. ergo, whay i've stated holds up as factual. This is why regulars are seeing a "major diffrence" in pvp too. because they have more novices to kill and push around.
But didn't they also reduce the population caps with the "test" implementation? It sure seems like it.
Doubtful, unless they stated the decreased the max population. then no.
SeaArcanist wrote: »SeaArcanist wrote: »starkerealm wrote: »SeaArcanist wrote: »it should also be mention. alot of you are doing better in pvp not because of the set changes, but because pvers are doing pvp now because of these changes/double ap. so your average pvp scuffle now is much easier and appears like the system is working. but in reality you;re probably fighting a knave who's still green. and the quote on quote "skillful players" are still as over powering and tough as they normally are.
I love this. When people are like, "no, it made things worse," they claim there are no new PvPers, and Gina stating they've seen an uptick is deceptive. But, when it comes time to convince people that these changes are bad, now the argument is that there are more PvEers in Cyrodiil. (And, yes, I understand that you're not making both of these arguments personally.)
An increase in player population, is proof enough that there are people who don't normally pvp in cyrodiil. if it were just the regulars, there would be no increase at all. ergo, whay i've stated holds up as factual. This is why regulars are seeing a "major diffrence" in pvp too. because they have more novices to kill and push around.
But didn't they also reduce the population caps with the "test" implementation? It sure seems like it.
Doubtful, unless they stated the decreased the max population. then no.
Previous reductions in the population cap has happened at least twice with no notification of any kind to the community.
Luke_Flamesword wrote: »OP - It's not facts but just analysis without seeing whole picture there. Problem with current procs sets (not just proc sets per se) that they were too powerful - more than pure skills and sieges. So player can maximum boost health, don't even caring about stamina/magicka (his gear was was more important and deadly than simple skils), hide behind other players and snipe or light attack to apply sets procs. When enemy sustain was burned to purge all these effect, he can go with his 40k health and defeat enemy with satisfaction of good job done.
To be clear, most of player base is not against any procs but against this sick situation we have last months. Of course we need builds diversity and more sets and everybody knows it. We don't want procs in current form, but we also don't say that 19 sets nad sorc meta is ok
ZOS stated that they will work on this topic and it will take some time, but they won't keep it in this form forever. But for know, we can at least have some vacation from all these procs.
And now when outpost is defended, I see players with a lot of oils, not with bows - and this how it should be. If you think that was better to make proc wars, then you have mistaken Cyrodiil with BGS
Princessrhaenyra wrote: »This whole post is bashing people who don't agree with the changes. And it is not being removed why?
I play mostly no-CP, so...yes, a lot of these issues have also been (sort of) corrected in champ 2.0
Luke_Flamesword wrote: »I play mostly no-CP, so...yes, a lot of these issues have also been (sort of) corrected in champ 2.0
Luke_Flamesword wrote: »I play mostly no-CP, so...yes, a lot of these issues have also been (sort of) corrected in champ 2.0
YandereGirlfriend wrote: »Luke_Flamesword wrote: »I play mostly no-CP, so...yes, a lot of these issues have also been (sort of) corrected in champ 2.0
So do I (or I did...) but the CP changes and boost to base stats absolutely would have nerfed the utility of damaging proc sets through the added mitigation and health pool that players are receiving.
That would have been a sensible place to begin reigning in such sets, but, since ZOS can't do nuance, they went ahead and nuked everything from orbit anyway.
VaranisArano wrote: »You say: "The only way a game can truly be evaluated by skill is if players have the exact same abilities, resources. etc. like chess."
This feels like a bit of a strawman.
First off, players do have the same choices in terms of classes, abilities, resources, and now, the same choices between limited sets. This change to no proc sets makes for much less variation in builds...and thus makes it more likely for the skill of the player to matter. (But the old meta?! The old meta was a lot more varied than the 20 or so sets that are still allowed in Cyrodiil.)
It's not 100% skill based gameplay - this isn't chess and I don't think anyone wants it to be - but it does cut down on the variables.
Second, the "skilled gameplay" argument also has to do with "living or dying by your skills, not your sets".
That's where the disdain for damage and non-damage proc sets comes from. Did you score a kill or was it your gear set proccing for free damage? Did I protect my group adequately, or are they being carried in part by the stacked support proc sets that I and the other healers in raid wear?
Now, we can argue that because there is always a meta, as long as choices exist some players will win because they chose better gear choices than their opponent...but that's bringing us back to the 100% skilled gameplay of Chess where everyone has the exact same pieces.
Maybe I'm listening in the wrong places, but I don't hear many people arguing in favor of that style of PVP for Cyrodiil.
Instead, players who favor no-proc sets tend to be looking for "more skill" in their gameplay, namely that people live or die primarily by their skill at utilizing their class/skills/build as opposed to their sets proccing at the appropriate time. It's not that gear choices have no role to play in good PVP, so much as gear procs shouldn't be killing or saving players.
SeaArcanist wrote: »VaranisArano wrote: »You say: "The only way a game can truly be evaluated by skill is if players have the exact same abilities, resources. etc. like chess."
This feels like a bit of a strawman.
First off, players do have the same choices in terms of classes, abilities, resources, and now, the same choices between limited sets. This change to no proc sets makes for much less variation in builds...and thus makes it more likely for the skill of the player to matter. (But the old meta?! The old meta was a lot more varied than the 20 or so sets that are still allowed in Cyrodiil.)
It's not 100% skill based gameplay - this isn't chess and I don't think anyone wants it to be - but it does cut down on the variables.
Second, the "skilled gameplay" argument also has to do with "living or dying by your skills, not your sets".
That's where the disdain for damage and non-damage proc sets comes from. Did you score a kill or was it your gear set proccing for free damage? Did I protect my group adequately, or are they being carried in part by the stacked support proc sets that I and the other healers in raid wear?
Now, we can argue that because there is always a meta, as long as choices exist some players will win because they chose better gear choices than their opponent...but that's bringing us back to the 100% skilled gameplay of Chess where everyone has the exact same pieces.
Maybe I'm listening in the wrong places, but I don't hear many people arguing in favor of that style of PVP for Cyrodiil.
Instead, players who favor no-proc sets tend to be looking for "more skill" in their gameplay, namely that people live or die primarily by their skill at utilizing their class/skills/build as opposed to their sets proccing at the appropriate time. It's not that gear choices have no role to play in good PVP, so much as gear procs shouldn't be killing or saving players.
yes, you are very much "listening" in the wrong places. I never understood how pressing a button, or waitting for a button to be pressed. could be defined as "skill" neither your player skills. or the added benefit of a proc set is "skillful". major diffrence being one you use a finger to press and activate. the other has a cooldown.
SeaArcanist wrote: »either way you need to slap a heal on the player to heal them. your set cant LITERALLY heal them by choice. you still acivate it on the target.
SeaArcanist wrote: »either way you need to slap a heal on the player to heal them. your set cant LITERALLY heal them by choice. you still acivate it on the target.
Some sets don’t even require an action like crimson. Literally do nothing and get a heal and damage instead of using skills that would cost resources and 2 global cool downs, but yeah keep telling us how procs are skillful.
SeaArcanist wrote: »SeaArcanist wrote: »either way you need to slap a heal on the player to heal them. your set cant LITERALLY heal them by choice. you still acivate it on the target.
Some sets don’t even require an action like crimson. Literally do nothing and get a heal and damage instead of using skills that would cost resources and 2 global cool downs, but yeah keep telling us how procs are skillful.
roll out of the way. use some of that skill you keep talking about.
SeaArcanist wrote: »either way you need to slap a heal on the player to heal them. your set cant LITERALLY heal them by choice. you still acivate it on the target.
SeaArcanist wrote: »SeaArcanist wrote: »either way you need to slap a heal on the player to heal them. your set cant LITERALLY heal them by choice. you still acivate it on the target.
Some sets don’t even require an action like crimson. Literally do nothing and get a heal and damage instead of using skills that would cost resources and 2 global cool downs, but yeah keep telling us how procs are skillful.
roll out of the way. use some of that skill you keep talking about.
Fine then I shouldn’t have to use any resources, my skills should be free with no global cool downs cause you need your armor to fight for you. Sounds balanced