Lughlongarm wrote: »My PTS experience so far.
To my surprise, people still die during 1v1 duels on PTS. Most of the builds that went one defensive set defensive monster set, adjusted to more offensive setups.
Some duels do end up at a draw.
Many use "Inner beast.
Templars burst is very strong on PTS
Some troll builds using "dark convergence"
Joy_Division wrote: »Are you surprised?
If there are a few specific problem cases of high burst damage caused by identifiable (and thus fixable) combination of factors, since when has ZOS not implemented a blanket fix that affects everything?
Also, I don;t think ZOS recognizes that over the course of a patch, things change as we adapt. Sure, when the new CP system dropped and I went out there on my sorcerer who did not change a single thing, I was getting rekt by 9K surprise attacks. OK, some adjustments on my part - as opposed to completely changing Battle Spirit - were necessary and were made. Within a couple of sessions I wasn't getting hit with 9K Surprise Attacks and TTK was fine and much more preferable to years of patches that had come before. Many of us have adapted and are able to survive and withstand much better now than when the new CP system dropped. Our frustrations from 3-4 months ago might be obsolete.
Lughlongarm wrote: »My PTS experience so far.
To my surprise, people still die during 1v1 duels on PTS. Most of the builds that went one defensive set defensive monster set, adjusted to more offensive setups.
Some duels do end up at a draw.
Many use "Inner beast.
Templars burst is very strong on PTS
Some troll builds using "dark convergence"
I spent pretty much the entire day dueling the other day, against some of PCs "top duelers" on a variety of different specs and classes. I was playing an orc stamina templar with the warrior mundus and arteum broth, 5 essence thief/3 agility frontbar (1 jewel/dual wield)/2pc magma incarnate/backbar vatershan 2h/1pc either death dealers or malacath (tried both), 3 infused weapon damage jewlery with inner beast slotted aswell.
The only class that killed me was a magplar. No other spec even came close to killing me, and surviving took VERY little effort in comparison to live. This is a huge problem because while templar does have a good kit for survivability, I only slotted the 10% reduce single target damage taken CP and the 10% reduce direct damage CP on a non-sword and board build. Without using any of the more broken CP I was able to effortlessly survive every non templar class, and templar is only able to secure kills because backlash is overturned now aswell.
On the damage side of things, I was playing a spec that had some of the highest damage achievable, WITH a vatershan proc to combo smoothly with ults/POTL explosions. Nearly every duel I participated in against anyone competent lasted a minimum of 5 minutes, and most of them just stalemated. Even in as much damage as I was running, the only way to kill any decent player was to burst them from 100% to 0%, which was only possible in RARE cases where an unreasonably high burst was lined up (11-13k POTL, 7-10k Crescent sweep, 3-4k burning light, 2k medium attack, 3k vatershan + whatever dots where active, all occurring in under 2 seconds).
The battle spirit mitigation is simply too much. If they want to give people the option to run crazy mitigation in their CP while sacrificing their damage so be it, but blanket-adding the mitigation to battle spirit is just unacceptable.
Lughlongarm wrote: »My PTS experience so far.
To my surprise, people still die during 1v1 duels on PTS. Most of the builds that went one defensive set defensive monster set, adjusted to more offensive setups.
Some duels do end up at a draw.
Many use "Inner beast.
Templars burst is very strong on PTS
Some troll builds using "dark convergence"
I spent pretty much the entire day dueling the other day, against some of PCs "top duelers" on a variety of different specs and classes. I was playing an orc stamina templar with the warrior mundus and arteum broth, 5 essence thief/3 agility frontbar (1 jewel/dual wield)/2pc magma incarnate/backbar vatershan 2h/1pc either death dealers or malacath (tried both), 3 infused weapon damage jewlery with inner beast slotted aswell.
The only class that killed me was a magplar. No other spec even came close to killing me, and surviving took VERY little effort in comparison to live. This is a huge problem because while templar does have a good kit for survivability, I only slotted the 10% reduce single target damage taken CP and the 10% reduce direct damage CP on a non-sword and board build. Without using any of the more broken CP I was able to effortlessly survive every non templar class, and templar is only able to secure kills because backlash is overturned now aswell.
On the damage side of things, I was playing a spec that had some of the highest damage achievable, WITH a vatershan proc to combo smoothly with ults/POTL explosions. Nearly every duel I participated in against anyone competent lasted a minimum of 5 minutes, and most of them just stalemated. Even in as much damage as I was running, the only way to kill any decent player was to burst them from 100% to 0%, which was only possible in RARE cases where an unreasonably high burst was lined up (11-13k POTL, 7-10k Crescent sweep, 3-4k burning light, 2k medium attack, 3k vatershan + whatever dots where active, all occurring in under 2 seconds).
The battle spirit mitigation is simply too much. If they want to give people the option to run crazy mitigation in their CP while sacrificing their damage so be it, but blanket-adding the mitigation to battle spirit is just unacceptable.
Based on the sets you've described I really wouldn't put that in the catergory of "highest damage achievable", at a guess your penetration would be well below 10k.
Lughlongarm wrote: »My PTS experience so far.
To my surprise, people still die during 1v1 duels on PTS. Most of the builds that went one defensive set defensive monster set, adjusted to more offensive setups.
Some duels do end up at a draw.
Many use "Inner beast.
Templars burst is very strong on PTS
Some troll builds using "dark convergence"
I spent pretty much the entire day dueling the other day, against some of PCs "top duelers" on a variety of different specs and classes. I was playing an orc stamina templar with the warrior mundus and arteum broth, 5 essence thief/3 agility frontbar (1 jewel/dual wield)/2pc magma incarnate/backbar vatershan 2h/1pc either death dealers or malacath (tried both), 3 infused weapon damage jewlery with inner beast slotted aswell.
The only class that killed me was a magplar. No other spec even came close to killing me, and surviving took VERY little effort in comparison to live. This is a huge problem because while templar does have a good kit for survivability, I only slotted the 10% reduce single target damage taken CP and the 10% reduce direct damage CP on a non-sword and board build. Without using any of the more broken CP I was able to effortlessly survive every non templar class, and templar is only able to secure kills because backlash is overturned now aswell.
On the damage side of things, I was playing a spec that had some of the highest damage achievable, WITH a vatershan proc to combo smoothly with ults/POTL explosions. Nearly every duel I participated in against anyone competent lasted a minimum of 5 minutes, and most of them just stalemated. Even in as much damage as I was running, the only way to kill any decent player was to burst them from 100% to 0%, which was only possible in RARE cases where an unreasonably high burst was lined up (11-13k POTL, 7-10k Crescent sweep, 3-4k burning light, 2k medium attack, 3k vatershan + whatever dots where active, all occurring in under 2 seconds).
The battle spirit mitigation is simply too much. If they want to give people the option to run crazy mitigation in their CP while sacrificing their damage so be it, but blanket-adding the mitigation to battle spirit is just unacceptable.
Based on the sets you've described I really wouldn't put that in the catergory of "highest damage achievable", at a guess your penetration would be well below 10k.
7.6k weapon damage, 15k penetration (mace, 1h sharpened, cp node, major fracture on caltrops, minor fracture on POTL/sundered), with 15% damage from inner beast, 10% damage done on essence thief, malacath, vat proc. The only stat lines on the entire setup not dedicated to damage are the regen values on the arteum brothh and the 1pc on magma.
You can certainly go a little bit higher damage wise in a couple very specific setups on stamplar, but this is right up there and can sustain indefinitely with no heavy attacks.
Still could not die with the aforementioned sets & stats. Players using any defensive sets, slotting more than 2 defensive cps like I have here, or on certain tankier classes will just flat out never die.
Lughlongarm wrote: »My PTS experience so far.
To my surprise, people still die during 1v1 duels on PTS. Most of the builds that went one defensive set defensive monster set, adjusted to more offensive setups.
Some duels do end up at a draw.
Many use "Inner beast.
Templars burst is very strong on PTS
Some troll builds using "dark convergence"
I spent pretty much the entire day dueling the other day, against some of PCs "top duelers" on a variety of different specs and classes. I was playing an orc stamina templar with the warrior mundus and arteum broth, 5 essence thief/3 agility frontbar (1 jewel/dual wield)/2pc magma incarnate/backbar vatershan 2h/1pc either death dealers or malacath (tried both), 3 infused weapon damage jewlery with inner beast slotted aswell.
The only class that killed me was a magplar. No other spec even came close to killing me, and surviving took VERY little effort in comparison to live. This is a huge problem because while templar does have a good kit for survivability, I only slotted the 10% reduce single target damage taken CP and the 10% reduce direct damage CP on a non-sword and board build. Without using any of the more broken CP I was able to effortlessly survive every non templar class, and templar is only able to secure kills because backlash is overturned now aswell.
On the damage side of things, I was playing a spec that had some of the highest damage achievable, WITH a vatershan proc to combo smoothly with ults/POTL explosions. Nearly every duel I participated in against anyone competent lasted a minimum of 5 minutes, and most of them just stalemated. Even in as much damage as I was running, the only way to kill any decent player was to burst them from 100% to 0%, which was only possible in RARE cases where an unreasonably high burst was lined up (11-13k POTL, 7-10k Crescent sweep, 3-4k burning light, 2k medium attack, 3k vatershan + whatever dots where active, all occurring in under 2 seconds).
The battle spirit mitigation is simply too much. If they want to give people the option to run crazy mitigation in their CP while sacrificing their damage so be it, but blanket-adding the mitigation to battle spirit is just unacceptable.
Based on the sets you've described I really wouldn't put that in the catergory of "highest damage achievable", at a guess your penetration would be well below 10k.
7.6k weapon damage, 15k penetration (mace, 1h sharpened, cp node, major fracture on caltrops, minor fracture on POTL/sundered), with 15% damage from inner beast, 10% damage done on essence thief, malacath, vat proc. The only stat lines on the entire setup not dedicated to damage are the regen values on the arteum brothh and the 1pc on magma.
You can certainly go a little bit higher damage wise in a couple very specific setups on stamplar, but this is right up there and can sustain indefinitely with no heavy attacks.
Still could not die with the aforementioned sets & stats. Players using any defensive sets, slotting more than 2 defensive cps like I have here, or on certain tankier classes will just flat out never die.
But what's your effective penetration, most players I duel don't stand in caltrops long enough to get a decent uptime on major fracture and if you're spaming it every 4 seconds can't see you doing too much damage with much else, and even with all that it doesn't add up to 15k?
I think the increased mitigation is to aid players who are newer to PvP. Increasing TTK in pretty much any game is almost always targeted at making the game more forgiving toward newer players.
I have plenty of PvE only friends that I've tried to bring into PvP environments, and their biggest complaint is that they die before they can do anything. It's extremely frustrating from their point of view, and because of this it drives them away from PvP.
You are right about the PvP population decreasing in numbers over time, and I think this is more to do with the extremely high learning curve to jumping into PvP environments rather than an increase in the number of PvP players leaving for something else. The idea behind increasing the TTK is to lower the barrier to entry for PvP, and attracting more new players to it rather than retaining the current PvP population.
Having gotten over the PvP learning curve and being already established in the PvP community, I can understand how it's frustrating to not be able to kill other players as quickly, which as you've mentioned turns into more stalemates between competent combatants. But from the perspective of a player 100% new to PvP and trying to learn for the first time (which is the only population that can actually increase the PvP population numbers vs just retaining it), the increased mitigation makes PvP a lot more forgiving, and consequently less frustrating.
I see the increased mitigation as a necessary evil for the health of PvP as a whole, as the increased mitigation promotes less experienced PvPers to actually spend the time to learn the ropes vs just avoiding it all together, and hopefully this will eventually increase the numbers of the PvP population as a whole.
I think the increased mitigation is to aid players who are newer to PvP. Increasing TTK in pretty much any game is almost always targeted at making the game more forgiving toward newer players.
I have plenty of PvE only friends that I've tried to bring into PvP environments, and their biggest complaint is that they die before they can do anything. It's extremely frustrating from their point of view, and because of this it drives them away from PvP.
You are right about the PvP population decreasing in numbers over time, and I think this is more to do with the extremely high learning curve to jumping into PvP environments rather than an increase in the number of PvP players leaving for something else. The idea behind increasing the TTK is to lower the barrier to entry for PvP, and attracting more new players to it rather than retaining the current PvP population.
Having gotten over the PvP learning curve and being already established in the PvP community, I can understand how it's frustrating to not be able to kill other players as quickly, which as you've mentioned turns into more stalemates between competent combatants. But from the perspective of a player 100% new to PvP and trying to learn for the first time (which is the only population that can actually increase the PvP population numbers vs just retaining it), the increased mitigation makes PvP a lot more forgiving, and consequently less frustrating.
I see the increased mitigation as a necessary evil for the health of PvP as a whole, as the increased mitigation promotes less experienced PvPers to actually spend the time to learn the ropes vs just avoiding it all together, and hopefully this will eventually increase the numbers of the PvP population as a whole.
I think the increased mitigation is to aid players who are newer to PvP. Increasing TTK in pretty much any game is almost always targeted at making the game more forgiving toward newer players.
I have plenty of PvE only friends that I've tried to bring into PvP environments, and their biggest complaint is that they die before they can do anything. It's extremely frustrating from their point of view, and because of this it drives them away from PvP.
You are right about the PvP population decreasing in numbers over time, and I think this is more to do with the extremely high learning curve to jumping into PvP environments rather than an increase in the number of PvP players leaving for something else. The idea behind increasing the TTK is to lower the barrier to entry for PvP, and attracting more new players to it rather than retaining the current PvP population.
Having gotten over the PvP learning curve and being already established in the PvP community, I can understand how it's frustrating to not be able to kill other players as quickly, which as you've mentioned turns into more stalemates between competent combatants. But from the perspective of a player 100% new to PvP and trying to learn for the first time (which is the only population that can actually increase the PvP population numbers vs just retaining it), the increased mitigation makes PvP a lot more forgiving, and consequently less frustrating.
I see the increased mitigation as a necessary evil for the health of PvP as a whole, as the increased mitigation promotes less experienced PvPers to actually spend the time to learn the ropes vs just avoiding it all together, and hopefully this will eventually increase the numbers of the PvP population as a whole.
I think the increased mitigation is to aid players who are newer to PvP. Increasing TTK in pretty much any game is almost always targeted at making the game more forgiving toward newer players.
I have plenty of PvE only friends that I've tried to bring into PvP environments, and their biggest complaint is that they die before they can do anything. It's extremely frustrating from their point of view, and because of this it drives them away from PvP.
You are right about the PvP population decreasing in numbers over time, and I think this is more to do with the extremely high learning curve to jumping into PvP environments rather than an increase in the number of PvP players leaving for something else. The idea behind increasing the TTK is to lower the barrier to entry for PvP, and attracting more new players to it rather than retaining the current PvP population.
Having gotten over the PvP learning curve and being already established in the PvP community, I can understand how it's frustrating to not be able to kill other players as quickly, which as you've mentioned turns into more stalemates between competent combatants. But from the perspective of a player 100% new to PvP and trying to learn for the first time (which is the only population that can actually increase the PvP population numbers vs just retaining it), the increased mitigation makes PvP a lot more forgiving, and consequently less frustrating.
I see the increased mitigation as a necessary evil for the health of PvP as a whole, as the increased mitigation promotes less experienced PvPers to actually spend the time to learn the ropes vs just avoiding it all together, and hopefully this will eventually increase the numbers of the PvP population as a whole.
It won't help new players though.
Good players will be godlike next patch. How is that an incentive to play when you throw everything at someone and their health doesn't go down 10%?
New players will never kill anyone. They'll still die though.
Dice tried to do this in BF V recently and led to a decrease in numbers. New players still died more than they killed and established players hated it. They ended up reverting it.
And we've had years of over the top tanky metas and pvp player base has continuously declined.
Septimus_Magna wrote: »I dont really understand the thought process going from the TTK is too low so we must increase everyone's mitigation. Good players are already very hard to kill by 5+ randoms, they wait until they can line up all their procs and kill most casual players in burst attack. This has everything to do with strong combo's like Clever Alchemist + Vateshran 2H + Balorgh + Dawnbreaker. Even in HA this will deal a high amount of damage which a lot of players dont know how to avoid to protect against.
Giving everyone extra mitigation means good players become even more tanky, I dont know how much this will actually help the more casual players.
Septimus_Magna wrote: »I dont really understand the thought process going from the TTK is too low so we must increase everyone's mitigation. Good players are already very hard to kill by 5+ randoms, they wait until they can line up all their procs and kill most casual players in burst attack. This has everything to do with strong combo's like Clever Alchemist + Vateshran 2H + Balorgh + Dawnbreaker. Even in HA this will deal a high amount of damage which a lot of players dont know how to avoid to protect against.
Giving everyone extra mitigation means good players become even more tanky, I dont know how much this will actually help the more casual players.
Septimus_Magna wrote: »I dont really understand the thought process going from the TTK is too low so we must increase everyone's mitigation. Good players are already very hard to kill by 5+ randoms, they wait until they can line up all their procs and kill most casual players in burst attack. This has everything to do with strong combo's like Clever Alchemist + Vateshran 2H + Balorgh + Dawnbreaker. Even in HA this will deal a high amount of damage which a lot of players dont know how to avoid to protect against.
Giving everyone extra mitigation means good players become even more tanky, I dont know how much this will actually help the more casual players.
I can see how it will help new players and casuals in that they will live longer, and therefore have some combat time to actually allow them th LEARN. New players learn nothing from dying in 2 seconds.
Joy_Division wrote: »Septimus_Magna wrote: »I dont really understand the thought process going from the TTK is too low so we must increase everyone's mitigation. Good players are already very hard to kill by 5+ randoms, they wait until they can line up all their procs and kill most casual players in burst attack. This has everything to do with strong combo's like Clever Alchemist + Vateshran 2H + Balorgh + Dawnbreaker. Even in HA this will deal a high amount of damage which a lot of players dont know how to avoid to protect against.
Giving everyone extra mitigation means good players become even more tanky, I dont know how much this will actually help the more casual players.
I can see how it will help new players and casuals in that they will live longer, and therefore have some combat time to actually allow them th LEARN. New players learn nothing from dying in 2 seconds.
I don't know if I agree with this.
These new players are learning the wrong lessons: if I suck, I don't need to improve because ZOS will save me. If I build tanky and survive while doing nothing, I'm actually making a contribution to the game and increasing the quality of the PvP experience. I slot all damage sets and I still can't kill my opponent, let me look up PvP tank on youtube.
Corner case scenarios like overload ganks, NB bombs on groups of people, and a high skill disparity between players ought not to dictate a blanketwide change in the combat system and thus won't foster the sorts of learning experiences that will help players be better rounded and more skilled. I do not find when I am matched against a similar opponent that the TTK is too low. If anything, I still get into stalemates because even if damage is high, it doesn;t kill good players unless it's burst.
techyeshic wrote: »There's a lot of crazy in this patch. I keep leaning more and more into it being intentional to run players off. Cyrodiil is wanted for the story and fantasy experience. PvP is in the way.