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Just another "what if" thread

divnyi
divnyi
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What if we didn't have fast-paced combat? Looks like everyone is doing the same - making 30k+ bruisers just to slow down the game, because at faster pace the game lacks consistency and lag-prone.

What if instead of 50% cut on healing and 50% cut on damage via battle spirit, we had like 80% cut on healing and 70% cut on damage?
Translating that: x2.5 less healing than now, ~x1.6 less damage than now.

So you won't be able to outheal the incoming damage, but you won't get oneshots either - but since you can heal from 20% to 100%, burst openers will still hurt a lot and will be lethal in 1v1.

Thoughts?
  • divnyi
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    divnyi wrote: »
    but since you can heal from 20% to 100%

    Can't obviously.
  • fred4
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    Welcome to New World. No, thank you.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • gariondavey
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    Don't like the idea.
    Ps - Why did you respond to your own post?
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Qrähe
    Qrähe
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    Someone forgot to switch accounts.
  • divnyi
    divnyi
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    Ps - Why did you respond to your own post?

    Because this forum is weird and I can't edit OP post.
  • VaranisArano
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    divnyi wrote: »
    Ps - Why did you respond to your own post?

    Because this forum is weird and I can't edit OP post.

    There should be a gear symbol up near the title that will let you edit opening posts, rather than the usual Edit button like for commemts.
  • xylena_lazarow
    xylena_lazarow
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    Some may be misunderstanding this as raising an already high TTK, but this would actually be a good way to lower TTK while making each individual hit matter, greatly reducing the chances of an evenly numbered stalemate.
    PC/NA || CP/Cyro || RIP soft caps
  • fred4
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    Some may be misunderstanding this as raising an already high TTK, but this would actually be a good way to lower TTK while making each individual hit matter, greatly reducing the chances of an evenly numbered stalemate.
    No. New World is like this. Damage is lower. It takes more than one hit, more than a single combo to kill someone. Healing is still lower. Very difficult to heal. What this results in is a cat and mouse game. Line of sight or simply running away is the order of the day. If you can't heal, you're forced to disengage. You can call that strategic, but I like the fast gameplay of ESO. If you think LoSing is bad now, wait till you implement something like this.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • xxslam48xxb14_ESO
    xxslam48xxb14_ESO
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    I like the idea of heals not being able to outheal damage, but I also like ESO's extremely fast pace. I have a feeling NBS would be incredibly bad in that meta if we couldn't burst people down. That is like the classes only redeeming feature.
    I wrote a poem that I titled, "The ganker's delight."

    As you lay upon the ground, cry not little pawn.
    The pain will pass as quickly as my blade did take you,
    but my delight will last and you will respawn.
    My heart simply cannot contain my joy, when I ply my trade.

    The fault lies with you, your skill was lacking.
    Now your salt is mine forever, can't you hear the laughing?
    Once you were so proud and now you are reduced to this.
    A miserable, loud deuced fool.

    With every tear you drip, with every excuse you let slip.
    All of your insecurities and worries bring a smile to my lip.
    From your despair I have ripped endless glories,
    but our affair is over now. Be afraid for I will return for more.

    I have received many titles, to my allies I am The sniper Emperor and Grand champion hero of the Pact. However these titles mean little to me, it is the ones given to me by my victims that I prefer. To them I am "Xv1er", "trash", "no balls", "zerger", "noob", "cringe", "no skill", "camper", "100% new", "the reason this game is dying", "pathetic", "a sack of piece of [snip]", "mediocre", "absolute inbred", "beyond a virgin", "ganky dork", "fat smelly 40yr old virgin", "little girl", "daddy", "exploiting loser", and every [snipped] word known to man.
  • Larcomar
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    I thought you thought fights were too slow :) Personally, I think it might make combat a bit less twitch and a bit more strategic. But.... it's quite a big change. Right now, balance feels like it's better than it has been for as long as I can remember. I'm not sure I trust zos not to stuff something like this up.
  • xylena_lazarow
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    fred4 wrote: »
    I like the fast gameplay of ESO.
    I do too, but I don't think gameplay pace and TTK are the same thing. To me what makes ESO gameplay "fast" is the attack weaving (animation cancelling) and speed/movement abilities (which we have more of than ever), so we're in this weird place of fast gameplay and high TTK where evenly matched fights almost always stalemate. Meanwhile, something like that mdk one-shot gank build in the other thread looks like slow gameplay alongside low TTK.

    I have no idea if OP is the best way to address all the stalling and stalemates, but something needs to be done, especially with players being able to stack full-strength Vigor and Regeneration next patch.
    Edited by xylena_lazarow on January 30, 2022 5:48PM
    PC/NA || CP/Cyro || RIP soft caps
  • fred4
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    fred4 wrote: »
    I like the fast gameplay of ESO.
    I have no idea if OP is the best way to address all the stalling and stalemates, but something needs to be done, especially with players being able to stack full-strength Vigor and Regeneration next patch.
    Well, I guess stacking Vigor and Regen is a concern, but in group play that is already possible.

    IMO, once the game is balanced there or thereabouts, as I believe it is, the factor that determines stalling and stalemates are the players, not ZOS. When the meta shifts to something really high damage, like last summer, it takes a few weeks for everyone to adjust, but people do exactly that. Everyone arrives roughly in the same place as before. At first stamsorc gankers were a thing and magblade bombers were suddenly half-decent in open world duels. By the end of the patch, but before release of the next one, things had calmed down considerably. You wore tankier sets. Many were wearing Pariah and that was that. If a player doesn't want to be killed, they can build towards that and, if they're decent, they won't get killed in 1v1 encounters.

    Honestly, I'm down with that. I almost never build tanky myself, but I achieve some of the same effect via high speed, good sustain and cloaking / streaking or LoSing. The notion that a tank meta exists and is a bad thing has been a common refrain in forums. I disagree. I think it's a valid option for newer players to stay alive long enough to experience PvP. It's also a valid option for 1vXers. You don't bring your duelling build into open world.

    If ZOS rebalanced the game one way or the other, that IMO only does these things:

    (1) It creates new outliers, typically ganking builds that are suddenly incredibly strong, tanking builds that do decent damage, unkillable werewolves, and so on.

    (2) It messes with class balance. Too much crit % -> nightblades are stronger. Not enough healing -> classes with borderline healing are exposed. And so on.

    (3) It skews armor set (and CP) selection to where suddenly a few sets, say Pariah, become meta and the majority of sets fall by the wayside. This is because the balance players naturally desire and build for - maybe not you, but the majority - no longer falls on the centerline where most armor sets are.

    Ultimately ZOS can only balance the game so the majority of armor sets are used, as well as CP, as well as skills. Once you change global properties of damage, sustain and healing, the armor set selection that most players gravitate towards becomes limited and lopsided towards those sets that they feel gives them what they are missing.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • fred4
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    fred4 wrote: »
    I like the fast gameplay of ESO.
    Meanwhile, something like that mdk one-shot gank build in the other thread looks like slow gameplay alongside low TTK.
    DK heavy attack gank builds aren't new. When I first encountered Alcast 6 years ago, he was running a bow stam DK ganker.

    This is what I consider an outlier. To me the gameplay looks horrible and totally unattractive. The setup time is horrendous. It makes for a good video, but would you actually want to play this day in, day out?

    I think the main problem with that build may be something Godzilla doesn't mention in his video. Heavy attacks from crouch do very high damage. When ZOS (re)introduced this, I didn't think it applied to PvP. It didn't work in my testing at the time, but I've seen it since. Stamblade heavy attack (opener) builds can hit very hard without Empower, without Kena, without Balorgh being pre-activated. I know, because I see it in combat logs from my own stamblade, who doesn't do any of that.

    At any rate, this is typical outlier stuff that can be surgically addressed. By fixing Kena to only proc from a target. By letting it's buff fall off when someone uses Dressing Room to change the set. By reverting the questionable decision to buff heavy attacks from crouch / from behind that is quite independent of the DKs Molten Armaments and Empower being used and quite possibly the biggest factor of them all. 200%, 250%, something like that.
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • xylena_lazarow
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    fred4 wrote: »
    Well, I guess stacking Vigor and Regen is a concern, but in group play that is already possible.
    Yea and it breaks group combat. The first year of this game, the power ceiling was much lower, we still had fast paced dynamic combat but resources mattered and evenly matched fights could actually end.
    PC/NA || CP/Cyro || RIP soft caps
  • divnyi
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    I have a feeling NBS would be incredibly bad in that meta if we couldn't burst people down. That is like the classes only redeeming feature.

    I don't think so. You won't kill with one combo but opponent won't heal up after combo, so if his allies don't focus attack you fast, he'll be screwed anyway, and if that's group combat your burst essentially means -1 player in that scenario.
    fred4 wrote: »
    IMO, once the game is balanced there or thereabouts, as I believe it is, the factor that determines stalling and stalemates are the players, not ZOS. When the meta shifts to something really high damage, like last summer, it takes a few weeks for everyone to adjust, but people do exactly that.

    It's because we are in high healing meta all the time for several years now. You either have burst meta where ppl kill before healing can save, and you see the rise of all stam classes wearing medium and doing sick burst combos, or you can't burst down tanky players reliably and have bruiser meta - heavy armor mags and occasionally something else.

    If the heals are toned down without damage toned down, we will have burst meta again. Nobody but bruisers won't be able to survive burst, and bruisers won't be able to outheal after burst. Thus, reduce damage to reduce burst range.

    I don't think players will adapt to lack of heals. You can't magically get x2.5 more heals then now, players already stack all the HoTs possible. There won't be full outhealing of incoming damage, except maybe in block and LoS combined.

    I acknowledge that LoS would be a legitimate issue in that case. Something must be done to it too. Maybe root immunity sources shouldn't give 100% snare resist or something like that.
    Larcomar wrote: »
    I thought you thought fights were too slow :)

    They are slow because of healing combined with active defences, not because of players being very tanky. I've said that lots of times actually. Even the tankiest permablock is much more vulnerable than just one fast boi with root immunity and HoT stacks and a bit of damage mitigation.
  • fred4
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    @divnyi: There is rock, paper, scissors. It's the nature of an MMO. The game can and should be balanced as a whole, but that doesn't mean individual encounters are, nor should they be balanced. If I can't get away, if I can't heal, and if I'm in an unfavorable encounter where I can't outdamage the other person either and have a chance of winning by that means, then I am doomed. There is nothing worse than seeing the inevitability of your character dying in the next few seconds and having no option but to let it happen. What this means is that gameplay will become ever more strategic. You will start avoiding certain encounters altogether, if you can help it. Maybe that's what you want?

    I prefer tactical gameplay. I prefer being able to heal to outside the danger zone within about 2 seconds (probably not 1 second). The thing is: I'm pretty decent, but not top tier. I have a friend who is. A guy who is just more competitive and laser-focused than I am. He will beat me 98% of the time. It's not even funny. Maybe he couldn't, if I built outright tanky, but he is basically so strong, he will beat me any build vs any build that we actually run. Yet I know, from other duels, that my builds are not all equally squishy. One is quite tanky, in fact.

    I like the learning curve. I like that there is another level of combat I could aspire to, if I applied myself more. It's about APM, and it's about the right actions at the right time and the right positioning within the terrain. It's the speed of your decision making and the stress you're under that's both taxing and exhilarating. That is what makes me feel connected to my character.

    Some people like New World. They like that you're tied into these "weighty" animations. It doesn't work for me. It feels clunky, slow and unresponsive. Dodge rolls are limited. You have to think strategically about what you're doing, you can't just react. Some people like that, but for me it results in feeling disconnected.

    ESO had a much greater prevalence of snares in the past, by the way, and people hated it. ZOS systematically pared that back 2 or 3 years ago.

    Supposing, then, you're top of the heap, or your guild is. Is it not fair that you should stalemate against other players or groups who are also at the top? Would you want to randomly lose to someone? Because that's what it really comes down to. If you can't heal and you can't disengage, you're at the mercy of the rock, paper, scissors effect of the MMORPG.

    The only other game I dabble in is chess. I see the same there. If you're at the top, you can choose to play conservatively and you will not lose. The guy at the very top, though, Magnus Carlsen, he's there because he's very tenacious, sure, but he also takes risks. Same in ESO. Duels are won by both players risking their health and staying on the attack. It's kind of up to them to make that happen.

    I'm not sure the game could or should enforce outcomes. I've not played Battle Royales, but I think that's one way, right? The ever shrinking world forces an outcome. Escalating damage done and taken, the longer you are in combat, something like that might do the same. That seems very antithetical to the nature of open world, though. Might work in BGs, but do we have a stalemating problem there?
    PC EU: Magblade (PvP main), DK (PvE Tank), Sorc (PvP and PvE), Magden (PvE Healer), Magplar (PvP and PvE DD), Arcanist (PvE DD)
    PC NA: Magblade (PvP and PvE every role)
  • divnyi
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    What this means is that gameplay will become ever more strategic. You will start avoiding certain encounters altogether, if you can help it.

    Dunno what you mean, but that already happens in BGs. You search favourable conditions.
    They like that you're tied into these "weighty" animations. It doesn't work for me. It feels clunky, slow and unresponsive.

    Nobody would change that, you would still need to LA weave and choose the right skills, but your combos will be longer now. Like, longer than 2 skill combos, that is, lol.
    Supposing, then, you're top of the heap, or your guild is. Is it not fair that you should stalemate against other players or groups who are also at the top?

    If I'm built into escaping fights and have enough sustain, then maybe.
    Otherwise, I see no reason not to have a definite combat outcome between two strong players. Because if I am top-end player and I can't kill other top-end players, it means I only punish newbs instead of competing with strong players.
    Might work in BGs, but do we have a stalemating problem there?

    Equal groups of considerable size allow to line up burst. Bruisers die only when outnumbered, and can be generally saved by allies pretty easily.

    It's all good with groups of equal strength. SoloQ is still a pain, because no bursts would align, and bruisers often get a free steamroll with like 12-0-20
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