It also disturbs me that they absolutely don't understand their own game if they think you can stack lifesteal...like, what?
Remathilis wrote: »Vampire and werewolf need to either be full classes and balanced like a full class OR be a skin/polymorph cosmetic. ZoS has shown they feel they giving characters any ability that isn't tied to thier class or a long-winded guild grinds is OP and vampire in particular keeps breaking ZoS idea of balance.
Vampire in particular keeps finding synergies that ZoS hates. Apparently they should be suicide bombers who kill themselves to get an extra point of DPS. They have taken their survival mist away, continuously nerfed any healing they might get, and now are cropping away their damage. The point of being a glass cannon is to be a cannon, not to keep breaking the glass.
They have no idea what to do with this, so it will continue to be nerfed every time someone finds a use for it.
Finedaible wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I don't even care about the change honestly, but that comment was mildly disturbing. If there's one thing combat in this game is sorely lacking is avenues for player creativity and identity, but they just keep cutting out anything that deviates from the norm. This is why all the classes feel the same and use all the same sets. They are so focused on spreadsheet balance that they can't think of anything else.


Gamerscape2007 wrote: »
If you focus on cost reduction, at max stacks, you lose 1k of health every 2 second. EXTREMELY Negligible, Assuming you're not in a situation where you need your healer.
For those wondering, I've used the Templar on a imperial, with the vampire lord set, and used 3 infused jewrally with the Prismatic cost reduction.
Gamerscape2007 wrote: »
If you focus on cost reduction, at max stacks, you lose 1k of health every 2 second. EXTREMELY Negligible, Assuming you're not in a situation where you need your healer.
For those wondering, I've used the Templar on a imperial, with the vampire lord set, and used 3 infused jewrally with the Prismatic cost reduction.
Honestly think the change to simmer was based on dk ember heal letting dks have super high uptime on simmer and nothing todo with the gank build
SkaraMinoc wrote: »It seems unreasonable that a player ramping up Frenzy over 20 seconds can no longer receiving incoming healing.
1 stack = 40 damage = No heals for you!
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I say "Good riddance!" and "What took them so long?".
The truth of the matter was that it was extremely polarizing and unbalanced, and frankly, shouldn't have been there in the first place. The fact of the matter is that the power gap in ESO is higher than it has ever been, and grows every patch, and "risk/reward" is just a more palatable way of saying "let's give more power to the people at the top and raise that ceiling some more, as if it wasn't high enough".
From a game balance perspective, this nerf was long overdue. Period.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I say "Good riddance!" and "What took them so long?".
The truth of the matter was that it was extremely polarizing and unbalanced, and frankly, shouldn't have been there in the first place. The fact of the matter is that the power gap in ESO is higher than it has ever been, and grows every patch, and "risk/reward" is just a more palatable way of saying "let's give more power to the people at the top and raise that ceiling some more, as if it wasn't high enough".
From a game balance perspective, this nerf was long overdue. Period.
themaddaedra wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I say "Good riddance!" and "What took them so long?".
The truth of the matter was that it was extremely polarizing and unbalanced, and frankly, shouldn't have been there in the first place. The fact of the matter is that the power gap in ESO is higher than it has ever been, and grows every patch, and "risk/reward" is just a more palatable way of saying "let's give more power to the people at the top and raise that ceiling some more, as if it wasn't high enough".
From a game balance perspective, this nerf was long overdue. Period.
This couldn't be further away from the truth. Everything, every class, every tier, every skill, every player, every mechanic, every whatever has been being reduced to a perfectly round and homogenized middle ground in ESO. Because they got their heads stuck on spreadsheet balance. If you think the game is becoming more polarized, i'd say you haven't been around for long. But i'm guessing you actually have. So your analysis is straight up wrong.
WrathOfInnos wrote: »themaddaedra wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I say "Good riddance!" and "What took them so long?".
The truth of the matter was that it was extremely polarizing and unbalanced, and frankly, shouldn't have been there in the first place. The fact of the matter is that the power gap in ESO is higher than it has ever been, and grows every patch, and "risk/reward" is just a more palatable way of saying "let's give more power to the people at the top and raise that ceiling some more, as if it wasn't high enough".
From a game balance perspective, this nerf was long overdue. Period.
This couldn't be further away from the truth. Everything, every class, every tier, every skill, every player, every mechanic, every whatever has been being reduced to a perfectly round and homogenized middle ground in ESO. Because they got their heads stuck on spreadsheet balance. If you think the game is becoming more polarized, i'd say you haven't been around for long. But i'm guessing you actually have. So your analysis is straight up wrong.
I'm going to agree with Code on this one. The fact that the Simmering Frenzy is generating such heated debate demonstrates the polarized community. I've done the vamp toggle thing, pushing parses and scores, pretending the other 11 people in group don't exist (turning them invisible with addons), giving the healers a heart attack when my health dips to 1% and their skills do nothing. I don't think it's healthy gameplay at all, it doesn't promote teamwork and coordination, and it's overpowered to the point where many mechanics disappear. There's no choice in builds or vampirism when it outperforms everything else by 20-25%.
I don't even think simmering requires much skill, at least not compared to previous metas like trying to maintain 20 stacks of Siroria through Lokkestiiz hard mode, or lining up a Moondancer + Acuity proc to burst St. Olms while dodging Llothis cones and Felms bombs and tracking the seconds until the next interrupt. Glad it is gone, and missing the days when vamp meant getting a little sustain in exchange for taking more fire damage.
Translation: "The house is on fire. It will burn down, there's nothing we can do to save it. So what's the harm in dumping these barrels of gasoline on it?"themaddaedra wrote: »Many mecnanics were disappering before toggle, many mechanics will keep disappearing after it's gone too.
I know a group that's running Sunspire with 5 togglers, and they're not even a score-pushing group. They can do Yoln HM without separate flare stacks.themaddaedra wrote: »In fact, i have yet to see more than 2 dds in a group using vampire toggle. And it's actually a very considerable risk. That's why you don't see everyone running around with it.
That's not the problem. The problem is one of balance. You can't design content and mechanics that stand up to such a wide range of DPS levels. You of course need a power gap, you of course need a way to reward skillful play. But dosis sola facit venenum: dosage makes the poison. And that power gap has grown and grown and is today at a level that I've never seen before and is frankly unhealthy.themaddaedra wrote: »If you don't like challenge, don't do score push and you have all the options in the world including dding with a sword and shield.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Honestly quite a horrifying comment. This basically said, "our players are learning how to play the game, so we're nerfing the tools they used so they can do it again but how WE want them to do it." Doesn't help that the users of the skill were mostly only scorepushers, which is possibly the smallest playerbase in the game.