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8.1.2 - PVP Focused Feedback

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@ZOS_Gilliam @ZOS_Kevin

I've spent over 20 hours testing the effects of the PVP changes in 1v1's on the PTS. I hope that this feedback will not go unnoticed.

Overall experience - The number one concern for myself and many players is the nocturnal's ploy set. This set fundamentally breaks how the buff/debuff system works in ESO, and will have a huge negative impact on PVP balance for many players if it goes live. The most impactful changes in this combat balancing patch were the ones to healing over time abilities, the changes to weaving damage, and the changes to dot damage. The healing changes seem totally justified, and fine in their current state. On live, healing over time is far overtuned and often allows people to be immortal with very little effort. With healing having a massive nerf across the board on the PTS, you would expect that in general we would have a less tanky patch. This is not the case. On the PTS the overall DPS feels significantly lower, and the burst damage has taken a massive hit. The main culprit of this is the weaving damage being reduced so heavily - it is very clear that this change was made in regards to PVE, with no consideration for the PVP side of things. Weaving makes up a massive portion of your PVP damage in 2022, and your bursts on live will often source anywhere from 25%-50% of their damage (depending on if you have OB/Empower) from light/medium/heavy attacks weaved into the 1-2 global cooldowns you deal your burst damage during. The flat value may work for PVE, but in PVP it is far too low and has resulted in the damage feeling totally neutered in comparison to live.

Nocturnal's ploy - This set has the potential to completely ruin the PVP experience for many players if it goes live. The buff system in ESO functions well because of the counterpart debuff system - nearly every buff you can achieve has a counterpart debuff to counter it's effectiveness. This set completely invalidates that system. Not only are you applying the counterpart debuffs to your opponent, but you are reducing their combat effectiveness even further by removing their buffs and forcing them to spend global cooldowns AND resources re-casting those buffs. To make this even worse, every player in PVP uses potions to augment their sustain and/or their damage/crit. This set has the potential to remove potion buffs that could then not be re-acquired for up to 40 seconds.

The 5 piece could effectively read: Once every two seconds, randomly remove 40% of your weapons WD/SD, 9k of your target's resistances, 15% of your target's % mitigation modifiers, 20% of your target's critical chance, 30% of your target's AOE mitigation (evasion), 45% of your target's movespeed (expeditions), 40% Of your targets magicka or stamina regen, etc. This is drastically overpowered.

As a PVP player with many hours fighting outnumbered, I have experienced the whole spectrum of the types of people in PVP. There are so many people that simply want to remove someone's ability to fight back - whether this is through numbers advantages, through spamming stuns/roots, through using overpowered proc sets like dark convergence or calurion's, or through building full support builds that negate your ability to kill anyone around them. This set is a godsend for these people. If someone runs this set and chooses to target a player they do not like, they can completely remove that player's ability to fight back, to sustain, to mitigation damage, to move effectively, etc. This is not healthy for the game.

Nocturnal's Ploy potential solution - This set should be scrapped entirely. If the set is not going to be scrapped, it needs to have a cooldown of 15-20 seconds and it needs to not be able to remove potion sourced buffs. I would also recommend applying a cooldown to players once they are hit by this set, so if there are multiple opponents using this they cannot continually strip the buffs from a player they are targeting.

Damage over time nerfs - It is hard to tell whether the damage over time nerfs will be fine in real PVP settings from the PTS tests. In 1v1's, the damage over time numbers we are currently seeing on abilities are generally too low to be worthwhile using. There is a chance this changes when it comes to larger scale PVP settings though, where many more of these effects will be piled on. I am hesitant to suggest buffing the single target DOTS with the reduced healing in mind.

Healing over time - The healing over time nerfs are justified. On live the healing over time is simply far too high, especially in cases where it overlaps from multiple players. We still need zenimax to adjust the ability to stack same morph heals, as it is egregiously imbalanced for groups to be able to have 6x radiating regens and 6x echoing vigors on every member simultaneously, but these nerfs are a good start.

Light, medium, and heavy attacks - The damage on weaving in PVP has been totally gutted on the PTS. We are seeing a fraction of the weaving damage that we had on live, which lowers both DPS and burst damage. These first two CMX reports are from duels without empower or off balance, using a standard PVP damage build that you would typically encounter in cyrodiil. As you can see, the light attack weaving damage is averaging around 1k, with a max hit of 1.8k with modifiers such as soul harvest, minor vulnerability, etc active. This setup also has a 96% critical damage modifier.

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These next two CMX reports are on a high damage setup that I am currently using on the live server. This setup uses every modifier in the game that could affect your weaving damage apart from the blue CP node (which is a non factor for the upcoming patch). In addition to the stats that you can see in the panel, the setup has four offensive CPs that would affect my weaving damage (Master at arms, deadly aim, exploiter, and fighting finesse). It also has incap for a % modifier, minor berserk/minor vulnerability/EMPOWER from ambush, off balance from surprise attack, the dual wield slaughter/ruffian passives, and a 101% critical damage modifier. This is more or less the highest possible PVP weaving damage that you can achieve in U35 without wearing sets that specifically increase the damage of your light/heavy attacks, and it is only available in this manner to nightblade - no other class has access to these modifiers and will see significantly lower numbers on their weaving.



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Weaving takeaway/suggestions - The nerf to weaving damage is far too much for PVP. We need a noticeable increase to these numbers or we will be entering into an extremely tanky meta, which shouldn't be the case in a patch where healing is receiving a (justified) nerf.


Edited by React on July 26, 2022 1:43AM
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  • Sandman929
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    React wrote: »
    @ZOS_Gilliam @ZOS_Kevin


    The 5 piece could effectively read: Once every two seconds, randomly remove 40% of your weapons WD/SD, 9k of your target's resistances, 15% of your target's % mitigation modifiers, 20% of your target's critical chance, 30% of your target's AOE mitigation (evasion), 45% of your target's movespeed (expeditions), 40% Of your targets magicka or stamina regen, etc. This is drastically overpowered.

    Well and succinctly stated. How this can possibly be green lighted is beyond me. How bad does a team have to be at balance to let this happen?
  • neferpitou73
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    Only one piece of feedback: Never let Nocturnal's Ploy see the light of day
  • MidniteOwl1913
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    "The healing changes seem totally justified, and fine in their current state. "

    It is very clear that this change was made in regards to PVP, with no consideration for the PVE side of things. The layering of HoT helps keep players alive in dungeons/arenas/trails. It is one of the more important skills for a healer in PVE.

    It's broken now.
    PS5/NA
  • Didgerion
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    Agree with everything but less with "The healing over time nerfs are justified"

    They missed the most important aspect of why HoTs are overperforming and that is the ability of stacking them.
    So after the fix the HoT curve will still be an exponential function based of the number of players in the group.

    Also with Vigor and Rapids changes they are crippling some classes that don't have access to burst heals and are heavily relying on these two.
  • goldenarcher1
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    Well heavy attack pvp gank builds have been hit with the nerf bat real hard,and are now hitting for less than half the damage on live so are now effectively useless in next patch which will no doubt please many people.

    Certainly very much a reinforced tank meta coming up.
  • Didgerion
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    Well heavy attack pvp gank builds have been hit with the nerf bat real hard,and are now hitting for less than half the damage on live so are now effectively useless in next patch which will no doubt please many people.

    Certainly very much a reinforced tank meta coming up.

    Heavy attack pvp gank builds could be fixed by simply replacing some of the % modifiers with the equivalent un-stackable buffs instead. No need to scramble all the system in order to fix it.
  • DrNukenstein
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    I think within a few weeks people who like to do damage or heal will move to squishier builds.

    -With less damage out there, players need less defenses and more damage to finish a fight
    -The potential for pressure by dot stacking is still getting cut in half. This means players will need the stats and skill choice to support high end burst to play offensively, again meaning less defenses
    -Nocturnals ploy will make attrition builds unviable. Gotta finish the fight before your buffs are stripped and you're OOM/S unless you want to sacrifice some of that necessary high end burst to slot a set that gives persistent buffs
    -Weaker healing means you need more stats (damage) to support healing

    CC tanks will still be able to spam cc, but will do less damage since dots are often a byproduct of their CC. They'll have the same level of presence and their peeling will arguably be even more important, but they won't contribute as much pressure from damage.

    I think complaints of less damage and a mechanic that punishes longer fights predict a faster and more lethal meta, but it'll take a few weeks for players to adjust their builds to the new tempo.
    Edited by DrNukenstein on July 25, 2022 8:23PM
  • Urzigurumash
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    Seems like a reasonable prediction @DrNukenstein .

    Over the years there was a commenter on this forum whose name I don't recall who frequently made the point, to paraphrase:

    "Increasing damage worsens the Tank Meta rather than solves it, contrary to popular expectations"

    I think they were generally quite right if we take a long view, even now in this current high damage patch I see more Mist Form than ever before on those who are playing to take flags while solo / smallscale, which to me seems like a more effective means of stalling out a fight than any Permablock or HP Regen Stack ever was.
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  • MetallicMonk
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    Zos has sent me as their messenger to respond to your productive testing and feedback in the intended way with the message, "Suck a fat one."

    Thank you for your time.
  • TechMaybeHic
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    ^ Sorry. No spreadsheet so instantly ignored. Had you provided a spreadsheet, they gladly would consider a quick glance then quickly discard it based on unapproved delta
  • xylena_lazarow
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    One weird takeaway to me is that since LA weaving is still providing mid 20% range of OP's dps, even if its nerfed state there will still be a massive power gap in PvP between players who are good at weaving and those who aren't.
    I think complaints of less damage and a mechanic that punishes longer fights predict a faster and more lethal meta, but it'll take a few weeks for players to adjust their builds to the new tempo
    The LA/HA nerfs are cutting down everyone's burst damage by a lot. With weak dots and nerfed weaving, it will also be much harder to pressure HP bars down into burst range. It will be hard to get through burst heal spam.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • acastanza_ESO
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    I think everyone who PVPs at all at any level agreed that HOTs needed to be nerfed. But what they did isn't how. The general consensus in the PVP community was around HOTs stacking with each other. Not how they ticked or how long they lasted. Feedback we've been giving them forever feedback which they consistently ignore.

    Oakensoul finally ushered in a meta with an actual, honest to god low TTK. Now admittedly the ult spam was more than a little stupidly overpowered. I'm glad that got nerfed (if maybe a little too hard for PVE). But actually being able to kill your opponents occasionally through actual skill is what makes for fun PVP.

    But I don't think anyone wants to go back to an ultratank meta.

    Gutting damage the way they have, gutting classes that finally got the good burst they're supposed to have (looking at how Sorcerer was STILL dumpstered in 8.1.2), putting in sets that fundamentally break game systems, is just going to push us back to the dead PVP roaming unkillable tank meta that was slowly driving us all away. Good job ZOS, you're finally getting what you've wanted, a mass exodus of your remaining PVPers.
    Edited by acastanza_ESO on July 25, 2022 10:33PM
  • Alchimiste1
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  • maxjapank
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    I agree about Nocturnal set 100%. But not with the light attack analysis. If anything, buff regular skills to compensate for lost damage.
  • React
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    maxjapank wrote: »
    I agree about Nocturnal set 100%. But not with the light attack analysis. If anything, buff regular skills to compensate for lost damage.

    Have you actually gone on the PTS and tested the light attack damage against a variety of PVP targets, or are you just stating that as an opinion with no experience?

    The fact is, this patch is by far the tankiest patch I have tested in the past years, and we can tell from CMX that this is exclusively because if the weaving damage being lowered. I appreciate your suggestion of "increasing ability damage", but that is something that would take a ton of development time and consideration as they would need to dig through every ability in the game to determine how much damage things should receive as compensation. Additionally, this would likely invalidate all of the changes they made this patch in reducing damage via the balancing pass.

    The much easier solution is to revert the weaving change, at least to some extent.
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  • Stratforge
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    Please listen to this man!
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  • NerfSeige
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    I’m cautiously optimistic that they will listen… but probably not. Seems like they want to kill high level pvp, since this set will make solo and small scale pvp very very hard…
    Avid reader of wes’-pts-diary[RIP]

    NerfAS and Shill ruins everything

    Skinny-meta-fake, graded D, and can’t explain the law of diminishing marginal returns.

    I won’t post that Wes, I’ll get [snipped] for the last time

    Revert this patch - Audens, 2022
  • maxjapank
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    React wrote: »
    maxjapank wrote: »
    I agree about Nocturnal set 100%. But not with the light attack analysis. If anything, buff regular skills to compensate for lost damage.

    Have you actually gone on the PTS and tested the light attack damage against a variety of PVP targets, or are you just stating that as an opinion with no experience?

    The fact is, this patch is by far the tankiest patch I have tested in the past years, and we can tell from CMX that this is exclusively because if the weaving damage being lowered. I appreciate your suggestion of "increasing ability damage", but that is something that would take a ton of development time and consideration as they would need to dig through every ability in the game to determine how much damage things should receive as compensation. Additionally, this would likely invalidate all of the changes they made this patch in reducing damage via the balancing pass.

    The much easier solution is to revert the weaving change, at least to some extent.

    I don’t think light attacks should do as much damage as they do currently on live. That is my opinion and my experience. Thus, I suggested buffing class and/or weapon skills instead. Feel free to disagree. But I know others who feel the same as me.
  • React
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    maxjapank wrote: »
    React wrote: »
    maxjapank wrote: »
    I agree about Nocturnal set 100%. But not with the light attack analysis. If anything, buff regular skills to compensate for lost damage.

    Have you actually gone on the PTS and tested the light attack damage against a variety of PVP targets, or are you just stating that as an opinion with no experience?

    The fact is, this patch is by far the tankiest patch I have tested in the past years, and we can tell from CMX that this is exclusively because if the weaving damage being lowered. I appreciate your suggestion of "increasing ability damage", but that is something that would take a ton of development time and consideration as they would need to dig through every ability in the game to determine how much damage things should receive as compensation. Additionally, this would likely invalidate all of the changes they made this patch in reducing damage via the balancing pass.

    The much easier solution is to revert the weaving change, at least to some extent.

    I don’t think light attacks should do as much damage as they do currently on live. That is my opinion and my experience. Thus, I suggested buffing class and/or weapon skills instead. Feel free to disagree. But I know others who feel the same as me.

    I agree, light/med/heavy attacks should not do the same amount of damage as they do on live.

    But the values Gilliam chose are approximately 75% lower, if I'm remembering correctly, than their live counterparts. This is FAR too low, and is resulting in the tankiest patch I have seen in years.

    Unfortunately, the reality of the game is that next to no development time or balancing work will go into PVP specific changes. There is no chance that zenimax would adjust all of the damage abilities to compensate for the loss of weaving damage, in a pvp setting. With this in mind, the only reasonable avenue for us to not have our pvp damage totally gutted next patch, is to request that they revert the change to an extent. They do not need to do as much damage as they do on live, but without the flat values being increased by a signifcant margin, such as 30% or so, we are going to enter into am extremely unhealthy pvp meta.
    Edited by React on July 26, 2022 12:46AM
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  • gariondavey
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    @ZOS_GinaBruno @ZOS_Kevin
    Please scrap this set
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • DrNukenstein
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    One weird takeaway to me is that since LA weaving is still providing mid 20% range of OP's dps, even if its nerfed state there will still be a massive power gap in PvP between players who are good at weaving and those who aren't....

    The LA/HA nerfs are cutting down everyone's burst damage by a lot. With weak dots and nerfed weaving, it will also be much harder to pressure HP bars down into burst range. It will be hard to get through burst heal spam.

    I think thats the exact reason why we have a damage meta incoming. You won't build utility you don't need, you won't build defense you don't need. You'll get comfortable defense and utility and put everything else into damage unless you want to do stuff that isn't damage. We're going to see a lot more people making it work with ~20k health It will work because the 30k+ health builds won't have the kill potential they have on live. While the ~20k health builds still hit just hard enough to dunk their fellow squishies out of nowhere, and bag a K on a tankier target if they +1. The good builds of today get comfortable damage and then push defenses, but the builds of tomorrow... the builds of tomorrow are going to push damage, they're gonna push ALL the damage and then pick up just enough defenses to be viable. If they don't, they're going to be very bored by the pvp as the OP mentioned.
  • React
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    One weird takeaway to me is that since LA weaving is still providing mid 20% range of OP's dps, even if its nerfed state there will still be a massive power gap in PvP between players who are good at weaving and those who aren't....

    The LA/HA nerfs are cutting down everyone's burst damage by a lot. With weak dots and nerfed weaving, it will also be much harder to pressure HP bars down into burst range. It will be hard to get through burst heal spam.

    I think thats the exact reason why we have a damage meta incoming. You won't build utility you don't need, you won't build defense you don't need. You'll get comfortable defense and utility and put everything else into damage unless you want to do stuff that isn't damage. We're going to see a lot more people making it work with ~20k health It will work because the 30k+ health builds won't have the kill potential they have on live. While the ~20k health builds still hit just hard enough to dunk their fellow squishies out of nowhere, and bag a K on a tankier target if they +1. The good builds of today get comfortable damage and then push defenses, but the builds of tomorrow... the builds of tomorrow are going to push damage, they're gonna push ALL the damage and then pick up just enough defenses to be viable. If they don't, they're going to be very bored by the pvp as the OP mentioned.

    Have you tested the changes on the pts? If you haven't, I don't know how you could make a prediction such as this one about the balance in the upcoming patch.

    What you're saying here is just flat out wrong. The loss of damage on your light, medium, and heavy attacks is a far greater per-global cooldown reduction of damage than you could possibly make up for with any increase of base stats boosting your ability damage. Even if you pushed the maximum values achievable within reason, you would still deal lower total burst damage than a standard "1vX" style build can deal on the live patch.

    Outside of the setups I tested and referenced in this post, I also tried a setup using the absolute maximum damage I could achieve in a (somewhat) realistic pvp build. Essence thief, clever alchemist, balorgh, serpent coil, 1 trainee. Shadow mundus, 4 divines, 5 med/1 light/1 heavy. Four blue damage CP (exploiter, deadly aim, master at arms, fighting finesse). Arteum food (instead of bear haunch like my other setups, so more max stam and thus damage). Ambush slotted on the bar with all the proper damage abilities.

    The setup had 18k pen before balorgh, 7.6k WD before balorgh, 116% crit damage modifier, 26% flat damage modifier from essence thief + major berserk + minor berserk, minor vulnerability, empower, soul harvest, etc.

    On my max CMX numbers, this setup had on average around 2k more damage to max hits against the same targets I was fighting in my bow/DW setup from the post above. When compared to live, this isn't close to making up for the lost damage from weaving, and it sacrifices every bit of defense that my other setup has to achieve this (comparatively) marginal damage increase.

    Outside of playing a pure ganker and instantly dying when you get hit, you are going to deal signifcantly less damage next patch, unless you just don't weave lights/meds/heavies to begin with. You're saying that you are excited for a damage meta, but that will not be the case.
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  • Nevidyra
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    @ZOS_Gilliam please listen to this feedback concerning PvP. It's not too late to save this game; if the PTS goes live as-is, it will be disastrous for the health of the PvP community. React's feedback hits the nail on the head, ESPECIALLY concerning Nocturnal's Ploy.

    Also buff jabs, thanks.
    Edited by Nevidyra on July 26, 2022 1:39AM
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  • IZZEFlameLash
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    Nocturnal's Ploy should never make it into the game. Make it give some buff or give cowardice or something. Anything but not like this current form. This not only not solve ballgroup problems, but it also will favor the class with easy invisibility access without potion cooldown. Which means, there's even less of class balance. This set should not be a thing in this game at all. Not in this combat system.
    Edited by IZZEFlameLash on July 26, 2022 3:33AM
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  • Didgerion
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    Nocturnal's Ploy

    (5 Piece bonus): When you apply a debuf you copy one of the enemy's buffs.

    Still op but at least not toxic.
  • J18696
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    Didgerion wrote: »
    Nocturnal's Ploy

    (5 Piece bonus): When you apply a debuf you copy one of the enemy's buffs.

    Still op but at least not toxic.

    This actually could be a interesting concept for a aggressive style set much less game breaking than what it currently is
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  • TechMaybeHic
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    A lot better than "when you apply a dubuff you also debuff. "

    You dawg I heard you liked debuffs.
  • Sandman929
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    A lot of people need to stop confusing applying a debuff with removing a buff. These are not the same, and if we confuse terms this way it understates the power of removing buffs.
  • FrankonPC
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    The other thing to take into account w reacts good post is that w Nocturnal around you'll have to find ways to supplement the 30% sustain loss you can take from your potion buffs.

    An already tanky patch gets even tankier because of the need to build more sustain
  • Mr_Stach
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    I also saw some people confused with how much this effects people. I saw a comment about how Breach and Resolve are the built in counters to each other. But with Nocturnal, you essentially get breached twice, you lose your Armor buff, then you still have breach on you. This will make you hurt REALLY bad. And it's the same for the rest of the buffs you lose. And you will lose them. Because Nocturnal has a 2 sec cd.
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