Joy_Division wrote: »@Bushido2513
I met with ZOS in person. I talked to them while they were at an open bar event (and thus more loose with their tongue than they otherwise would be). I sat in their meetings when they were making game decisions.
They don;t give feedback, but they absolutely look at what their players tell them (through various means, not just these forums). People don;t think they take feedback in consideration because ZOS did not select their one specific suggestion among the thousands they receive. They also do not just look at profits. Morrowind and update 35 were wildly unpopular the moment their patch notes were released. They knew they'd lose subs and players, but they went through with these changes precisely because they believed those major alterations were needed for the long term health of the game at the time. I would agree they prioritize resources to stuff like art, making the PvE zones genuinely interesting, and stuff the more competitive players would rather see elsewhere. I sat in the same room with these people; I'm not just saying this.
ZOS often makes the balance decisions they do because I don't feel they have a keen grasp of what is generally known as min-maxing. Without getting into specifics, that was my biggest takeaway whenever we talked about balance. So when high level players make posts such as this, and ZOS can see the back and forth, the nitty gritty so to speak that debates such as this inspire, that is extremely valuable this sort of information is what ZOS needs to hear. While their understanding of min-maxing is less than ideal, they are fully aware of things like bias, subjectivity, and evidence.
Joy_Division wrote: »Bushido2513 wrote: »xylena_lazarow wrote: »...which direction you were headed in. Just you. Other players still compete, and the devs still try to balance.Bushido2513 wrote: »it became clear which direction...But unlike range, melee attacks do need to be aimed, and have to deal with idiotic cast delays on top of aiming. MagSorc is the game's archetypal caster mage spec yet doesn't actually have to cast (or aim) anything unless you go full potato on your frags. The 2h melee warrior line has more cast time skills (3) than any magical caster line in the game.DrNukenstein wrote: »In a game where you do not have to aim
Please tell me how other players in this game still compete in anything other than their feeling they are at this or that level?
This game has no accurate way for a player to gauge skill in PVP.
Devs of course do balance the game but if they keep balancing away from skill based gameplay as they have been then what does that really say for any given skill level people think they seem to achieve?
The way most games are and for most people, the only competition is how they feel. If I go down to the park to play basketball, there is no league, half the time there aren;t even structured rules, no entity is keeping track of the score to publish it in tomorrow's paper, the various skill level of the players is crazy wide, and ultimately the end result of the game will not matter in my real life one bit. In short, there is more attention paid to the informal pick up game than ZOS devotes to ESO, because the town will occasionally repair a bent rim and replace a net.
But you better believe when I am playing, I do care very much about winning. And so do most of the other players. I've witnessed people throwing tantrums, others literally taking their basketball home with them, and of course fights. All for a stupid game that has no bearing on our lives whatsoever. These atavistic feeling probably stem from hundreds of thousands of years of evolution in which Sapiens made it a point to outcompete their rivals in some ritualistic nonsense to mate, but those feelings are very much there for most people, even if some people are better at controlling them.
There many not be an accurate way for a player to gauge skill in PvP, but that certainly does not stop players from trying.
As someone who as long ago lost any faith that ZOS might make PvP even a semi-competitive format with real incentives to participate and win, I totally understand being far less serious about studying the game, grinding out sets, and just throwing together anything and playing the game. But even though I do that and accept if I lose to a player who is most invested in the game, that doesn't mean I am indifferent to balance. I have always been a better templar player than a sorcerer player and the reality is that right now I am conspicuously more effective on a sorcerer than a templar. Is this because Templar sucks or Sorcerer is overturned? Or is magicka sorcerer is so forgiving to play you have to actually try in order to be a potato? I haven't played enough in the past 4 years to make an informed judgment one way or the other.
So even though ZOS isn;t keeping score and isn;t even trying to make PvP skillful or properly competitive and I am more of a "casual" now, that doesn't mean I do not care and have become apathetic to such things. If I am going to choose to keep my guitar in the closet and instead devote a night to logging onto Cyrodiil, I do not want to feel like as if I went to the park and the town made an arbitrary rule that some players got three points for a layup or I had to play barefoot.
StaticWave wrote: »And for the people that think Merciless Resolve is better than Curse + Frag, I'm going to have to correct you here because that's just flat-out wrong. There are 3 things you need to remember:
1) Merciless Resolve hits like a truck AFTER receiving Incap debuff
2) Merciless Resolve is not a delayed burst
3) Merciless Resolve is 100% blockable
Due to these 3 reasons, the NB will have to spend 2 GCDs to setup its burst combo (Incap + Merciless Resolve), and make sure that they catch someone off-guard with Off-Balance to guarantee a hit.
In contrast, Sorc does NOT need to worry about this because:
1) Curse is unblockable, meaning nearly half of Sorc's burst is guaranteed to go through
2) Curse is a true delayed burst, meaning it can be combined with another skill in the same GCD to yield a bigger damage value
I went ahead and tested in game to prove my point. My test involved damage taken from a crit Merciless Resolve before AND after Incap debuff, and from a crit Frag + Curse combo. The NB had 26.5k HP with 140 Balorgh ult, and the magsorc had 32k HP with 51k max mag. My resistances are shown below:
And in case you don't believe that the NB had 26.5k HP and the magsorc had 32k HP, here are the screenshots of their HP:
NB:
Magsorc:
Let's look at the numbers for NB.
Here's Merciless Resolve before Incap:
Here's Merciless Resolve after Incap and 140 Balorgh:
Now let's look at the value for Curse + cFrag:
So before Incap, Merciless Resolve critted for 13.3k. After Incap and with 140 Balorgh, Merciless Resolve critted for 17k. Big numbers against a fairly built player like me. But wait, look at the magsorc instead. His Curse critted for 7.7k, and his cFrag critted for 9.6k. That's a 17.3k combined value in 1 GCD. Not amplified by a 140 Balorgh ult or 20% extra damage taken. Literally BASE value. Let's also mention the fact that the Sorc has 6k more HP than the NB.
You literally have to be debuffed by Incap to be taking anything more than 13k from Merciless Resolve. Without the debuff, you're not even matching the same potential as a single Curse + cFrag combo. This is not even mentioning the fact that I can hold block and shut down Merciless Resolve completely, whereas I will still be eating a 7.7k crit Curse through my block.
Assuming I have 60% block mitigation, a 13.3k crit Merciless Resolve will only deal 5.3k damage to me. With that same mitigation, I will take 7.7k damage from Curse, plus another 3.8k from cFrag, totalling 11.5k. More than twice the damage through block, and you're telling me it can only kill noobs? Please lol
you said all this but didn't mention the disparity in CP or allocations of CP. Make everything exactly the same and remember that NB can turn invisible canceling everything except my curse. by which you could run away before i found you.
Yes pls - just remove undeath and increase the population cap to the values from the test last year.I'll be honest, I'd like zos to just remove undeath for a patch
Interesting to hear, but I suspect that the way ZOS deals with eso has changed a lot since the end of the Class-Rep-Program.Joy_Division wrote: »They don;t give feedback, but they absolutely look at what their players tell them (through various means, not just these forums). People don;t think they take feedback in consideration because ZOS did not select their one specific suggestion among the thousands they receive. They also do not just look at profits. Morrowind and update 35 were wildly unpopular the moment their patch notes were released. They knew they'd lose subs and players, but they went through with these changes precisely because they believed those major alterations were needed for the long term health of the game at the time. I would agree they prioritize resources to stuff like art, making the PvE zones genuinely interesting, and stuff the more competitive players would rather see elsewhere. I sat in the same room with these people; I'm not just saying this.
ZOS often makes the balance decisions they do because I don't feel they have a keen grasp of what is generally known as min-maxing. Without getting into specifics, that was my biggest takeaway whenever we talked about balance. So when high level players make posts such as this, and ZOS can see the back and forth, the nitty gritty so to speak that debates such as this inspire, that is extremely valuable this sort of information is what ZOS needs to hear. While their understanding of min-maxing is less than ideal, they are fully aware of things like bias, subjectivity, and evidence.
I'll be honest, I'd like zos to just remove undeath for a patch, and then we can test all of this stuff out on an even playing field.
Ward is too strong atm imho, but without undeath, falling into execute range at least hurts a little bit, while warding up while having a casual 20-25% extra mitigation from the passive makes you feel absolutely immortal.
Also for anyone who desnt think ward is a problem, try playing sorc without it. Its night and day. And than you have you ask yourself the question if sorcs power level without ward is acceptable or not? I think it is, since the class has such easy mobility and high ranged damage built in, it is okay, to have some weaknesses. Even zos admitted that they're okay with classes having weak spots, like templar burdr damage.
They said they feel immortal. Not that they literally can't die. Semantics are the last refuge of a scoundrel.Bushido2513 wrote: »If you're playing ward right now and feel immortal it's probably going to be due to who and how you're fighting. Not saying the ward change isn't strong, just that immortal wouldn't be the word I'd use
xylena_lazarow wrote: »They said they feel immortal. Not that they literally can't die. Semantics are the last refuge of a scoundrel.Bushido2513 wrote: »If you're playing ward right now and feel immortal it's probably going to be due to who and how you're fighting. Not saying the ward change isn't strong, just that immortal wouldn't be the word I'd use
I'll be honest, I'd like zos to just remove undeath for a patch, and then we can test all of this stuff out on an even playing field.
Ward is too strong atm imho, but without undeath, falling into execute range at least hurts a little bit, while warding up while having a casual 20-25% extra mitigation from the passive makes you feel absolutely immortal.
Also for anyone who desnt think ward is a problem, try playing sorc without it. Its night and day. And than you have you ask yourself the question if sorcs power level without ward is acceptable or not? I think it is, since the class has such easy mobility and high ranged damage built in, it is okay, to have some weaknesses. Even zos admitted that they're okay with classes having weak spots, like templar burdr damage.
This is an incredibly good point, as Sorc offense is indeed intended to be telegraphed and avoidable because of how inherently powerful max range attacks are. One should be able to see pretty clearly from all the instant ranged burst proc spam flying around right now that certain effects do NOT belong on ranged attackers. I'd have words on the terrible design of Curse if not for other more pressing problems with Sorcs and ranged damage in general.TechMaybeHic wrote: »People diminish sorc offensive kit because it can be avoided to minimize how good it is at range.
xylena_lazarow wrote: »You just don't get it, Nightblade! Wearing an RNG proc set is for no skill zerg trash, but slotting an RNG proc on your bar is high skill pro gaming. Only a Real MagSorc has a high enough IQ to understand. /s
xylena_lazarow wrote: »This is an incredibly good point, as Sorc offense is indeed intended to be telegraphed and avoidable because of how inherently powerful max range attacks are. One should be able to see pretty clearly from all the instant ranged burst proc spam flying around right now that certain effects do NOT belong on ranged attackers. I'd have words on the terrible design of Curse if not for other more pressing problems with Sorcs and ranged damage in general.TechMaybeHic wrote: »People diminish sorc offensive kit because it can be avoided to minimize how good it is at range.
Chilly-McFreeze wrote: »I can agree on that. I'm a beneficary of the ward buff and I love to play melee on sorc. Granted, I see myself as middle tier player at best but I'm still melting despite rallying cry, speed and shield, as soon as I'm caught out of position, which happens every now and then when you can't pew pew from max range. When I go ranged I can agree on Ward being busted on that combination. But in melee it's a different experience.
Also for anyone who desnt think ward is a problem, try playing sorc without it. Its night and day. And than you have you ask yourself the question if sorcs power level without ward is acceptable or not?
StaticWave wrote: »Oh btw, magsorc is banned in an upcoming dueling tourney on PC NA. It’s too hard to balance the class without having major restrictions on it and putting people off from joining. Better to ban it outright than deal with the player complaints.
StaticWave wrote: »2) Several magsorc mains have this deluded mindset that they HAVE to stack max mag in order to play the class. Literally every single class has adapted to hybridization at this point. Even with buffs to healing for Sorc in U41 and U42, magsorc mains still REFUSE to stack max spell damage.
So you have players that purposely restrict themselves to the old play style even after ZOS has given them the tools to diversify their build. Then they also refuse to admit that Ward is broken lol. Weird logic tbh.
Bushido2513 wrote: »StaticWave wrote: »Oh btw, magsorc is banned in an upcoming dueling tourney on PC NA. It’s too hard to balance the class without having major restrictions on it and putting people off from joining. Better to ban it outright than deal with the player complaints.
Yes the topic is ward but to be clear lots of things are banned in tournaments that also still need to be balanced. I say that to say that 1v1 balance in this game just isn't really there so yes saying sorcs playing ward are banned is something to note but it's definitely not the only outlier in 1v1.
Bushido2513 wrote: »StaticWave wrote: »Oh btw, magsorc is banned in an upcoming dueling tourney on PC NA. It’s too hard to balance the class without having major restrictions on it and putting people off from joining. Better to ban it outright than deal with the player complaints.
Yes the topic is ward but to be clear lots of things are banned in tournaments that also still need to be balanced. I say that to say that 1v1 balance in this game just isn't really there so yes saying sorcs playing ward are banned is something to note but it's definitely not the only outlier in 1v1.
StaticWave wrote: »And for the people that think Merciless Resolve is better than Curse + Frag, I'm going to have to correct you here because that's just flat-out wrong. There are 3 things you need to remember:
1) Merciless Resolve hits like a truck AFTER receiving Incap debuff
2) Merciless Resolve is not a delayed burst
3) Merciless Resolve is 100% blockable
Due to these 3 reasons, the NB will have to spend 2 GCDs to setup its burst combo (Incap + Merciless Resolve), and make sure that they catch someone off-guard with Off-Balance to guarantee a hit.
In contrast, Sorc does NOT need to worry about this because:
1) Curse is unblockable, meaning nearly half of Sorc's burst is guaranteed to go through
2) Curse is a true delayed burst, meaning it can be combined with another skill in the same GCD to yield a bigger damage value
I went ahead and tested in game to prove my point. My test involved damage taken from a crit Merciless Resolve before AND after Incap debuff, and from a crit Frag + Curse combo. The NB had 26.5k HP with 140 Balorgh ult, and the magsorc had 32k HP with 51k max mag. My resistances are shown below:
And in case you don't believe that the NB had 26.5k HP and the magsorc had 32k HP, here are the screenshots of their HP:
NB:
Magsorc:
Let's look at the numbers for NB.
Here's Merciless Resolve before Incap:
Here's Merciless Resolve after Incap and 140 Balorgh:
Now let's look at the value for Curse + cFrag:
So before Incap, Merciless Resolve critted for 13.3k. After Incap and with 140 Balorgh, Merciless Resolve critted for 17k. Big numbers against a fairly built player like me. But wait, look at the magsorc instead. His Curse critted for 7.7k, and his cFrag critted for 9.6k. That's a 17.3k combined value in 1 GCD. Not amplified by a 140 Balorgh ult or 20% extra damage taken. Literally BASE value. Let's also mention the fact that the Sorc has 6k more HP than the NB.
You literally have to be debuffed by Incap to be taking anything more than 13k from Merciless Resolve. Without the debuff, you're not even matching the same potential as a single Curse + cFrag combo. This is not even mentioning the fact that I can hold block and shut down Merciless Resolve completely, whereas I will still be eating a 7.7k crit Curse through my block.
Assuming I have 60% block mitigation, a 13.3k crit Merciless Resolve will only deal 5.3k damage to me. With that same mitigation, I will take 7.7k damage from Curse, plus another 3.8k from cFrag, totalling 11.5k. More than twice the damage through block, and you're telling me it can only kill noobs? Please lol
StaticWave wrote: »Bushido2513 wrote: »StaticWave wrote: »Oh btw, magsorc is banned in an upcoming dueling tourney on PC NA. It’s too hard to balance the class without having major restrictions on it and putting people off from joining. Better to ban it outright than deal with the player complaints.
Yes the topic is ward but to be clear lots of things are banned in tournaments that also still need to be balanced. I say that to say that 1v1 balance in this game just isn't really there so yes saying sorcs playing ward are banned is something to note but it's definitely not the only outlier in 1v1.
Class Specific Bans for the upcoming PC NA dueling tourney:
Dragonknight:
-Wings
-Ash Cloud and morphs
-Shattering Rocks
-Shifting Standard
Nightblade:
-Shadow Cloak and morphs
-Consuming Darkness and morphs
-Critical Damage increases limited to 50%
Sorcerer:
Sorcerer class is not allowed for this tournament
Templar:
-Javelin may not be used with meteor on ranged spec
-Aurora Javelin
-Eclipse and morphs
Warden:
-Deceptive Predator
-Crystallized Shield and morphs
-Budding Seeds
Necromancer:
-Expunge and morphs
Arcanist:
-Rune of Uncanny Adoration
-Runic Defense and morphs
-Remedy Cascade and morphs
-Apocryphal Gate and morphs
-Gibbering Shield and morphs
Look at other class specific bans and then look at Sorc. Sorc is literally banned from the tournament because balancing it is impossible. You have to limit so many things for the class to actually be fair in a tournament.
Wasn't some iteration of early Necro banned too, when it still had all those crazy 30% buffs?StaticWave wrote: »Yea but to outright ban an entire class says a lot about its strength lol. The only other class I've seen being banned completely was Templar when it was busted in 1v1 tourneys.
Not really, you already know. In competitive gaming, there needs to be room to outplay in a match between two strong players who don't make mistakes, which is why they're banning all the overpowered stalemate skills. When all you can do is wait for the opponent to make a defensive mistake, that's trash PvP with a low skill ceiling. Boring to watch too.Bushido2513 wrote: »Would have been interesting to see the results where ward was allowed but I'm thinking it would be more stalemates than sorc wins which is still an important distinction.
xylena_lazarow wrote: »Wasn't some iteration of early Necro banned too, when it still had all those crazy 30% buffs?StaticWave wrote: »Yea but to outright ban an entire class says a lot about its strength lol. The only other class I've seen being banned completely was Templar when it was busted in 1v1 tourneys.Not really, you already know. In competitive gaming, there needs to be room to outplay in a match between two strong players who don't make mistakes, which is why they're banning all the overpowered stalemate skills. When all you can do is wait for the opponent to make a defensive mistake, that's trash PvP with a low skill ceiling. Boring to watch too.Bushido2513 wrote: »Would have been interesting to see the results where ward was allowed but I'm thinking it would be more stalemates than sorc wins which is still an important distinction.
If you've ever played a high mmr bgs match against teams with dedicated healers... LOL no it makes the stalemate problem even worse. GvG would need all the same rules and then some.Bushido2513 wrote: »This is where I appreciate that gvg at least helps to blend in the issues overall a bit. I wish those standards they were trying to implement had paid off a bit more.
xylena_lazarow wrote: »If you've ever played a high mmr bgs match against teams with dedicated healers... LOL no it makes the stalemate problem even worse. GvG would need all the same rules and then some.Bushido2513 wrote: »This is where I appreciate that gvg at least helps to blend in the issues overall a bit. I wish those standards they were trying to implement had paid off a bit more.
Cool, wanna share? The rest of your post had words but didn't describe the experience, for example how did you find it when your group had to focus down a single opposing MagSorc?Bushido2513 wrote: »I have played those situations from both sides
You nailed it with that "haha your class is easy now" line. They've always taken pride in piloting a difficult class, which suddenly got dumbed down to a one button faceroll. Poor MagSorcs.DrNukenstein wrote: »Lol. It's true. No one likes playing with or against the twitchy sorc egos.