xylena_lazarow wrote: »Impossible to say until we know what they're doing with sets. If they nerf our skills but leave sets as is, the ruleset will be DOA, nobody is gonna want to play with nerfed skills but full strength garbage like Rushing Agony.
Same. I know some forum posters have loudly been asking to "separate PvP and PvE" for a long time, but much like no-cp Cyrodiil, this is going to end up having a much smaller audience than forum cries may indicate, and remind us all again how player driven solutions to complex game development problems usually fall flat.RaidingTraiding wrote: »I have a feeling this is going to turn out really bad.
The_Meathead wrote: »I'd much rather they target Cross-Healing and -Shielding instead, both for gameplay and performance reasons.
I almost never see lag or performance issues in Cyrodiil unless a Ball Group is present, and based off Zone chat I know I'm not alone in that.
RaidingTraiding wrote: »
Idk, I get a lot of lag and issues with faction stacks too, also sometimes when not a lot is happening either. Lag isn't exclusive to ball groups but it is often laggy around them especially when they stack more than 12.
I don't like the idea of blaming players for lag, which is easier to do when you don't like their playstyle. The root of the problem is on zos's end. You could also say that nightblade gankers and overload/mages wrath sorcs cause a lot of desyncs, but the desyncs aren't the players fault.
The_Meathead wrote: »
Don't forget naughty Templars like me, with our Javelin desync! /burns himself at the stake as punishment
I get what you're saying, but I do think Ball Group's massive stacking of all those ticking calculations on such a concentrated area is a different beastie. While it's not the players' fault it causes server trouble, the absurdity of 10+ of multiple HoTs and shields at all times is an excessive mechanic that should probably be drastically reduced not just for performance reasons but also for gameplay.
It's an pretty rare thing for even the biggest Zerg (and I'm talking full Faction stack on a pop lock, so... 70+ players?) to make even a small bit of noticeable lag for me, but a 12-man Ball Group at times can do it all on its lonesome and to greater impact. That stacking of abilities and their specific interaction with the servers is worth looking into on ZOS's part, even if the players aren't to blame for doing the optimal method of empowering their group.
Joy_Division wrote: »2) no stacking HoTs under the justification of limiting calculations. That would probably bring literally every non ball group player.
Hello! o/Joy_Division wrote: »Tiny!
I see what you mean, but even taking existing class skills and simplifying them/changing how they work just a little is how they started the shift in FFXIV. Not saying that that game's example is the road ZOS will or should take, it's just the only thing I'm aware of that is similar to the wording from the letter.Joy_Division wrote: »I don;t think the skill changes will be very dramatic. This is ZOS we are talking about. The same ZOS who has a mountain of problems to fix with BGs, who never finished hybridization, who is ditching chapters for seasonal (i.e. less content). There is a zero percent chance they are going to devise entire new lines of PvP skills for 7 classes + weapons + other skills lines.
What I bet ZOS does is take the existing skills already in the game and simplify them so they do less server calculations.
Yeah, in one of my replies I mentioned sets, too. ZOS have choices on what to do. The game I used as an example (which may be absolutely nothing like what ZOS intends) just made gear impotent. You can PvP naked in that game and it makes no difference. I don't see that happening in ESO given how popular gear set acquisition and theory crafting is in this game.Joy_Division wrote: »I'm not sure why ZOS thinks this will do anything significant on it's own. I'd bet trash sets like Rush of Agony output a lot more calculations than my trusty Piercing Javelin, to say nothing of the 12 stacking HoTs and AoE shield spamming going on the player using Rush of Agony.
Hmmm. Maybe my memory is faulty, but I played quite a bit of ESO PvP from 2014-2015 and early 2016 when populations were larger, and I recall that whether people died seemed like more a balance in terms offense vs. defensive power multiplied by skill and factors like being overwhelmed 20 to 1 by half a faction rolling to a keep or outpost with 4-5 defenders. Though, holding out until the cavalry arrived was immensely fun. ZOS kept trying to get the balance between dying too quickly (i.e. insta-kill) or too slowly right, but there were times it worked pretty well.Joy_Division wrote: »If ZOS were serious about trying to limit the calculations, they'd have to give us Ravenwatch 2.0. But it was a dead server. They could easily bribe people to play there by finally giving us what we've asked for so long: 1) higher pop cap and 2) no stacking HoTs under the justification of limiting calculations. That would probably bring literally every non ball group player. People would have fun for about a half an hour before they realized that with nerfed skills and no abusive procs, hardly anyone would ever die.
The_Meathead wrote: »
I honestly feel that if they did only this change (and also limiting shields the same), whichever server they chose would become the most populated.
If not overnight, every time a player sighs in frustration at the Ball Group zooming around inside a Keep, it would grow by one and keep growing until Gray Host was just a husk with Ball Groups wondering why the game's so dead.
If only.
It already is that, which is probably why they're doing this. If the new ruleset nukes the ball meta, I'm in.The_Meathead wrote: »Gray Host was just a husk with Ball Groups wondering why the game's so dead
xylena_lazarow wrote: »It already is that, which is probably why they're doing this. If the new ruleset nukes the ball meta, I'm in.
Reduce "free damage" from proc set by 50% in pvp, and we are good to go
RaidingTraiding wrote: »
Yeah not sure why they wanted proc sets to crit again.
What I don't understand is why they felt the need to nerf harmony and proxy det but buff proc sets. Honestly the one they they accomplished by doing that is making ball groups harder to kill. Now you lack the up front burst damage to kill those groups so it's harder for vd to work on them cause you can't get them low, but at the same time pugs will still die because they're getting hit with 20-30k vds, not to mention over 10k rush procs. At least harmony and proxy det were harder to do and required coordination and timing, rather than mostly free damage from procs.
Reduce "free damage" from proc set by 50% in pvp, and we are good to go
Major_Mangle wrote: »
Harmony was heavily abused by ballgroups and organized comps to effortlessly offer off-gcd nuke potential. It didn´t require any effort whatsoever and if you played on PC you´d just keybind your synergy button to the mousewheel and spam that whenever it was ready to use some synergies. It was a necessary change to nerf harmony if you ask me (personally would´ve gone with another route than ZOS did but it is what it is)
To be fair, I find the usage of stat sets a much much bigger issue these days compared proc sets that offers a little bit of free damage. The are a few exceptions of damage procs that could use some adjustment, but with emphasis on FEW. A much bigger issue are the overabundance of stat-/and group buff sets (and utility sets like Rush of Agony) combined with scribing skills that offers a power creep that has completely broken the game from a balance PoV. If you want a more balanced PvP (and PvE to be honest), you ask ZOS to reduce the effectiveness of stat- and buff sets in the game.
tinythinker wrote: »Not much information yet other than plans for "experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills", but if it worked to greatly increase performance would it be worth it to learn a new set up of PvP-only class skills?
One might guess that these skills would require far fewer server checks, at least. Assuming the pace of and feel of combat still flows as it would on a low lag campaign, does the fact that the skills would differ from the PvE skills line matter?
RaidingTraiding wrote: »
I think you missed my point. Harmony was also used back then to kill ball groups and it wasn't as easy to pull off in a small group. Now instead of hitting 20-30k+ synergies you hit that amount with vd instead, plus pull sets perfectly group players up for you. Difference is if you're not a ball group you don't have enough damage currently to get vd to proc on a ball group, but ball groups still have the ability to nuke without synergies with high proc damage. And now ball groups heavily abuse pulls sets which is miles easier to use than synergies, no question about that. Ball groups will always have the ability to nuke, itd be nice if the ability to nuke ball groups wasnt taken away from non ball groups.
Joy_Division wrote: »
As someone who ran in a group, I can say we never worried about a pug, solo person, or evem a small scale group (on their own) killing us with harmony. It certainy would never happen now with 10K perma aoe shields up. Harmony was only dangerous from other ball groups becauss only they had enough conduits banners and graveyards to coordinate together. In short harmony, like everythung else in this game, disproportionately favored ball groups and made them easier to play. Except azureblight, which of course zos neefed