TechMaybeHic wrote: »Im ok with a test like this if they push it, then add stuff in and stay on top of adding things in pretty quickly.
I keep thinking of the no proc test, which i enjoyed; but then they pushed it to a permanent campaign and didn't try to push more variety to see what worked. It was too limited for me beyond just the test; and this one will be way more limited.
I'm not sure why people think it's an event to just quit over. It's 1 week and then probably can be ignored
They are not saying it's one test. We have been through this before with Zos. It was horrific, lots of people quit the game and they did NOTHING with the results. Have you seen them mention those past tests and what they learnt anywhere? Why will it be different this time?
YandereGirlfriend wrote: »MincMincMinc wrote: »I can understand that people who look at this as if it is a predictor of what future PVP is going to be like may be put off.
But do we really want the devs to continue down the road of guessing what is causing performance issues and hoping they stumble on a solution without even knowing whether there is one? Because that would be the alternative.
We already know what caused the lag. The game was originally client based. Instead of cracking down on cheaters, zos transitioned as much as possible to be server side. Then to top it off, year after year they allowed design creep to happen. Everything became more complicated than they should have been including: skills, sets, status effects, passives, mechanics, animations, seige.
- Does dizzy swing really need offbalance? or can it just be a simple cast time skill that does alot of damage with a knockup?
- Any reason why we need proc sets that trigger off aoe dot crits, which do a stacking dot, thatlly build up and do a stun that wipes your butt for you? Actually perfect examples of this are the new proc sets they are introducing in the new update......
- Do all skills need to do an effect and have a passive and debuff the enemy and apply a cc?
- Do status effects really have to do damage, and do an aoe, and do more damage based on a previous effect, and debuff the enemy?
- Any reason the newer dlc skills have crazy flamboyant animations that make it impossible to see important animations like CC mechanics or burst? Why am I getting hit by 12k invisible merciless when all I can see is giant arcanist tentacle spam?
Its simple...... the game has had a decade of people designing with no standard to prevent bloating. Sadly the changes that need to happen wont because you will basically obsolete all old content. The only way is to bite the bullet or make an ESO 2 that follows a clear standard all at once.
Sadly there are players that think paragraph long overcomplicated skills and proc sets are fun gameplay. You will see them use verbiage like "zos is dumbing down combat". Somehow they think having sets and skills that do everything for you with minimal thinking is fun gameplay. Older school players prefer more mental/technical combat back and forth: you do a stun, I block. You do a root, I roll. You prep a burst, I interrupt it.
I think that this is basically accurate.
There has been such feature-creep and unneeded complexity appended to everything in the game that it is a minor miracle that something like Cyrodiil even functions at all.
It doesn't seem as though there were any technical personnel were in the room with the designers when they were coming up with these (admittedly neat) ideas. They have simply continued to stack and stack and stack effects and mechanics on top of each other.
A great example of this is probably the Tarnished gank combo from a few patches ago: one button click -> 20-second DOT (DOTs used to be 10s then were randomly lengthened) -> each tick can Crit or not -> if Crits then Tarnished procs -> Tarnished deals AOE damage + procs Sundered -> Sundered reduces Armor of all targets and increases wearer's base Weapon Damage for four seconds -> Tarnished goes on cooldown -> DOT continues to Crit when off of cooldown and proc Tarnished all over again, a maximum of 3 times. All for ONE button click. With overloaded mechanics like this it's no wonder at all that the server chugs.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »I can understand that people who look at this as if it is a predictor of what future PVP is going to be like may be put off.
But do we really want the devs to continue down the road of guessing what is causing performance issues and hoping they stumble on a solution without even knowing whether there is one? Because that would be the alternative.
We already know what caused the lag. The game was originally client based. Instead of cracking down on cheaters, zos transitioned as much as possible to be server side. Then to top it off, year after year they allowed design creep to happen. Everything became more complicated than they should have been including: skills, sets, status effects, passives, mechanics, animations, seige.
- Does dizzy swing really need offbalance? or can it just be a simple cast time skill that does alot of damage with a knockup?
- Any reason why we need proc sets that trigger off aoe dot crits, which do a stacking dot, thatlly build up and do a stun that wipes your butt for you? Actually perfect examples of this are the new proc sets they are introducing in the new update......
- Do all skills need to do an effect and have a passive and debuff the enemy and apply a cc?
- Do status effects really have to do damage, and do an aoe, and do more damage based on a previous effect, and debuff the enemy?
- Any reason the newer dlc skills have crazy flamboyant animations that make it impossible to see important animations like CC mechanics or burst? Why am I getting hit by 12k invisible merciless when all I can see is giant arcanist tentacle spam?
Its simple...... the game has had a decade of people designing with no standard to prevent bloating. Sadly the changes that need to happen wont because you will basically obsolete all old content. The only way is to bite the bullet or make an ESO 2 that follows a clear standard all at once.
Sadly there are players that think paragraph long overcomplicated skills and proc sets are fun gameplay. You will see them use verbiage like "zos is dumbing down combat". Somehow they think having sets and skills that do everything for you with minimal thinking is fun gameplay. Older school players prefer more mental/technical combat back and forth: you do a stun, I block. You do a root, I roll. You prep a burst, I interrupt it.
I think that this is basically accurate.
There has been such feature-creep and unneeded complexity appended to everything in the game that it is a minor miracle that something like Cyrodiil even functions at all.
It doesn't seem as though there were any technical personnel were in the room with the designers when they were coming up with these (admittedly neat) ideas. They have simply continued to stack and stack and stack effects and mechanics on top of each other.
A great example of this is probably the Tarnished gank combo from a few patches ago: one button click -> 20-second DOT (DOTs used to be 10s then were randomly lengthened) -> each tick can Crit or not -> if Crits then Tarnished procs -> Tarnished deals AOE damage + procs Sundered -> Sundered reduces Armor of all targets and increases wearer's base Weapon Damage for four seconds -> Tarnished goes on cooldown -> DOT continues to Crit when off of cooldown and proc Tarnished all over again, a maximum of 3 times. All for ONE button click. With overloaded mechanics like this it's no wonder at all that the server chugs.
Its rather disheartening to see people some players cry about the test how zos is "dumbing" down combat. Combat really needs to be cleaned up and be more concise. Its even more disheartening when I hear the same players complain about procs and overloaded skills...... Like make up your mind.
Im sure its not helping new players who cant numerically compare buffs and effects to be able to choose their skills.
At the same time itd be nice for zos to prioritize important animations. I dont need to see giant DLC tentacle spam when some acuity warden is ticking me for a 12k northern each second. Or how half the CC animations are near invisible now.
I'm trying to be optimistic about this test, but given past events, here's what I expect to see:But this is one occasion where I really hope to be proven wrong.
- Ballgroups doing battlegrounds for a week because why bother.
- Test going great, barely any performance issues. Maybe some forum posts about battleground performance.
- Zos saying: hey that worked, let's make this a permanent campaign.
- Permanent campaign staying empty, getting into GH still means waiting in a 50+ queue.
- Campaign getting removed after three years. Zos announcing some new tests, saying they have to start somewhere.
The no proc thing didn't even improve performance. No change, same lag, same ball groups. 90% of the solo/zerg meta was Beekeeper HP regen tanks, and Hundings/Spriggans were the best available damage sets. It was awful, and I see no evidence that the Vengeance campaign won't just be more of this, just more dividing an already small player base.Major_Mangle wrote: »They did similar when testing no proc and the end result was a disaster with Ravenwatch becoming a dead campaign.
After this test with no gear enabled, I hope ZoS implements some rules like allow crafted sets. This would make crafting and PvP synergistic communities. Just like how people want tailored clothes because they fit better, people want tailored PvP builds for their own playstyle. Honestly, that would be super cool. You can feel the anticipation of a knight getting their first sword forged, lol.
Also, I think a lot of people don't realize that the majority of the population enjoys brainrot content. There's more people who want to take a break from their stressful work and just play, rather than read PhD-esque set bonuses and understand the cause and effect of 100 different systems. I mean, yes, those people tend to avoid RPGs because RPGs tend to be spreadsheety, but if even RPG fans are getting confused and overwhelmed, I think that's a sign things need to be streamlined.
Also, if major and minor buffs are removed from class passives and skills, then gear like Rattlecage and potion choice would become more meaningful.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »I can understand that people who look at this as if it is a predictor of what future PVP is going to be like may be put off.
But do we really want the devs to continue down the road of guessing what is causing performance issues and hoping they stumble on a solution without even knowing whether there is one? Because that would be the alternative.
We already know what caused the lag. The game was originally client based. Instead of cracking down on cheaters, zos transitioned as much as possible to be server side. Then to top it off, year after year they allowed design creep to happen. Everything became more complicated than they should have been including: skills, sets, status effects, passives, mechanics, animations, seige.
- Does dizzy swing really need offbalance? or can it just be a simple cast time skill that does alot of damage with a knockup?
- Any reason why we need proc sets that trigger off aoe dot crits, which do a stacking dot, thatlly build up and do a stun that wipes your butt for you? Actually perfect examples of this are the new proc sets they are introducing in the new update......
- Do all skills need to do an effect and have a passive and debuff the enemy and apply a cc?
- Do status effects really have to do damage, and do an aoe, and do more damage based on a previous effect, and debuff the enemy?
- Any reason the newer dlc skills have crazy flamboyant animations that make it impossible to see important animations like CC mechanics or burst? Why am I getting hit by 12k invisible merciless when all I can see is giant arcanist tentacle spam?
Its simple...... the game has had a decade of people designing with no standard to prevent bloating. Sadly the changes that need to happen wont because you will basically obsolete all old content. The only way is to bite the bullet or make an ESO 2 that follows a clear standard all at once.
Sadly there are players that think paragraph long overcomplicated skills and proc sets are fun gameplay. You will see them use verbiage like "zos is dumbing down combat". Somehow they think having sets and skills that do everything for you with minimal thinking is fun gameplay. Older school players prefer more mental/technical combat back and forth: you do a stun, I block. You do a root, I roll. You prep a burst, I interrupt it.
I think that this is basically accurate.
There has been such feature-creep and unneeded complexity appended to everything in the game that it is a minor miracle that something like Cyrodiil even functions at all.
It doesn't seem as though there were any technical personnel were in the room with the designers when they were coming up with these (admittedly neat) ideas. They have simply continued to stack and stack and stack effects and mechanics on top of each other.
A great example of this is probably the Tarnished gank combo from a few patches ago: one button click -> 20-second DOT (DOTs used to be 10s then were randomly lengthened) -> each tick can Crit or not -> if Crits then Tarnished procs -> Tarnished deals AOE damage + procs Sundered -> Sundered reduces Armor of all targets and increases wearer's base Weapon Damage for four seconds -> Tarnished goes on cooldown -> DOT continues to Crit when off of cooldown and proc Tarnished all over again, a maximum of 3 times. All for ONE button click. With overloaded mechanics like this it's no wonder at all that the server chugs.
Its rather disheartening to see people some players cry about the test how zos is "dumbing" down combat. Combat really needs to be cleaned up and be more concise. Its even more disheartening when I hear the same players complain about procs and overloaded skills...... Like make up your mind.
Im sure its not helping new players who cant numerically compare buffs and effects to be able to choose their skills.
At the same time itd be nice for zos to prioritize important animations. I dont need to see giant DLC tentacle spam when some acuity warden is ticking me for a 12k northern each second. Or how half the CC animations are near invisible now.
While simplifying combat may seem appealing to address certain issues, reducing PvP to limited class skills fundamentally changes what makes an MMO like ESO unique. The beauty of an MMO lies in its complexity and the ability for players to invest time in crafting unique builds that reflect their personal playstyle. Stripping combat down to its bare essentials might make it more approachable for newcomers and easier on servers, but it risks alienating the core audience who value depth, strategy, and the rewards of their investment.
Simplification runs counter to the spirit of an MMO and risks turning it into something far more generic, undermining the rich, immersive experience that sets it apart.
This right here will immediately get a hard NO from a lot of players. It may have made sense to try this as a weekend BGs ruleset but I find it extremely unlikely an entire Cyro campaign will reach a critical mass of players.Tinkerhorn wrote: »- relearn playstyle
- lose most of theory crafting
- might split the PvP community even more
YandereGirlfriend wrote: »After this test with no gear enabled, I hope ZoS implements some rules like allow crafted sets. This would make crafting and PvP synergistic communities. Just like how people want tailored clothes because they fit better, people want tailored PvP builds for their own playstyle. Honestly, that would be super cool. You can feel the anticipation of a knight getting their first sword forged, lol.
Also, I think a lot of people don't realize that the majority of the population enjoys brainrot content. There's more people who want to take a break from their stressful work and just play, rather than read PhD-esque set bonuses and understand the cause and effect of 100 different systems. I mean, yes, those people tend to avoid RPGs because RPGs tend to be spreadsheety, but if even RPG fans are getting confused and overwhelmed, I think that's a sign things need to be streamlined.
Also, if major and minor buffs are removed from class passives and skills, then gear like Rattlecage and potion choice would become more meaningful.
Players enjoy expressing themselves and their creativity through gameplay, particularly in RPGs. Removing that entirely from PvP is unappealing for most players. That's not a take it is reality.
JustLovely wrote: »I'm trying to be optimistic about this test, but given past events, here's what I expect to see:But this is one occasion where I really hope to be proven wrong.
- Ballgroups doing battlegrounds for a week because why bother.
- Test going great, barely any performance issues. Maybe some forum posts about battleground performance.
- Zos saying: hey that worked, let's make this a permanent campaign.
- Permanent campaign staying empty, getting into GH still means waiting in a 50+ queue.
- Campaign getting removed after three years. Zos announcing some new tests, saying they have to start somewhere.
It seemed to me that ZOS has already decided this is what they are going to implement in the long term. I've been around long enough to see their patterns. And I was around for the last round of "tests" in Cyrodiil that resulted in nothing other than another stealth reduction in the population cap. (I can only guess why ZOS never tells us when they lower the population cap or what the exact population is, but I think it's fairly obvious)
Instead of just fixing the Cyrodiil they already have they're going to try and revamp it all together most likely. And I think the most likely end result will be to radically lower the player base that participates in Cyrodiil, most likely to the point that Cyrodiil becomes an irrelevant part of ESO.
To me it seems like over the last 5 years or so ZOS has been moving towards making ESO another solo PvE questing TES game and converting Cyrodiil to static class based sets is just another step on the road toward that end.
If ZOS was actually trying to fix lag and performance in cyrodiil they'd at least try capping cross healing and shield stacking within groups; something they've never tried even though we've been asking for it for years.
YandereGirlfriend wrote: »Players enjoy expressing themselves and their creativity through gameplay, particularly in RPGs. Removing that entirely from PvP is unappealing for most players. That's not a take it is reality.
Seriously, if this is what ESO PvP is to become.... ignoring other MMOs that allow class building and diverse playstyles, I can't see why anyone who truly loves PvP in general would ever choose to play this game over something even like Overwatch or League.Tinkerhorn wrote: »- lose most of theory crafting
Given all the unfinished game systems we're still waiting on...Because if we assume developers are going to carry this through
xylena_lazarow wrote: »Given all the unfinished game systems we're still waiting on...Because if we assume developers are going to carry this through
Nevermind the fact that they already tried a streamlined simplified ruleset (Ravenwatch). Despite all the very loud forum demands for "pure skill PvP" or whatever they thought the ruleset would do, it flopped badly, and was abandoned. Unless the entire PvP community moves to Vengeance (they won't), it'll end up the same way.
xylena_lazarow wrote: »Given all the unfinished game systems we're still waiting on...Because if we assume developers are going to carry this through
Nevermind the fact that they already tried a streamlined simplified ruleset (Ravenwatch). Despite all the very loud forum demands for "pure skill PvP" or whatever they thought the ruleset would do, it flopped badly, and was abandoned. Unless the entire PvP community moves to Vengeance (they won't), it'll end up the same way.
In another one of my posts, my frustration was that ZOS was actually doing really well with balanced nerfs to Tarnished, Hardened Ward, and Vamp 3, as opposed to blowing up the meta like they've done in the past. But instead of continuing on that path, they're... blowing it up and starting over, yet again, despite years of us pleading for them to NOT do this.You're saying no matter what ZOS does they won't do it right
xylena_lazarow wrote: »In another one of my posts, my frustration was that ZOS was actually doing really well with balanced nerfs to Tarnished, Hardened Ward, and Vamp 3, as opposed to blowing up the meta like they've done in the past. But instead of continuing on that path, they're... blowing it up and starting over, yet again, despite years of us pleading for them to NOT do this.You're saying no matter what ZOS does they won't do it right
This particular style rework, simplifying and streamlining, has been done. It flopped. So we have good reason to be skeptical and frustrated. The PvP meta is honestly pretty good outside of ball groups, Rushing Agony, and annoying ranged Sorcs. There's no reason to be starting over. And even if the ruleset is simplified, players are still going to have to relearn a lot. There's still going to be a meta of class/skill combos that are flat better than other class/skill combos.
Yeah I don't understand all these overengineered new sets. They're also usually really bad. Guess that's better than more overpowered burst procs, but why bother at all? Release fewer sets overall, but make them more relevant.MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
xylena_lazarow wrote: »Yeah I don't understand all these overengineered new sets. They're also usually really bad. Guess that's better than more overpowered burst procs, but why bother at all? Release fewer sets overall, but make them more relevant.MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
The problem has never been "procs" though. Nobody is screaming for Sunderflame to be nerfed. Old Oakensoul, Old Malacath, and the entire existence of Mechanical Acuity have all been obnoxiously busted stat sets. Pressure procs don't really do anything that stat sets don't, much like stat sets they're fine if the numbers aren't too big.
The other day I got caught off guard by a melee NB with Kjalnar. The 10k hit effectively buffed his burst combo by 50%, an absurd number in this game. It's unlikely I'll ever let that crap hit me again now that I know what it looks like, it'll never go meta, but the entire concept of a burst damage proc is stupid and broken. Same for automation procs like Rushing Agony, which is somehow also a burst damage proc (lol). Still can't believe how many ways Rushing Agony is busted.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
xylena_lazarow wrote: »....MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
xylena_lazarow wrote: »....MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
Plus it cannot be balanced...Whichever class has the mathematically best "vengeance skill line" will dominate. We will know which class that is when the PTS notes come out. Think just starting the game with 18 unmorphed skills and ultimates and your white starter armor and weapons.
Thumbless_Bot wrote: »xylena_lazarow wrote: »Yeah I don't understand all these overengineered new sets. They're also usually really bad. Guess that's better than more overpowered burst procs, but why bother at all? Release fewer sets overall, but make them more relevant.MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
The problem has never been "procs" though. Nobody is screaming for Sunderflame to be nerfed. Old Oakensoul, Old Malacath, and the entire existence of Mechanical Acuity have all been obnoxiously busted stat sets. Pressure procs don't really do anything that stat sets don't, much like stat sets they're fine if the numbers aren't too big.
The other day I got caught off guard by a melee NB with Kjalnar. The 10k hit effectively buffed his burst combo by 50%, an absurd number in this game. It's unlikely I'll ever let that crap hit me again now that I know what it looks like, it'll never go meta, but the entire concept of a burst damage proc is stupid and broken. Same for automation procs like Rushing Agony, which is somehow also a burst damage proc (lol). Still can't believe how many ways Rushing Agony is busted.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
Fix what we have in terms of sets. Imagine going back to farm Crypt of Hearts because Ebon is now interesting and viable. Imagine the potential build diversity that already exists in the game if zos would bring sets up to par... would be a whole new game and a lot of fun.
xylena_lazarow wrote: »Yeah I don't understand all these overengineered new sets. They're also usually really bad. Guess that's better than more overpowered burst procs, but why bother at all? Release fewer sets overall, but make them more relevant.MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
The problem has never been "procs" though. Nobody is screaming for Sunderflame to be nerfed. Old Oakensoul, Old Malacath, and the entire existence of Mechanical Acuity have all been obnoxiously busted stat sets. Pressure procs don't really do anything that stat sets don't, much like stat sets they're fine if the numbers aren't too big.
The other day I got caught off guard by a melee NB with Kjalnar. The 10k hit effectively buffed his burst combo by 50%, an absurd number in this game. It's unlikely I'll ever let that crap hit me again now that I know what it looks like, it'll never go meta, but the entire concept of a burst damage proc is stupid and broken. Same for automation procs like Rushing Agony, which is somehow also a burst damage proc (lol). Still can't believe how many ways Rushing Agony is busted.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
MincMincMinc wrote: »xylena_lazarow wrote: »Yeah I don't understand all these overengineered new sets. They're also usually really bad. Guess that's better than more overpowered burst procs, but why bother at all? Release fewer sets overall, but make them more relevant.MincMincMinc wrote: »Another design team is continuing to pump out and release paragraph long proc sets by the half dozen.
The problem has never been "procs" though. Nobody is screaming for Sunderflame to be nerfed. Old Oakensoul, Old Malacath, and the entire existence of Mechanical Acuity have all been obnoxiously busted stat sets. Pressure procs don't really do anything that stat sets don't, much like stat sets they're fine if the numbers aren't too big.
The other day I got caught off guard by a melee NB with Kjalnar. The 10k hit effectively buffed his burst combo by 50%, an absurd number in this game. It's unlikely I'll ever let that crap hit me again now that I know what it looks like, it'll never go meta, but the entire concept of a burst damage proc is stupid and broken. Same for automation procs like Rushing Agony, which is somehow also a burst damage proc (lol). Still can't believe how many ways Rushing Agony is busted.
Yet I'd still rather deal with nonsense procs than play ESO without builds. I can go check out another game then.
Its just the yugioh power creep effect. At a certain point you run out of ideas and just power creep to overlap to a new plateau, just to run out of ideas and have to powercreep up to the next plateau.
- Hundings is all the rage.....oh we ran out of plain stat sets to design.
- Damage timed sets like fury, clever, truth are all the rage...... oh we ran out of ideas
- Proc sets like vipers, tremor, sloads are all the rage.......... oh we ran out of ideas
- What if we started doing proc sets like viper, tremor, sloads except now they are aoe with no telegraphs and do CC?
Building can exist, it did in the early days with ~10% of the sets currently in the game. Skills used to scale differently and felt much better because they had one purpose. Now a days you cant get a plain damage skill without extra nonsense tied to it. Imagine if a damage skill was balanced around just being a damage skill. You'd be surprised how much more fun it is to have the skills you press do the majority of the damage instead of 50% of your damage coming from proc and status effects.
It makes zero difference on the field whether my pressure damage is coming from Rending Slashes by itself, or from Rending Slashes triggering other small damage sources. If you want to delete all the procs but buff dot skills themselves to make up for it, sure whatever. If my playstyle works on Vengeance then cool I might not hate it.MincMincMinc wrote: »You'd be surprised how much more fun it is to have the skills you press do the majority of the damage instead of 50% of your damage coming from proc and status effects.