albertberku wrote: »I mean i am playing a max magicka sorcerer, it made my build definitely stronger in PvP and i dont have hard time with keeping the buff up. I am either casting frags or exchange at least once in 10 seconds. It has been always like that for me. Plus I dont have to slot Aegis anymore and instead i slotted some shield + protection buff from scribing, so that i can now stack shields up to 25k. And since ESO PvP is very situational, doesnt really matter if the buff is kept all the time or not. So, i am going to disagree for the PvP part.
albertberku wrote: »I mean i am playing a max magicka sorcerer, it made my build definitely stronger in PvP and i dont have hard time with keeping the buff up. I am either casting frags or exchange at least once in 10 seconds. It has been always like that for me. Plus I dont have to slot Aegis anymore and instead i slotted some shield + protection buff from scribing, so that i can now stack shields up to 25k. And since ESO PvP is very situational, doesnt really matter if the buff is kept all the time or not. So, i am going to disagree for the PvP part.
madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
Think of something like the NB flanking passive.
Every single tick of damage dealt means checking the angle of the player to the target(s), which is so very computationally wasteful. Like cool concept, sure, but just way too expensive, particularly when every player in both PvE and PvP is running that line.
Remember when the unique % buffs to like Dunmer Flame Damage were stripped away and replaced by static Weapon Damage values because it was deemed too computationally extravagant to make the % calculation for every such Flame tick? And yet that was peanuts compared to the flanking passive and similar bloated procs that are not even tied to abilities or sets or CP.
This is why we needs programmers in the metaphorical room with the designers at all times.
YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
Think of something like the NB flanking passive.
Every single tick of damage dealt means checking the angle of the player to the target(s), which is so very computationally wasteful. Like cool concept, sure, but just way too expensive, particularly when every player in both PvE and PvP is running that line.
Remember when the unique % buffs to like Dunmer Flame Damage were stripped away and replaced by static Weapon Damage values because it was deemed too computationally extravagant to make the % calculation for every such Flame tick? And yet that was peanuts compared to the flanking passive and similar bloated procs that are not even tied to abilities or sets or CP.
This is why we needs programmers in the metaphorical room with the designers at all times.
randconfig wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
Think of something like the NB flanking passive.
Every single tick of damage dealt means checking the angle of the player to the target(s), which is so very computationally wasteful. Like cool concept, sure, but just way too expensive, particularly when every player in both PvE and PvP is running that line.
Remember when the unique % buffs to like Dunmer Flame Damage were stripped away and replaced by static Weapon Damage values because it was deemed too computationally extravagant to make the % calculation for every such Flame tick? And yet that was peanuts compared to the flanking passive and similar bloated procs that are not even tied to abilities or sets or CP.
This is why we needs programmers in the metaphorical room with the designers at all times.
I think the angle between you and your target is calculated every time you attack them, since it's used to correctly place and orient projectiles, proc set animations, character models, animations, etc. So this change to the passive doesn't require additional calculations.