ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Teeba_Shei wrote: »Artisian0001 wrote: »It's just so odd to read the proposed change and see that of the countless suggestions they are all ignored. 33% is still an insane number for small groups, whereas 5 HoTs might increase the group limit by a single person not affected by this change. On top of the fact that large groups can still spam shields and not be affected. It's so strange that of all the things suggested, this is the updated proposal, it doesn't appease anyone except those that don't understand how the game works.
Large groups can still avoid this with shield stacking, ground hots, etc.
Smaller groups are still heavily affected when echoing was huge in smaller groups.
There are an endless amount of other options. Start it at a group size of 8, and scale it up based on group size.Ex:
5% at 8
10% at 9
15% at 10
20% at 11
25% at 12
These numbers are still huge but they punish only the bigger groups. You can even start it at 6 and have it ramp up by 4% or something.
A lot of people come to another conclusion of allowing only 1 unique HoT in a group and that's great and all but the skill gets completely gutted at the same time. If you want to make it so only 1 of these can be cast in a huge group you would have to change the skill.
Additionally you can do a ramping reduction in healing based on the number of HoTs on a person, this, sadly, can be avoided as well by doing what was previously mentioned.
Regardless, starting at 33% is still too much. If you want people to be happy without upsetting those that actively play in 12 man groups, or multiple 12 man groups, or those in smaller groups, start the number lower and progressively adjust it based on feedback. All players should be okay with a 10% decrease. Changing this to a 15%, then a 20% if needed, can be done within seconds during regular maintenance. Large changes never happen like this in other games and it just reminds me of the period of DoT changes that ruined the game for months.
This actually makes way more sense. The goal is to target large groups, like 12 mans, and not touch small scale groups. The current ideas on the table target cast way too large a net and are likely to disrupt people that aren't the target for this nerf.
Teeba_Shei wrote: »Artisian0001 wrote: »It's just so odd to read the proposed change and see that of the countless suggestions they are all ignored. 33% is still an insane number for small groups, whereas 5 HoTs might increase the group limit by a single person not affected by this change. On top of the fact that large groups can still spam shields and not be affected. It's so strange that of all the things suggested, this is the updated proposal, it doesn't appease anyone except those that don't understand how the game works.
Large groups can still avoid this with shield stacking, ground hots, etc.
Smaller groups are still heavily affected when echoing was huge in smaller groups.
There are an endless amount of other options. Start it at a group size of 8, and scale it up based on group size.Ex:
5% at 8
10% at 9
15% at 10
20% at 11
25% at 12
These numbers are still huge but they punish only the bigger groups. You can even start it at 6 and have it ramp up by 4% or something.
A lot of people come to another conclusion of allowing only 1 unique HoT in a group and that's great and all but the skill gets completely gutted at the same time. If you want to make it so only 1 of these can be cast in a huge group you would have to change the skill.
Additionally you can do a ramping reduction in healing based on the number of HoTs on a person, this, sadly, can be avoided as well by doing what was previously mentioned.
Regardless, starting at 33% is still too much. If you want people to be happy without upsetting those that actively play in 12 man groups, or multiple 12 man groups, or those in smaller groups, start the number lower and progressively adjust it based on feedback. All players should be okay with a 10% decrease. Changing this to a 15%, then a 20% if needed, can be done within seconds during regular maintenance. Large changes never happen like this in other games and it just reminds me of the period of DoT changes that ruined the game for months.
This actually makes way more sense. The goal is to target large groups, like 12 mans, and not touch small scale groups. The current ideas on the table target cast way too large a net and are likely to disrupt people that aren't the target for this nerf.
There's no hard work behind this change. The developers don't want to rework skills. And they don't want to make healing weaker. They want to make it impossible for strong players to differentiate themselves from weaker ones. Those who can maintain a lot of hots should become weaker.
After every change like this, people leave the game.
There's no hard work behind this change. The developers don't want to rework skills. And they don't want to make healing weaker. They want to make it impossible for strong players to differentiate themselves from weaker ones. Those who can maintain a lot of hots should become weaker.
After every change like this, people leave the game.
What? 😂
All of the skills are being reworked…
Adding a temporary measure intended to curb the power of groups terrorizing entire campaigns will not kill the game. If anything it will encourage more people to participate. People might finally be able to put a dent in the ball, and feel like their entire faction isn’t held hostage because 12 entitled people feel like they need to be Emperors without the work.
There's no hard work behind this change. The developers don't want to rework skills. And they don't want to make healing weaker. They want to make it impossible for strong players to differentiate themselves from weaker ones. Those who can maintain a lot of hots should become weaker.
After every change like this, people leave the game.
What? 😂
All of the skills are being reworked…
Adding a temporary measure intended to curb the power of groups terrorizing entire campaigns will not kill the game. If anything it will encourage more people to participate. People might finally be able to put a dent in the ball, and feel like their entire faction isn’t held hostage because 12 entitled people feel like they need to be Emperors without the work.
Have you ever played in a group like this? Have you spent countless hours analyzing logs? Have you created hundreds of builds? If not, I don't think you lack understanding of the game.
heimdall14_9 wrote: »Teeba_Shei wrote: »Artisian0001 wrote: »It's just so odd to read the proposed change and see that of the countless suggestions they are all ignored. 33% is still an insane number for small groups, whereas 5 HoTs might increase the group limit by a single person not affected by this change. On top of the fact that large groups can still spam shields and not be affected. It's so strange that of all the things suggested, this is the updated proposal, it doesn't appease anyone except those that don't understand how the game works.
Large groups can still avoid this with shield stacking, ground hots, etc.
Smaller groups are still heavily affected when echoing was huge in smaller groups.
There are an endless amount of other options. Start it at a group size of 8, and scale it up based on group size.Ex:
5% at 8
10% at 9
15% at 10
20% at 11
25% at 12
These numbers are still huge but they punish only the bigger groups. You can even start it at 6 and have it ramp up by 4% or something.
A lot of people come to another conclusion of allowing only 1 unique HoT in a group and that's great and all but the skill gets completely gutted at the same time. If you want to make it so only 1 of these can be cast in a huge group you would have to change the skill.
Additionally you can do a ramping reduction in healing based on the number of HoTs on a person, this, sadly, can be avoided as well by doing what was previously mentioned.
Regardless, starting at 33% is still too much. If you want people to be happy without upsetting those that actively play in 12 man groups, or multiple 12 man groups, or those in smaller groups, start the number lower and progressively adjust it based on feedback. All players should be okay with a 10% decrease. Changing this to a 15%, then a 20% if needed, can be done within seconds during regular maintenance. Large changes never happen like this in other games and it just reminds me of the period of DoT changes that ruined the game for months.
This actually makes way more sense. The goal is to target large groups, like 12 mans, and not touch small scale groups. The current ideas on the table target cast way too large a net and are likely to disrupt people that aren't the target for this nerf.
all this would do is make them break up into groups of lowest # and run together still wont help anything
Artisian0001 wrote: »It's just so odd to read the proposed change and see that of the countless suggestions they are all ignored. 33% is still an insane number for small groups, whereas 5 HoTs might increase the group limit by a single person not affected by this change. On top of the fact that large groups can still spam shields and not be affected. It's so strange that of all the things suggested, this is the updated proposal, it doesn't appease anyone except those that don't understand how the game works.
Large groups can still avoid this with shield stacking, ground hots, etc.
Smaller groups are still heavily affected when echoing was huge in smaller groups.
There are an endless amount of other options. Start it at a group size of 8, and scale it up based on group size.Ex:
5% at 8
10% at 9
15% at 10
20% at 11
25% at 12
These numbers are still huge but they punish only the bigger groups. You can even start it at 6 and have it ramp up by 4% or something.
A lot of people come to another conclusion of allowing only 1 unique HoT in a group and that's great and all but the skill gets completely gutted at the same time. If you want to make it so only 1 of these can be cast in a huge group you would have to change the skill.
Additionally you can do a ramping reduction in healing based on the number of HoTs on a person, this, sadly, can be avoided as well by doing what was previously mentioned.
Regardless, starting at 33% is still too much. If you want people to be happy without upsetting those that actively play in 12 man groups, or multiple 12 man groups, or those in smaller groups, start the number lower and progressively adjust it based on feedback. All players should be okay with a 10% decrease. Changing this to a 15%, then a 20% if needed, can be done within seconds during regular maintenance. Large changes never happen like this in other games and it just reminds me of the period of DoT changes that ruined the game for months.
ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
@ZOS_GinaBruno
To put it bluntly those of us who regularly comment on pvp changes on this forum, are not representative of most of the players who play in pvp. In fact, from what I see many of those who objected to the change are players connected with top level ball groups or small scaler groups. It is largely the same people that had voiced a strong opposition to Vengeance too.
I suggest that you contact the GM:s of some casual guilds and ask them for their view. On PC/EU you could for ex. speak with AD Minions and Decimation Elite. In addition, please check out the zone chat and you will see that many voice their frustration about the top-level groups.
It is exciting to fight large groups of players with a smaller organized group. Still the present power gap is too large and detrimental to a health cyro, the zone chat is good proof of that.
Thus I do think you would see the rational in implementing the change you intended. If it is to much it can be modified later.
@ZOS_GinaBruno
To put it bluntly those of us who regularly comment on pvp changes on this forum, are not representative of most of the players who play in pvp. In fact, from what I see many of those who objected to the change are players connected with top level ball groups or small scaler groups. It is largely the same people that had voiced a strong opposition to Vengeance too.
I suggest that you contact the GM:s of some casual guilds and ask them for their view. On PC/EU you could for ex. speak with AD Minions and Decimation Elite. In addition, please check out the zone chat and you will see that many voice their frustration about the top-level groups.
It is exciting to fight large groups of players with a smaller organized group. Still the present power gap is too large and detrimental to a health cyro, the zone chat is good proof of that.
Thus I do think you would see the rational in implementing the change you intended. If it is to much it can be modified later.
Listening to people who play poorly is a terrible idea. Why listen to players who can only defeat even weaker players with superior numbers? This will lead to a worse gaming experience.
@ZOS_GinaBruno
How will this change work with sets and effects?
1.Major Defile, Minor Defile
2. Jerall Mountains Warchief
6%, 12%, 35%. + 50%(33%)
Does the development team even understand what they are doing? Do they have gaming experience? They know how it works.
Teeba_Shei wrote: »@ZOS_GinaBruno
How will this change work with sets and effects?
1.Major Defile, Minor Defile
2. Jerall Mountains Warchief
6%, 12%, 35%. + 50%(33%)
Does the development team even understand what they are doing? Do they have gaming experience? They know how it works.
Don't forget that oil and meatbags each have a 50% healing debuff that stacks with itself.
Listening to people who play poorly is a terrible idea. Why listen to players who can only defeat even weaker players with superior numbers? This will lead to a worse gaming experience.
"With deprioritized skill, returning player rate was down significantly for 90% of players. The 10% of highest skilled players came back in increased numbers [during the experiment], but in aggregate, we see meaningfully fewer players coming back to the game.... This is a concern for all players, including the top 10%, as if this pattern is allowed to continue, players will exit the game in increased numbers [if skill is deprioritized in matchmaking after the experiment ends, it will cause a negative feedback loop]. Eventually a top 10% player will become a top 20% player, and eventually a top 30% player, until only the very best players remain playing the game. Those original top players will become increasingly likely to not return to the game. Ultimately, this will result in a worse experience for all players, as there will be fewer and fewer players available to play with. "
From "Matchmaking Series: The Role of Skill in Matchmaking" by Activision Publishing, Inc.
https://research.activision.com/publications/2024/07/Call-of-Duty-Matchmaking-Intel-02
The publishers of Call of Duty, a series that makes much more profit than ESO, has determined that making the top 10% happier is not a good idea, because it makes the 90% unlikely to return.
People speak with their feet.