Kickimanjaro wrote: »here's a crazy thought: since so much of the talk on HoT stacking is basically about echoing vigor, and that's so great rn because it's stamina based and two casts can hit the whole group, what if echoing vigor instead cost magicka? it would be prevented in negates and maybe scale differently?
I'm much more interested in actually fixing balance with the same skills in both PvE and PvP rather than creating an entirely different game for PvP. I want this because, as primarily a PvP player, I don't want to be completely clueless when I try to play PvE content. I like that PvP requires knowledge of the game, abilities, and gear, and I want that knowledge to be applicable elsewhere.MincMincMinc wrote: »Yes removing pvp heal stacking would be a good solution and could even help performance by culling ticks and subsequent procs. Diversity wise it also gives a reason for everyone to not run the same skills too. Like how back in the day youd have people running mutagen or rapid regen. Now adays for most skills we only see people run the obviously better morph. In todays copy/paste subclassing reality we could use literally any reason to branch out from the meta
While I'm not fully convinced that just removing all heal stacking in PvP is the fix, I agree with everything else here. We need more diversity in builds.
ideally pve and pvp builds should be the same. The problem is that the ESO group content model doesnt support this. If eso is to survive its worth thinking about adding group content that incentivises well rounded builds ( like pvp does) while still maintaining a group-centric theme. There are ways to do this and ive thought it was critical for a long time as we see demand for raid like content diminish in games like wow and others. Players wants are changing and you have to change with
them or dissappear.
MincMincMinc wrote: »Kickimanjaro wrote: »here's a crazy thought: since so much of the talk on HoT stacking is basically about echoing vigor, and that's so great rn because it's stamina based and two casts can hit the whole group, what if echoing vigor instead cost magicka? it would be prevented in negates and maybe scale differently?
I'm much more interested in actually fixing balance with the same skills in both PvE and PvP rather than creating an entirely different game for PvP. I want this because, as primarily a PvP player, I don't want to be completely clueless when I try to play PvE content. I like that PvP requires knowledge of the game, abilities, and gear, and I want that knowledge to be applicable elsewhere.MincMincMinc wrote: »Yes removing pvp heal stacking would be a good solution and could even help performance by culling ticks and subsequent procs. Diversity wise it also gives a reason for everyone to not run the same skills too. Like how back in the day youd have people running mutagen or rapid regen. Now adays for most skills we only see people run the obviously better morph. In todays copy/paste subclassing reality we could use literally any reason to branch out from the meta
While I'm not fully convinced that just removing all heal stacking in PvP is the fix, I agree with everything else here. We need more diversity in builds.
ideally pve and pvp builds should be the same. The problem is that the ESO group content model doesnt support this. If eso is to survive its worth thinking about adding group content that incentivises well rounded builds ( like pvp does) while still maintaining a group-centric theme. There are ways to do this and ive thought it was critical for a long time as we see demand for raid like content diminish in games like wow and others. Players wants are changing and you have to change with
them or dissappear.
This has always been zos's intention, but let me know at what point you could take an endgame build that runs between pve and pvp. Its just never really been viable. Even simply because of the need for impen in pvp, yet its useless in pve. Even stats dont operate the same. mobs only have a certain amount of resits whereas in pvp they vary between player. Resists also convert differently meaning how important pen compares to WD differs between pve and pvp.
in pve you dont have groups of players fully immune running you down with the equivalent of 70k hp+shields while spamming aoe pulls and charms/root/70%snare.
The combat is not even close to the point it is practically a different game. There was more crossover originally like how most mobs would do similar skills. Some mobs would do the old uppercut long charge into a knockup. This taught new players the pvp counterplay even before pvping. This form of teaching doesnt exist to help players transition into pvp from pve.