ZOS_GinaBruno wrote: »Hi everyone,
We’re also continuing to work on improving interrupt, including adding a short cooldown to any interrupted ability. We noticed some confusion when we first mentioned this change, so we’d like to clarify: the reasoning behind this change is to add more strategic play when you interrupt another player’s ability, and in turn give players using abilities with a cast time an opportunity to use them against other players who repeatedly use interrupts.
ZOS_GinaBruno wrote: »Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
ZOS_GinaBruno wrote: »Block cost changes
BATTLE SPIRIT!ZOS_GinaBruno wrote: »[*] Block cost changes
Ok. Thanks.ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Good, so somebody is hearing this. Earthgore needs to disappear from Cyrodiil: I'm sure it's nice for some high-intensity PVE situations but it's a terrible idea in PVP, and devastating when stacked. And of course it's stacked.
It'd be nice to see something done about the ability of ball groups to run with constant rapids and endless purges, but please be careful. They aren't the only ones using those tools.
If PVPers had some new things to do in Cyrodiil, that might help a lot.
Anyway, I'm glad the team is thinking about these things. Good luck.
InvitationNotFound wrote: »Ok. Thanks.ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Good, so somebody is hearing this. Earthgore needs to disappear from Cyrodiil: I'm sure it's nice for some high-intensity PVE situations but it's a terrible idea in PVP, and devastating when stacked. And of course it's stacked.
It'd be nice to see something done about the ability of ball groups to run with constant rapids and endless purges, but please be careful. They aren't the only ones using those tools.
If PVPers had some new things to do in Cyrodiil, that might help a lot.
Anyway, I'm glad the team is thinking about these things. Good luck.
Sighs... When i read such posts...
Player are sacrificing their 1vsX skill to perform better in a group and take a role. There is absolutely no issue with that. It is called group play. You know? Playing together as a group. It's like going to a PVE trial with 2 healers, 2 tanks and 8 dds. They have their roles and they play those roles. There's no difference in PVP when you want to actually play as a group and not as some mindless zerglings who just stick to the place where hundreds of players are and it doesn't even matter if you can play or play as a group. Yet, this change has the potential to mess up organized groups (of any skill) in favor of zergs. So tell me, when there are constantly 50+ zerglings (EP on Sotha Sil / PC EU) on a spot, how to you even have the slightest chance to fight them when ZOS thinks they have to take away your tools? Yes right, numbers, so let's zerg more and more.
Sorry, but this change sounds really stupid and seems to come from people who haven't spent a single minute in PVP (or didn't realized they probably should have joined battlegrounds instead...).
InvitationNotFound wrote: »Ok. Thanks.ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Good, so somebody is hearing this. Earthgore needs to disappear from Cyrodiil: I'm sure it's nice for some high-intensity PVE situations but it's a terrible idea in PVP, and devastating when stacked. And of course it's stacked.
It'd be nice to see something done about the ability of ball groups to run with constant rapids and endless purges, but please be careful. They aren't the only ones using those tools.
If PVPers had some new things to do in Cyrodiil, that might help a lot.
Anyway, I'm glad the team is thinking about these things. Good luck.
Sighs... When i read such posts...
Player are sacrificing their 1vsX skill to perform better in a group and take a role. There is absolutely no issue with that. It is called group play. You know? Playing together as a group. It's like going to a PVE trial with 2 healers, 2 tanks and 8 dds. They have their roles and they play those roles. There's no difference in PVP when you want to actually play as a group and not as some mindless zerglings who just stick to the place where hundreds of players are and it doesn't even matter if you can play or play as a group. Yet, this change has the potential to mess up organized groups (of any skill) in favor of zergs. So tell me, when there are constantly 50+ zerglings (EP on Sotha Sil / PC EU) on a spot, how to you even have the slightest chance to fight them when ZOS thinks they have to take away your tools? Yes right, numbers, so let's zerg more and more.
Sorry, but this change sounds really stupid and seems to come from people who haven't spent a single minute in PVP (or didn't realized they probably should have joined battlegrounds instead...).
I keep seeing people say “how are we suppose to fight those 50 man zergs?” When the vast majority of zergballs I see organized guilds running in are zerging down less numbers then them who are usually pugging and then when any resistance shows up they haul ass away to repeat after the bigger zerg leaves.
Use to when groups actually ran small numbers we’d use ambush tactics on the zergs... not in this game where any terrible zerg guild can run around in a big ball and spam healing ults along with destro ult while being backed up by multiple earthgores. Every single time they added something to combat it they either took it away because those groups whined or they added something else to compensate the power loss.
This games pvp will not get better till actual group pvp isn’t ina joke in this game... and right now it’s a joke
Magicka dds should hit harder..
Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?
InvitationNotFound wrote: »Getting rid of group play aspects will very likely force a lot of people to play exactly that zerg style where you have to show up with your whole faction, where only the number of players will matter. doesn't sound like fun to me.
InvitationNotFound wrote: »
You are ignoring the fact that there are guilds out there looking for good fights
InvitationNotFound wrote: »
You are ignoring the fact that there are guilds out there looking for good fights
15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.
There is a fine line between dedicated roles and braindead stupid gameplay.
InvitationNotFound wrote: »
You are ignoring the fact that there are guilds out there looking for good fights
15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.
There is a fine line between dedicated roles and braindead stupid gameplay.
ZOS_Wrobel wrote: »We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.
ZOS_Wrobel wrote: »We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.
ZOS_Wrobel wrote: »
@scipionumatia
Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
ZOS_Wrobel wrote: »Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
ZOS_GinaBruno wrote: »Hi everyone,
First, apologies for the delay in getting this month’s combat update published. We greatly appreciate the amount of constructive feedback you provided in our first combat update last month, and we plan to continue providing regular updates. With that said, we want to be clear that each month may not be as meaty; it depends on where we are in our development cycle. That doesn’t mean we’re doing less work, but just that we’re in more of a polishing phase rather than working on large changes.
Since we posted the November update, we’ve been mainly focusing on fixing bugs (some that you’ve seen in recent incremental patches, but most of are still internal and for Update 17) and doing some work for Update 18, which we aren’t quite ready to discuss yet. We’re still moving full steam ahead with the synergy improvements we talked about last month, which you’ll see when Update 17 hits the PTS. We’re also continuing to work on improving interrupt, including adding a short cooldown to any interrupted ability. We noticed some confusion when we first mentioned this change, so we’d like to clarify: the reasoning behind this change is to add more strategic play when you interrupt another player’s ability, and in turn give players using abilities with a cast time an opportunity to use them against other players who repeatedly use interrupts.
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them
ZOS_GinaBruno wrote: »Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks