Monthly Combat Update – December 2017

  • Joy_Division
    Joy_Division
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    I like what I saw in the November update. However, I am worried about a lot of what's here.
    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.

    I don't see this as an improvement. If anything, I see this as a step back.

    It seems to me ZoS wants to make cast-time abilities more appealing or at least an option. I'm guessing because we keep saying using them is tantamount to suicide in PvP.

    Take my word from someone who has played a class full of cast times since beta and I swear I speak the truth: I do not want to use abilities with cast times. At all. For many reasons. Not just because they can get interrupted..
    • Combat in this game is faced pace, cast-times are not.
    • You lose weaves, weaves are very important, this kills your DPS
    • It breaks my rhythm.
    • I typically am super snared and that's a no no with destro ultis flying around and even your PvE content that stresses movement.
    • They give my opponent a reprieve and it's a huge telegraph of what I'm going to do next.
    • Just about every cast time skill is inefficient: Crystal Blast, Force Siphon, Blood Alter, Healing Ritual, Dark Flare, etc., all of these skills just aren't very good.
    • If I block or dodge roll, I wasted an global cool-down.
    • I can't block-cast these skills.
    • A good opponent will take the initiative, and will do so even if you add a cool-down to his ability to interrupt

    I am *NOT* going to slot Crystal Blast with the thought process of "Wow, I just got interrupted and stunned. That kind of sucks, but it's ok, now I can get this next Crystal Blast off without fear of being interrupted again!". Because I am probably at half health and about to die from the original stun + opponent damage combo and even if I'm not, all my opponent has to do is dodge or be a Warden or DK.

    I am also concerned that if I bash a rezzer in PvP, then they can just go right back to rezzing without me being able to stop them.

    I'd much rather see cast-time abilities go away.
    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.

    I play a templar. My charge ability is already pretty lackluster. It's intended to be a way I can get my opponents off balance, but because nobody likes cast-times, I never get this effect. My charge ability is expensive, doesn't do very much damage as it is, can't be used if I am rooted, is pretty easy to avoid (it either can be dodged or does nothing to keep the target anywhere near the templar, and is a heck of a lot less desirable than it was at launch (when it was fast and fully functional). If this gets nerfed, I'm going to throw my computer out the window.

    I mean, I play an immobile class with no soft CCs and nothing to root or a mechanic to keep opponents near me. I didn't get the memo that mag sorcs and mag NBs (caveat, with a function Shade spell), and stam builds running around rocks and trees were struggling in Cyrodiil.
    Block cost changes

    Every time this has happened resulted in people who do not abuse block being punished with prohibitively expensive block costs while the perma-blockers are still able to tape down their right mouse button. I guess we'll wait and see if this time is any different, but just a reminder: my class no longer has any actual abilities that I can use to defend myself so block is pretty much the only option.
    Edited by Joy_Division on December 22, 2017 6:52AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • bitels
    bitels
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    [*] Block cost changes
    BATTLE SPIRIT!
    Just pls, dont forget you can put those changes into battle spirit. I know that perma blockers are big problems in PvP, mostly because of the CP (which we can all experience now thanks to CP BG), but there are already problem with lack of tanks in PvE.

    I dont know- maybe add to the battle spirit that every x sec you holding block down it increase cost of it
    Edited by bitels on December 22, 2017 7:19AM
  • SirCritical
    SirCritical
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    Lexxypwns wrote: »
    Don’t wreck mDK with block changes please, I just started enjoying mine again

    Forget well-thought changes, mate, it's about PvP. Zergball opinions vs. smallscale viewpoints. Never will be balanced, they know it, and despite this, they always ruin PvE.
  • InvitationNotFound
    InvitationNotFound
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    Rainraven wrote: »
    Ok. Thanks.
    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:
    • 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
    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.

    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...).
    We want firing off Dark Exchange in the middle of combat to feel awesome... - The Wrobler
    You know you don't have to be here right? - Rich Lambert
    Verrätst du mir deinen Beruf? Ich würde auch gerne mal Annahmen dazu schreiben, wie simple die Aufgaben anderer sind. - Kai Schober

    Addons:
    RdK Group Tool: esoui DE EN FR
    Port to Friend's House: esoui DE EN FR - Library: DE EN
    Yet another Compass: esoui DE EN FR
    Group Buffs: esoui DE EN FR
  • Quantum_V
    Quantum_V
    Class Representative
    Please be careful with mDKs when addressing block. Don’t let new players complain about a mDK being unkillable, it’s most likely an l2p issue at this point.
    Quantum - Magicka DK

    Youtube Channel

  • Rainraven
    Rainraven
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    Eh, never mind. I need a new hobby.
    Edited by Rainraven on December 22, 2017 8:21AM
  • Xsorus
    Xsorus
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    Rainraven wrote: »
    Ok. Thanks.
    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:
    • 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
    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.

    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
  • Fang_of_Lorkhaj
    Fang_of_Lorkhaj
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    @ZOS_GinaBruno when you say chenneled abilities, I sure as hell hope you mean the scaling issue that has been messed up with magplar since "MORROWIND" drop.this seriously needs to be addressed please.
  • InvitationNotFound
    InvitationNotFound
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    Xsorus wrote: »
    Rainraven wrote: »
    Ok. Thanks.
    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:
    • 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
    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.

    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

    All i See here is a complaint against AvA. You are wrong in many points here (btw. not so sure if I read it correctly as it is very painful to read and understand what you wrote. Some punctuation might have helped...) and it simply seems to me that you should just stick to battlegrounds instead of complaining about organized guild groups.

    You are ignoring the fact that there are guilds out there looking for good fights (and by good i mean "even" respectively balanced , it isn't fun for anyone to zerg someone down or being zerged down. if this is a 5vs20 or a 20vs10 is secondary in my opinion as long as both sides are able to enjoy that fight).

    Yet we are stuck in a situation, at least where I play, where you see the whole enemy faction stacking up on one place. It doesn't matter how many of their home keeps are burning. in 90-95% of the cases, all of them show up at only one place. Or at least most of them. Registered enemy count is mostly somewhere between 2 to 5 times as high as our own group size. The only chance of being able to at least get the slightest chance against such masses is group play (and no we don't have a chance with 8 to 16 players against 50+ and it is mostly senseless - and if you have an issue with group sizes from 8 to 16 you've probably bought the wrong game in the first place).

    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.
    We want firing off Dark Exchange in the middle of combat to feel awesome... - The Wrobler
    You know you don't have to be here right? - Rich Lambert
    Verrätst du mir deinen Beruf? Ich würde auch gerne mal Annahmen dazu schreiben, wie simple die Aufgaben anderer sind. - Kai Schober

    Addons:
    RdK Group Tool: esoui DE EN FR
    Port to Friend's House: esoui DE EN FR - Library: DE EN
    Yet another Compass: esoui DE EN FR
    Group Buffs: esoui DE EN FR
  • irstarkey57
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    MagDk needs TLC!
  • rush1776
    rush1776
    Soul Shriven
    Gravord wrote: »
    rush1776 wrote: »
    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?


    if mechanics allowed guilds to have 7 stamina dds they would use it. 3 walls and LL would be enough to provide enough off balance. right now magicka dds are off balance slaves they are not actually dd. most magicka dds use shield on backbar. in some fights some of them dont even use shields to get some more dps. there are only 6 trials learning mechanics isnt that hard. i would love to see magicka dd ignoring poison field mechanics in vso and stand on it :^) ofc if they nerf off balance like they said in previous update stamina dds will go back to trash.
  • Valencer
    Valencer
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    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.

    But it sure sounds like fun to ZOS and their target audience!
  • pieratsos
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    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.
  • Dasovaruilos
    Dasovaruilos
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    The plan outlined here seems reasonable, but I really hope the "no major changes to abilities" bit does not mean that Templar skills, MagWarden in PvE and other things won't be finally fixed/readjusted.

    MagPlars and some percentage damage bonuses will be broken FOR A WHOLE YEAR if they are not fixed next update... We can't have things breaking in one Chapter and waiting for the next Chapter to fix them.

    MagPlar situation is so unbelievable that most people that still insist aren't even using Sweeps or Radiant anymore, since it is a DPS loss.

    MagWarden we all know the deal... I also can't believe they will be left in that state for a whole year. They need to be re balanced next patch.

    I honestly would love for the Devs to just skip one content update cycle and just fix those long standing bugs, or at least focus on the oldest, repeatedly reported ones.

    New content and new systems are nice and all, but not if they have priority over fixing some almost game-breaking bugs/imbalances.
  • InvitationNotFound
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    pieratsos 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.

    You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.

    In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.

    Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.

    And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.
    We want firing off Dark Exchange in the middle of combat to feel awesome... - The Wrobler
    You know you don't have to be here right? - Rich Lambert
    Verrätst du mir deinen Beruf? Ich würde auch gerne mal Annahmen dazu schreiben, wie simple die Aufgaben anderer sind. - Kai Schober

    Addons:
    RdK Group Tool: esoui DE EN FR
    Port to Friend's House: esoui DE EN FR - Library: DE EN
    Yet another Compass: esoui DE EN FR
    Group Buffs: esoui DE EN FR
  • Apache_Kid
    Apache_Kid
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    [quote="ZOS_GinaBruno;d-386186

    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.


    [/quote]

    The one change I actually wanted....

    Edit: Would be nice to see synergies actually work though. Hopefully that pans out.
    Edited by Apache_Kid on December 22, 2017 2:23PM
  • Faunter
    Faunter
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    Update 17
    Update 18
    fresh-prince-500x330.gif
  • Sandman929
    Sandman929
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    pieratsos 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.

    This sounds like you've never been in a group that planned any further than simply accepting the group invite.
  • ZOS_Wrobel
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    @cinbri
    We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.

    @casparian
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    @bohnt
    Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?

    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.

    @davidj8291
    We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.
    Lead Combat Designer
    Eric Wrobel
    Staff Post
  • Qbiken
    Qbiken
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    @ZOS_Wrobel

    Is there any plans on any combat related changes to werewolf´s in future updates/patches?
  • Mustard
    Mustard
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    Remove aoe caps
  • Sandman929
    Sandman929
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    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.

    By doing....something? I imagine, it's something.
  • Rohamad_Ali
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    Wrobel posted . It's a holiday miracle .
  • joaaocaampos
    joaaocaampos
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    @ZOS_Wrobel @ZOS_GinaBruno

    What you two have been talking about two-handed weapons (Two-Handed, Bow, Destruction/Restoration Staff) occupying 2-pieces set? What is the problem with this change? Dual Wield being penalized? Master, Maelstrom and Asylum Weapons? What? What is your opinion?
  • Autumnhart
    Autumnhart
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    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.

    Excellent. Looking at what abilities/casts are shared with whom (and how often) and what kinds of gameplay are rewarded with the juiciest AP might be useful.
    Shadow hide you.
  • bitels
    bitels
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    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.

    So you want to change block cost reduction glyphs for jewelry? So it will be buff for everyone who's not PvP perma blocker or PvE tank?
    Edited by bitels on December 22, 2017 4:31PM
  • Juhasow
    Juhasow
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    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.

    Can we make it more clear please ? You want to reduce base block cost by 20% ?
    Edited by Juhasow on December 22, 2017 4:25PM
  • kojou
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    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:
    • 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
    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.

    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!

    Some things in here make me happy and some make me nervous...
    • Synergy improvements

      I can't wait for this... synergies are such a PITA right now.
    • Updates to cast time and channeled abilities

      I will have to see what the updates are here before I get excited. I don't really like channeled abilities...
    • Block cost changes

      I know this is a big thing for PvP, but please, please, please don't make it affect tanking in PvE.
    • Improvements to off-balance and Heavy Attacks

      This is making me hopeful for my Magicka DK, but Magicka DK will need more than this to get out of the "doghouse" in trials.

    For the other list:

    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:
    • Not enough effective options to deal damage to clustered groups from afar

      I thought that is what siege weapons are for? Are we installing nuclear silos on the keeps too? My personal recommendation is to make siege weapons more effective rather than add something new.
    • Earthgore is too powerful in group vs group battles

      This is probably true, but it's gear that anybody can get... just don't nerf it to uselessness please. It is practically the first healing monster set put in the game that is actually worth running as a healer.
    • Not enough diversity in Ultimate choice

      Can we take the strategy of buffing the "bad" ones instead of nerfing the good skills to make the bad ones more appealing this time?
    • Large groups can have players take on specialized utility roles, reducing counter-play options against them

      Huh? I thought this was intended design. What is the definition of a "large" group? I run a group of 6-8 and we have some specific roles, are we a large group? Maybe the developers could first enlighten us on how they want us to group up, and what the intended group size is? I hate being ran over by a zerg of enemy players 3 times our numbers as much as anybody does, but when I start a group of 6 I know that is a possibility and just accept it. IMO all efforts to try to force smaller groups have failed miserably, and we should just accept that zerging is always going to be a thing. Players that are less skilled and insecure in their abilities are going to run in large numbers for protection and that is actually ok.

      I would actually rather you continue to reward players more for running objective style PvP and less for farming other players. The increase in AP for capturing keeps and resources was a good change IMO, and I hope you keep making changes along that line.

    "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. "

    I hope so.


    On the the concept of an interruption cool down:

    "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."

    As long as we keep this to PvP situations with players I think this is ok, but if this applies to boss mechanics in PvE there are a lot of fights that will have to be revisited (e.g. Nobody wants the "beam" in the second boss fight in VMOL to be uninterruptible).

    It would also help if the developers could provide what strategy they are considering using to accomplish this. Will it have it's own timer? Will if be the same as CC immunity? etc.

    Playing since beta...
  • Autumnhart
    Autumnhart
    ✭✭✭✭
    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:
    • 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
    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.

    Good.

    1. Whatever you add for that will be used by those groups themselves if it's effective.
    2. Yes.
    3. Some class ults need love. Mobile ults add complexity to the fight, I'd even like more of them, but that mobility needs to come with a higher cost.
    4. Cleanse and heals are ok, retreating maneuvers needs adjustment.
    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

    Block cost would be a smaller issue in PVP if other modes of defense were more available and/or attractive. It will be nice to have use of synergies again.

    Thank you for the update.
    Shadow hide you.
  • NiclasFridholm
    NiclasFridholm
    ✭✭✭✭
    @ZOS_Wrobel
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    Finally, ty!!! :smile:
    Tobias Funke - Magplar since forever

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