Rescorla_sl
shitlord
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OK guess I'm fine with being ignorant of the reference.He's making a pedophile joke about "CP"
OK guess I'm fine with being ignorant of the reference.He's making a pedophile joke about "CP"
Still too much brown.This could really turn things around for TESO
It will be... forconsoles0_oShould have been 1.0 patch.
I'll probably check this out again on PS4 when / if it becomes a free game with Playstation plus membership.Haven't been able to get on PTS to see for myself but here are some key points I am hearing from guildmates.
- the new animation system completely changed the feel/flow of combat. All the feedback has been positive. Several people saying this is the best thing about the entire patch
- the new Champion Point system looks well designed however there are a lot of complaints on how long it takes to accumulate one CP. People are saying it is taking them anywhere between 4-8 hours to get 1 CP. Considering there are over 3000+ CPs you can spend, at the current rate of accrual it will take a few years of gameplay to completely buy everything. Also, rate of accrual via PVE questing, PVP, PVE grinding (significantly nerfed) not even close to being equal. This was supposed to be a design goal so either something is bugged or there is a major design oversight.
- Justice system is fun with balanced risk vs reward. Someone was able to steal an epic quality item and sell it to a fence for over 3000 gold. After nonstop pilfering for a couple of days, their bounty was pretty high and they screwed up and got arrested by the guards. The game automatically deducted 11000 gold from their inventory.
- some class skills now use stamina instead of magicka. Very controversial change that some people love and some people hate. The people who love it are also the ones saying stamina builds can finally compete with magicka builds.
- the theorycrafters and min-maxers are still digesting all major changes trying to figure out what is going on. In WoW WoD expansion there was a stat squish because the numbers were getting out of hand. Exact opposite in 1.6 with the stats all increased by roughly a magnitude of 10
- Not much info yet on how all the changes are affecting PVP. Some people are saying TTK is lower/quicker now which is 180 degrees opposite of how it was supposed to be. Could be a L2P issue caused by people who haven't adapted to all the changes that were made.
- heavy armor got some major buffs at the expense of light armor and is now viable in both PVP and PVP
- provisioning revamp freed up a lot of inventory space. Keep all your current provisioning mats because the ones that become obsolete can be sold for a lot of gold. A guildmate told me he made 30K in gold from selling obsolete provisioning mats.
- block casting is still in the game which is kinda lame.
- general consensus is that the patch is very stable with no obvious, glaring problems. 2 weeks on PTS should be long enough to test it.
Still no nameplates though, which is a major turnoff for a lot of dedicated PvP players.- general consensus is that the patch is very stable with no obvious, glaring problems. 2 weeks on PTS should be long enough to test it.
Still no nameplates though, which is a major turnoff for a lot of dedicated PvP players.
Fully agree with you both on nameplates.Not to my knowledge.
It's amazing how no nameplates crippled this game. When I talked with their PvP head I told him flat out, "My best hope for this game is that future developers realize how bad of an idea no nameplates are and never try it again."
Yeah basically what they needed to do here was clip the animations based on the GCD and Cool downs of other abilities. It's why there was always inherent unresponsiveness in combat. And it's a flaw within the hero engine. Too bad they didn't do this a year ago when everyone was bitching about it. Better late than never I guess but I honestly wonder who will be coming back to this after their very bad design decisions up front. And seriously, at this point we should just call it "Nameplategate"Those changes don't look bad at all, especially the animation ones. Last time I played the game was 10 months ago therefore I'm not gonna have an educated opinion on combat gameplay changes but from what i've read it looks interesting. If they weren't so much backwards regarding PvP features I'd suscribe to see what the hell is going on. I still loathe their game design decision regarding nameplates. I do get it's design decision regarding "how much some on/off option affects gameplay" but nowadays I think it's plain stupid to play the "we don't want players to be ostracized on some game feature" card. It's PvP, if you can't handle your character's death, just stick along with Guild Wars 2's anonymous WvW.
3 strikes and you are out.Yeah basically what they needed to do here was clip the animations based on the GCD and Cool downs of other abilities. It's why there was always inherent unresponsiveness in combat. And it's a flaw within the hero engine. Too bad they didn't do this a year ago when everyone was bitching about it. Better late than never I guess but I honestly wonder who will be coming back to this after their very bad design decisions up front. And seriously, at this point we should just call it "Nameplategate"
With that said I am sure console will do well since all those people will simply see "Elder Scrolls" and equate it with Skyrim.
Since you actually played the game, your opinion is at least based on experience. What exactly are you saying was supposed to be fixed months ago? ZOS has officially come out and said that animation cancelling was not intended but they are not going to make any code changes to prevent it. A lot of players have complained about block casting but AFAIK there are no intentions on removing it. What I have read they are doing now when you blockcast is that it will deplete your stamina bar a lot faster so you can only do it for a short time.Let's not jump to the pitchfork so quickly on this one.
Animation canceling with shield bash while block casting multiplied my nightshades instant cast dps output by like 150% or something stupid in melee range. It was supposed to be fixed months ago.
Whether or not they used the actual hero engine isn't the point. The fact that they modeled their current engine after hero engine is enough to put the dreaded double-pump replicated feel into ESO. So Ut does have a point there although you can argue semantics over it because it wasn't worded the best way.
Whatever the case may be, ESO's combat isn't fluid and has tons of holes in it's base system. Mashing a key stutter casts, Bash canceling, block casting, additional delay on CC based on server latency. The list goes on.