over 2 years ago - ZOS_Gilliam - Direct link
Greetings, everyone. We’d like to update you all on where we are at with the PTS feedback we have seen and our plans of action. Firstly, we would like to thank everyone who has taken the time to go through the changes and hop onto the PTS to get hands-on experience before submitting their feedback. The sheer amount of data and in-game application has helped us tremendously to hone in on the problem spaces that the larger sentiments have pointed out, and has also given us a better idea of how to isolate and tackle those problems. Let’s quickly go over the main themes we would like to improve on.

There are three main issues we would like to address with some targeted adjustments in next week’s PTS patch. These mainly pertain to Damage and Healing over Time effects, as we’ve found those have been the focus of the majority of conversations between all types of players. The first is the loss of reactive gameplay with ticking Area of Effect-based abilities, where delayed tick rates make them feel far less reactive to their surroundings and further punish their lack of mobility as such. The second is how the extension of durations on Area of Effect-based abilities actively harms their effectiveness since their power has been stretched out over a longer period, further increasing their risk of targets not staying in the area. The final is how ESO has always been a game about choice, and how global standards can over-define the reality of ability portrayal and can actively harm that idea. Now, let us go over what you are probably really here for – what we are doing to address these points.

We have taken considerable time to go through and better differentiate standards for Damage and Healing over Time effects based on the type of ability it is. In next week’s patch, abilities that stick to a target (such as Fiery Breath or Lightning Form) will retain their longer duration effects, where they take longer to deal damage at an increased rate per cast, but less per second than what’s currently on the Live servers (i.e., all public servers that are not the PTS). Meanwhile, abilities that are bound to a static area, such as Wall of Elements or Spear Shards, will have shorter durations (closer or identical to their current versions on the Live servers) and less Damage per Cast, but more Damage per Second than their “sticky” counterparts. We have also adjusted the cost to be higher than those “sticky” abilities but will still cost less than they currently do on the Live servers. The standard details are as follows:
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[*] “Sticky” over Time effects will retain their initial PTS iteration of 20+ second durations, 2 second frequencies, with .105 coefficient potency per second (their scaling modifier divided by time), and a baseline cost of 135 per second (2700+)
[*] Static over Time effects will return to their original duration of 10-15 second durations, 1 second frequencies, with .14 coefficient potency per second (U35 PTS Combat Feedback & Upcoming Changesdown from .1575 on Live, but up from .105 on PTS), and a baseline cost of 270 per second (2700+)
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It is our hope these new standards better differentiate the gameplay realities these skills have, reinforcing their strengths and weaknesses, while making them easier to engage with in some ways than compared to what’s currently on Live (easier to manage “sticky” effects, and overall, significantly less cost per second drains).

We have also spent more time looking at durations of where certain skills are sourced and are going to give them base line timers that follow a common denominator. For example, Stampede will remain a 15 second effect as Carve’s final duration is 30 seconds, making it easier to create a rotation where you align a ratio of casts to one another. We hope these differing standards allow you to better decide what type of pacing your build utilizes. If you prefer a higher risk and reward playstyle that is more challenging to keep up and manage, you can opt to take Static over Time abilities. Alternatively, if you want easier to utilize and safer skills with less risk, you can choose to use more Sticky over Time abilities, or a blend of both depending on the encounter or build you’re playing against.

After these changes go in next week, we will continue to monitor feedback and act accordingly where deemed necessary, so please continue to provide constructive takes and discussions. Note that we are already planning some additional changes for the Sorcerer and Warden, based on your feedback, that will go on the PTS before Update 35 launches. A friendly reminder that providing data always helps us far more than anecdotal feedback, though both are still welcome. Finally, thank you all for your patience and time in helping up improve upon these areas. May your roads lead to warm sands.