I haven't played yet. I want to think about how to spend my skill points, etc. There's the usual sniping back and forth in the official forums with the same people posting over and over that stamina blocking is bad/good since the patch.
If you had a chance to run some dungeons or pvp, how was it?
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Time will tell as is often said. I think in a couple of months the verdict will be in.
I may get the DLC, but I want to wait and see how things go once the dust settles. A lot of people get hysterical when things change, so like Treadworthy said, it may be a good idea to wait and see what kind of consensus if any emerges.
Till then, I will be hanging out in Skyforge, I guess.
If they throw pve content in a pvp zone, its not pve content.
I always wished they would make it an option to enter a Cyrodil that is not pvp. I would love to run around doing all those quests without the constant ganking.
Here we are, after over a year's worth of data mining, and they've come to the conclusion that they have to put the bulk of the reward currency behind a PvP wall in order to get people to participate.
No thanks.
I still like the PvE in the game, but this DLC has almost nothing for me. The upside is that I can cancel my preferred sub and not miss anything I'm interested in.
Many people also thought that this was a cheap quasi-exploit and there has been talk about this in the forums since beta.
The devs have said that they were looking into it for the past year. Many thought that "the fix" when it came, would be that you no longer can cast other things while blocking. But they didn't do that. What they did instead was make it so that your stamina does not regenerate while blocking as it always has until now.
Together with that they also got rid of the extra 15% stamina regen passive that werewolves had while in human form with zero penalty. (i.e. you are not extra vulnerable to poison unless in WW form.) It was not even a passive you had to work for: it was that way from the moment you became a WW whether you ever did anything as a WW or not. So guess what happened? Over time the word got out and almost everyone in the game became a WW for that extra 15% stamina regen.
The other thing they did is that they increased the stamina cost of roll-dodging after the first roll-dodge significantly. This is the stamina equivalent of doing that same thing with the Sorc's Bolt Escape. Both of those things have been a staple of PVP to avoid damage and escape and now they can't be spammed any longer. And this one has negligible PVE impact since spamming those skills in PVE is pretty rare.
So now we have players who were depending on those things for their super stamina regen builds feeling nerfed. And it's not a surprise. They have been upfront about those changes since they first previewed the IC and the core changes that were coming with it..
What you're seeing in the forums is the same people using 2.1 going live to restart their 3 month old campaign against those changes.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
I'm not a pvp fan.
If you have to resort to tricks like this to get people in your pvp areas, that should say something to you.
You'll notice this at the low levels too.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Played the I.C. for 6 hours last night on an alt and ran a 10 man that went around destroying both players and npc's. We earned over 5,000 Tel Var Stones and all ended up in the top 10 of the alliance leaderboard of the main U.S. campaign, not a shock we're usually there at the end of the 30 day mark anyway. While finally having new content in pvp is a plus, there were some really negative negatives.
One, there wasn't the type of lag we've had in the past, there were widespread fps drops when facing large groups of players (25-40) that really gave the upperhand to those with the most numbers, but so did the lag beforehand. Two, the reduction in healing received, damage done, and shields (Battle Spirit Buff)makes for a slower paced combat that really wasn't needed widespread as it was intended to increase ttk (time to kill), but only one class was broken in that manor (Nightblade), with the regular ability to 2-5 hit people and the most op cc in the game (fear). This change has still left nightblades capable of doing the most burst damage and with the detect pot changes, even harder to counter. A more direct change to nightblade damage would of been better, as with these changes people are encouraged to be in larger groups (zergs of 25+) in order to kill things faster. Thirdly, one class has simply been nerfed to infinity, dragonknights, went from being op at launch and needing some base berfs, to having received over a dozen direct nerfs and being almost completely useless. The removal of stamina regen while blocking and the general changes to the Cyrodiil Battle Spirit Buff has made what was already the weakest class, simply only capable of mediocrely tanking and not doing any noticeable damage. The trend to reroll nightblades and sorcerers in 1.6 will now only be stronger, if it was utterly possible.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
I heard also that there is a something of a cd on destro staff elemental ring. Is that true? If so, that's also a good thing in my book. AOE spammers ruin pvp as well.
I didn't like GW2 wvw because of how zergy it is. I hope AVA is not going to become even more zergy than it has been.
I'm also reading that crafted gear sets got nerfed, but I have read conflicting reports on that.
Finally, heard that mobs are tougher. That can be okay, but I wonder (cynically) if that is a way to slow down leveling since VR xp requirements have also been nerfed. Is it a way to boost the sale of xp scrolls or to make combat more fun and engaging?
These are all the questions I have and why I'm still taking a wait and see attitude and waiting till people calm down a bit.
The people that have a lot of complaints on the forums lessen their credibility by repeat posting, even in the same threads, about how they're going to quit and carping on the same thing over and over. That doesn't mean they are wrong. But it does make me take their complaints with a grain of salt waiting for cooler minds to prevail.
I'm back to PVE for a bit, but will do some more playing in the imperial city tomorrow and see how it goes. The best information though will come from vets who spend most of their time in pvp. In the two large guilds I'm in they are enjoying themselves. Some are re rolling because of the stamina changes, but most seem happy.
to the OP, yeah I'm enjoying myself.
The Imperial City is very similar but with two very important difference:
The partial loot PVP and the removal of the capture > clear > PVE in relative safety mechanic turns the IC into something not quite like DF - it's a hell of a lot more dangerous more of the time in there by comparison.
So I can definitely understand where those who say the IC is all about PVP are coming from.
The irony is that while they were deciding whether to allow all alliances into the IC all of the time or gate it through some Cyrodiil objective control, it was the PVErs themselves who were campaigning big time for full access with no gating - a great example of be careful what you ask for.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED