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Issues With Classes, Weapons, And Other Things

Khivas_Carrick
Khivas_Carrick
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Hey there community, My name is Khivas, Imperial Templar and I uh, I've been reading a number of forum threads and posts detailing what is wrong with the game and what can be done to fix it. That being said, I would like to make a thread that is a collection of such things in a calm, respectful manner for the heads of Zenimax Online Studios to look at. I would ask that you all post here nicely, do not flame, and only either: Link to other threads of this nature that say "Holy crap this is broken please fix" or list in your own respectful, proofread format of what you think is broken and needs to be fixed.

Then share the everliving hell out of this thread.

Why? So ZoS can look at it and know what's going on in their game and realize real friggun fast that it's dying because of their inaction, and they need to step it up and get with the program asap if they want this game to remain an actual success.

To start, I will list the skills in my current employment as a Templar of my particular build, and other issues involving weapon and armor skills, both passive and active.

Starting with.....

Restoring Spirit- Simple fix, but one that would fix the class immensely, and I've thought about this one. Make it do two things; All Dawn's Wrath Abilities restore 2/4% of your Magicka over 5 Seconds, and all uses of Stamina being spent restore 2/4% of the Stamina used up immediately to your Magicka. This will fix pretty much every issue with the Templar's mana restoration issues if they're a Dawn's Wrath User real fast.

Templar Healing In General - Templar healers need more Magicka regen help period. To help with this, I would think of the idea of replacing/adding into one of the current, early stage passives to make it so that not only is your Magicka Recovery increased by X Amount, but to also have each and every Restoring Light spell return Magicka cast to the user instantly. How much is entirely up to you since I'm bad at math but great at ideas, and this seems like a damn fine idea to me.

Balanced Warrior - This is kind of lame, and you know it. Like, it helps, it's great, but it can do a hell of a lot more without being OP. In fact, just a slight tweak such as the following will probably make it perfect and go a long way to fixing Templar DPS: "Increases Armor and Spell Resistance by 150/300 and All Damage Done by 3/6%"

Backlash - By god make this move Instant cast. That's it, at present it works amazingly well in most situations but it's still lack luster in the sense that it takes too long to cast. In PvE this means going for too long to not hit a target, and in PvP it means anyone with a stick or a bow to throw something at you, or worse yet, a charge move, can instantly knock you out and prevent you from doing anything else. It's bad, so either grossly shorten the cast or make it instant, that is all.

Breath Of Life/Honor The Dead - Stupidly strong heal, which is amazing, even for it's expensive magicka cost. What isn't ok, is that one only restores magicka back if the target is below 50% hp. That should be something the move does by default before it's even morphed, and retained after morphinh. For that, a change to Honor The Dead would make it that it restores an additional 50% magicka if used on a target below 50% hp, thus basically it returns the full spell cost at a delayed rate, which would make it balanced in the sense that the enemy can still kill you or your target within that delayed amount of time.

Spear Shards - Make this move work like any other bolt or arrow spell. Now archaic AoE spell aiming system, that's foolish and weak and bad. Just make it so it aims like any other spell and fires off and stuns anything near the highlighted target. Bam, easiest fix one could imagine, aside from maybe upping the damage slightly, but that's just me.

Biting Jabs/Sweeping Strikes - This one is a tad tricky, but also easy. Restore Biting Jabs to how it was before 1.1.2, BUT make Sweeping Strikes (which I don't believe works anyway) to something differently named, and have it do one singular move with all of the damage up front. In other words, it stops being a channeled spell and instead becomes a single strike that still does what Puncturing Strikes did, but in one hit instead of four. This gives players a choice now, which is good because it's a good choice, something you want to do in your design: Higher Crit chance with Biting Jabs, or faster damage output with the newly renamed and redesigned skill?

Reverse Slash - Move itself is actually ok, I would just like to point out that it seems to be a little unresponsive and lags a bit after using it. Any reason why that is? If it's by design, may I suggest you not do that? Also lower the price of it and it's morphs slightly, but only slightly.

Critical Charge - Make it so all versions interrupt and stun a target, all the other charge moves do if I recall correctly. To that end, make Stampede stun longer and make the enemy more susceptible to damage and Critical Rush deal higher damage plus the bonus from the distance traveled.

Cleave - Simply put, increase the damage of the Base Hit and sliiightly increase the shield on Brawler. The other morph is fine for what it's intended for.

Momentum - Momentum is fine, Forward Momentum is fine-ish, Rally is bad-ish. To make these optimal skills, Forward Momentum should remove the snare and heal you at the end, whereas Rally should work on everybody near you, especially with a name like Rally. Also, overall, make the move do more weapon damage when slotted, however much is up in the air at this point, but something worth it like 3-5% extra.

Arcane Fighter/Weapon Enchants In General - All weapon enchants need to proc immediately when hitting an enemy, WITHOUT a cooldown. That's silly, especially how little damage most enchants do. Recharging is fine, but please, PLEASE make it so that every time a weapon with an enchant hits an enemy it goes off. If you do, simply change Arcane Fighter to have a higher damage output on said weapon enchant. Basially, a free Infused effect.

Two Handed Weapon Passives In General - Increase their overall effectiveness minus what I said for Arcane Fighter. It should all scale with Level/Rank and the weapon you're wielding, to which end only Swords do with the 5% extra damage as well as the free mini . Axes should have much higher bleeds and maces should ignore far more armor. The passive skills are lack luster, which is bad and even with the "Cool Factor" factored in, people are being turned off from this weapon type. Additionally, increase the base damage a 2H weapon does. It'll better offset the lack of speed the weapon gets.

Staff Weapons - Nerf them. I rarely actually vote to do nerfs but these weapons are so far ahead of every single weapon skill and even class skills at that. Don't over nerf it, but being it more in line with the other weapon skills.

Stamina Builds And Other Weapon Skills - Stamina is a more used resource than magicka ever will be. It's used in sprinting, blocking, dodging, and attacking, 2 more things than magicka is used for, each with a more narrowed focus at that. In addition to this, stamina based attacks deal less damage than magicka based ones, further invalidating stamina builds. I cannot express to you how bad this is with mere words alone, so I can only hope you become aware of this on your own. When you do, my advice to this would be to make roll dodging free for the first one, then cost a little more stamina with each roll until the player stops rolling after 5 second. Also, lower the stamina cost of every stamina based move and increase the weapon damage of each weapon skill, with sword and board gaining the larger buff and dual wielding and bows receiving a smaller buff. Also lower the base cost of blocking and sprinting. I believe this will help alleviate many symptoms currently plaguing stamina and weapon builds.

Class Balance In General - To be perfectly honest, do not nerf Dragon Knights or Sorcerers, they're fine as is actually. Instead, make minor adjustments to weapon skills as mentioned above and buff Night Blades and Templars, and I think we'll be fine.
Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    Shameless bump. I want people's insight on this, I want you to voice your concerns. Come now people, I know there's something you want to say
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Nickdorlandb16_ESO
    Nickdorlandb16_ESO
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    Fine, nothing is wrong with templar healing class... Lingering ritual more if you are in mana problems and get Warlock accecory set

    Backslash should not be instant, it can do A LOT of sneaky damage.. But reduced cast time of Both Backslash and Darkflare, instead till 1.2 or 1 second

    Class balance aint true, DK are simply OP and they are prolly gonna downscale them at templar level..

    Staff skills nerf ?? Its the only freaking thing that works like it should, instead boost stamina based skills a bit more

    And i agree on spear shards, altough if its done right.. This skill is quite good in PvP
  • Khivas_Carrick
    Khivas_Carrick
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    Read what I said on those two pertaining to staffs and weapon skills. Staffs need to be bought down and weapon skills raised until both are at a happy medium. Similar situation to class balance. Sorcs and dk's are ok, nb and temps need to be raised to the same standard. If everybody runs around a big fight resource starved, nothing is going to get killed. Templar heals need a sight tweak. Not a need or buff, just tweaks.I was noting honor the dead for support dps to use. Backlash and solar flare should at least be lesser cast time, and if instant, lower the damage they do, but I still feel instant is better.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Shaun98ca2
    Shaun98ca2
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    Fine, nothing is wrong with templar healing class... Lingering ritual more if you are in mana problems and get Warlock accecory set

    Backslash should not be instant, it can do A LOT of sneaky damage.. But reduced cast time of Both Backslash and Darkflare, instead till 1.2 or 1 second

    Class balance aint true, DK are simply OP and they are prolly gonna downscale them at templar level..

    Staff skills nerf ?? Its the only freaking thing that works like it should, instead boost stamina based skills a bit more

    And i agree on spear shards, altough if its done right.. This skill is quite good in PvP

    OMG AMEN to you somebody that FINNALY see that DKs (Im gonna add Sorcerers) are gonna get NERFED down to Templar state. Sorcerers TOO.

    I am STILL HIGHLY under the impression these endless Magicka/Stamina pools are gonna completely disappear too.

    Restro Staff will pretty much still keep its Magicka gain at the end of a Heavy Attack as that's needed for all MAIN HEALERS.

    But getting rid of endless resource pools will finally balance out Stamina with Magicka as they are supposed to be.


    Magicka has better burst/damage than Stamina but cant(at least SHOULDNT) sustain.

    Stamina has lower burst/damage but better sustainment as Stamina increases ALL Light/Heavy Attacks including Stamina.

    This creates a HIGHLY balanced game. Right now things are WAY outta whack and they are working on fixing.
  • Khivas_Carrick
    Khivas_Carrick
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    Actually, that would make PvP a living hell. PvP isn't about sustainability in damage, it's about sustainability in life. Outlive your enemy's greatest attacks and you win the battle, i.e healers and tanks. To combat that, you make it so your attacks have immense and dumb powerful burst, thus magicka will beat out stamina everytime if that's the way it's meant to be, and that's bad.

    To be competitive, and thus enjoyable, both need to be viable in everything that's presented to the player. To that end, Stamina needs to be both bursty and sustainable, and magicka needs to do the same, and the difference between victory comes down mostly to player skill and gear, not what resource their build uses.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Shaun98ca2
    Shaun98ca2
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    Actually, that would make PvP a living hell. PvP isn't about sustainability in damage, it's about sustainability in life. Outlive your enemy's greatest attacks and you win the battle, i.e healers and tanks. To combat that, you make it so your attacks have immense and dumb powerful burst, thus magicka will beat out stamina everytime if that's the way it's meant to be, and that's bad.

    To be competitive, and thus enjoyable, both need to be viable in everything that's presented to the player. To that end, Stamina needs to be both bursty and sustainable, and magicka needs to do the same, and the difference between victory comes down mostly to player skill and gear, not what resource their build uses.

    Then to be completive you you'd find a balance between Magicka and Stamina. Just because Stamina doesn't have the same burst/Damage power of Magicka means your opponent will always win.

    Magicka based builds are supposed to run out of burst power fast leaving Stamina builds on top as their Light/Heavy Atttacks will be stronger than a Magicka based build. PLUS the Stamina based build will have the advantage of more survivability as most helpful Magicka abilities aren't based on the total # placed in Magicka.

    BALANCE. Plus THIS pvp isn't meant to be 1v1.
    Edited by Shaun98ca2 on 30 May 2014 05:18
  • Purple_Prophet
    Don't nerf my OP DK! Anyways, I find nothing wrong with staves. Seems to me that they work as intended. I do agree on the 2h perks though, the 5% for swords is good but the other two weapon types are horrible. Bleeding scales bad and the maul passive stays at 80 always. That is garbage after about lvl 20.
    And the world comes to a close once again...
  • Khivas_Carrick
    Khivas_Carrick
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    You're right on the PvP not being 1v1, but I didn't say 1v1 though now did I? Having 40 people face off against another 40 still leaves you with pretty much identical ends, that of trying to blow up the other side first. Moving past that I will say this game's PvP does leave a hell of a lot up the imagination and by god it's dumb amazing, no matter what you play.

    Also, Magicka increases Spell Damage and Healing, so having more magicka does indeed increase the effectiveness of a magicka based character. Stamina also does this for melee and weapon damage, I know, but what Stamina also does is control how you block, sprint, and evade attacks, whereas Magicka is simply destroy all life in front of you then heal for your own. The responsibilities that fall on magicka are far less and due to this they can focus more strongly on annihilation of the enemy, and it is this that makes fierce. What makes them deadly are potions and magicka restoration skills, that allow them to continue doing this, and this is a reason why many are angry at Bolt Escape (allows a magicka user to do what a sprinter can but way better), or anyone with a staff, since the best of the best gain more for everything they do with one stat, while melee has to try and divide multiple skills with one resource or divide it in two between the two resources, never being able to fully optimize ourselves.

    It's hard to face it, but it's quite true that there is a massive hard-on for magic users right now and stamina based players or hybrids are left in the cold.

    EDIT* Staves are working as intended but the problem is they intended them to be too strong without really realizing everything else was too weak. I'm not saying take a dump on them, just scaled them down slightly. Everything about them is near perfect, the only thing making it bad is that the numbers are too high, you know?
    Edited by Khivas_Carrick on 30 May 2014 05:32
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Phantorang
    Phantorang
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    Block - Why does blocking of spells cost Sta, not Mag? Sta based abilities should cost sta to block, magicka bases abilities should cost magicka to block

    Templar healing should be more powerful compared to Resto Staff, atm Resto staff is better in many ways.

    Templar DPS should be just as high as Sorcerer without Pets, there is absolutely no reason for Sorc to do more DPS than Templar. Then we add Pets for sorc, and heal for templar, and then we got balance.
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Purple_Prophet
    Phantorang wrote: »
    Block - Why does blocking of spells cost Sta, not Mag? Sta based abilities should cost sta to block, magicka bases abilities should cost magicka to block

    Templar healing should be more powerful compared to Resto Staff, atm Resto staff is better in many ways.

    Templar DPS should be just as high as Sorcerer without Pets, there is absolutely no reason for Sorc to do more DPS than Templar. Then we add Pets for sorc, and heal for templar, and then we got balance.

    Idk, blocking a fire ball or lightning would take its toll on me. Besides, it does use my magicka as I use Reflective Scales.
    And the world comes to a close once again...
  • Khivas_Carrick
    Khivas_Carrick
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    We uh, don't have balance, that's the problem, but again Sorcs and DK's aren't OP, Templars and Nightblades are just UP. Also, idky but that's not a terrible idea. Another not bad idea somebody else pointed out in another thread is to make it so Staff Skills cost Stamina, but I have a feeling that would cause yet another uproar so I doubt that one would stick.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    Noooot quite the same but I see where you went with that.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Shaun98ca2
    Shaun98ca2
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    You're right on the PvP not being 1v1, but I didn't say 1v1 though now did I? Having 40 people face off against another 40 still leaves you with pretty much identical ends, that of trying to blow up the other side first. Moving past that I will say this game's PvP does leave a hell of a lot up the imagination and by god it's dumb amazing, no matter what you play.

    Also, Magicka increases Spell Damage and Healing, so having more magicka does indeed increase the effectiveness of a magicka based character. Stamina also does this for melee and weapon damage, I know, but what Stamina also does is control how you block, sprint, and evade attacks, whereas Magicka is simply destroy all life in front of you then heal for your own. The responsibilities that fall on magicka are far less and due to this they can focus more strongly on annihilation of the enemy, and it is this that makes fierce. What makes them deadly are potions and magicka restoration skills, that allow them to continue doing this, and this is a reason why many are angry at Bolt Escape (allows a magicka user to do what a sprinter can but way better), or anyone with a staff, since the best of the best gain more for everything they do with one stat, while melee has to try and divide multiple skills with one resource or divide it in two between the two resources, never being able to fully optimize ourselves.

    It's hard to face it, but it's quite true that there is a massive hard-on for magic users right now and stamina based players or hybrids are left in the cold.

    EDIT* Staves are working as intended but the problem is they intended them to be too strong without really realizing everything else was too weak. I'm not saying take a dump on them, just scaled them down slightly. Everything about them is near perfect, the only thing making it bad is that the numbers are too high, you know?

    Well like I said the only way Magicka and Stamina would truly balance to fix the endless pools of Magicka.

    Templar right now would be the only class playing as "intented". We don't have endless supply of Magicka like NB/Sorcerers and somewhat DKs.

    I pray something happens to NB's that brings them in line with Templars and their endless resource pool is changed to ......SOMETHING.
    We uh, don't have balance, that's the problem, but again Sorcs and DK's aren't OP, Templars and Nightblades are just UP. Also, idky but that's not a terrible idea. Another not bad idea somebody else pointed out in another thread is to make it so Staff Skills cost Stamina, but I have a feeling that would cause yet another uproar so I doubt that one would stick.

    IF NB's are "fixed" and not brought up to DK/Sorcerer level expect an incoming NERF.

    The 2 classes are TOTALLY OP BUT certain builds are face rolling fights they shouldn't be able to like say 8 VR mobs at a time or something. Not every build for DK/Sorcerer do this but currently there is something wrong.
  • Khivas_Carrick
    Khivas_Carrick
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    Templar's don't have an endless resource pool, I have no idea where the hell you're getting that from. Sorcs have worse mana management but stronger skills, like their's are literally just better than ours, and DK's actually get a freakish 5% Stamina return on using certain skills with Earthen Heart, which is obscene that we as Templars or Nightblades do not get that, and we're the most dependent on them.

    Again though, Sorcs and DK's aren't so much the issue here, as I said they're fine as is, Templar's and Night Blades need a buff to meet proper expectations, and Staff Weapons, one of two real problems we face is them and their ability to empower any class, but Sorcs and DK's far more than the others, with being able to do things a player should not do, such as Solo Group Content as seen before quite a few times. Lower the respective numbers of Staff weapons without altering how the skill itself functions will correct one half of the problem, and buffing the two lesser classes will correct the second half.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Shaun98ca2
    Shaun98ca2
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    Templar's don't have an endless resource pool, I have no idea where the hell you're getting that from. Sorcs have worse mana management but stronger skills, like their's are literally just better than ours, and DK's actually get a freakish 5% Stamina return on using certain skills with Earthen Heart, which is obscene that we as Templars or Nightblades do not get that, and we're the most dependent on them.

    Again though, Sorcs and DK's aren't so much the issue here, as I said they're fine as is, Templar's and Night Blades need a buff to meet proper expectations, and Staff Weapons, one of two real problems we face is them and their ability to empower any class, but Sorcs and DK's far more than the others, with being able to do things a player should not do, such as Solo Group Content as seen before quite a few times. Lower the respective numbers of Staff weapons without altering how the skill itself functions will correct one half of the problem, and buffing the two lesser classes will correct the second half.

    I never said Templars have an endless resource pool that goes to NB/Sorcerers and somewhat DK.
  • Khivas_Carrick
    Khivas_Carrick
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    Pardon me, I misread what you said, wording was a bit odd to me, that's all, sorry.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
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