Feedback on Stealth Damage changes
This is my feedback, coming from someone who has played a Stamina Nightblade (in PvP) since the beta.
Premise:
As a stamina build, you are giving up on heals/dmg shield in order to deal more burst damage and take out your opponents quickly.
With the lack of "stealth opener" skills & things like "combo/action points" or other more complex mechanics which other similar games use for the "rogue/assassin" archetype, the high burst damage is what stamina builds depend on.
Problems:
I do understand the concerns about dying too quick, before you have time to react, but there are ways of fixing this without getting rid of the "rogue" & "assassin" archetypes.
Also, the problem isn't stealth damage only, there are combos such as: Ambush->Surprise Attack->Soul Harvest/Tether which will kill you just as quick, if not quicker. Skills like Silver Shards & Meteor also have the capability of one shotting vampires.
By making the change to sneak damage, the only ones suffering are the stamina builds, ironically.
How to fix it:
This I believe, is simple.
The first step you already made, by making Snipe animation shorter, thus making it impossible to queue up Heavy Attack & Venom Arrow to land at the same time as the Snipe, which is what most people were hit for.
I believe that would've been fine by itself, since it would give the target time to react after the Snipe, before the follow-up shots landed, but it didn't give enough time for the typical zergball to turn around & heal the person who was hit.
Second option which you could make, is simply giving everyone in Cyrodiil more health, thus increasing the it takes to kill (and heal) someone to full health.
This would most likely require some changes to skills that scale off percentage of the max health (perhaps having a cap of how much it can scale for).
Third option would be fixing the Radiant Magelight skill, which reduces stealth damage taken by 50%.
Conclusion:
If the current change to sneak damage is there when 1.5 releases, it will mean that people who enjoyed playing "rogue" or "assassin" archetypes with high burst damage will find out that they are no longer able to pick off targets from big zergs.
This will lead to an exodus of solo PvPers & influx of new zergballs in Cyrodiil, as well as stamina builds having to spec magicka to play effectively in the zerg.
There are already reports of Snipe dealing the same kind of damage as Crystal Fragments.
I urge you to reverse this course of action for the sake of players enjoying the "rogue" and "assassin" archetypes, and encourage you to look at the other options for fixing the "problem".
LonePirate wrote: »...
Gold
I absolutely HATE the changes to the gold drop rate for humanoid mobs. Please back out this change!
bosmern_ESO wrote: »It seems Werewolves will still be at a disadvantage, mainly because they have to stack an ultimate that costs much more than any other ultimate in the game, to only transform into a Wolf for about 2-3 minutes.
I sent a feedback asking for Lycans to have free transformations during the night and allow us to stay in Wolf form during the entire night. It would allow me to actually play as a WW for once!
nightwalkerrobin_ESO wrote: »How about this for a suggestion for the WW.
1. Remove the timer. This really needs to be done anyway, stop limiting us.
2. Make the gift/curse of being a WW similar to just about any lore in any stories. As you gain Ultimate points (regardless of Ultimate slotted), after a set amount of gained points if you are in combat there is a chance that the wolf will take over and you will change. The higher your Ultimate points, the greater the chance. We will have to activate a synergy to stop the change, so if we don't pay attention, well we change. All the while you are in combat and gaining Ultimate points, you may hear Hircine's voice taunting you to accept the wolf. The change lasts until we are out of combat for 2 min. We are forced to change at a Full Moon, but as long as we don't fight, it only lasts for 2 min. (Careful about logging out in a city).
3. Make a quest line for WW only to learn to control the change ability. When the quest line is complete, you can shift whenever you like for as long as you like. This will cancel the forced Full Moon shift, but you will hear Hircine taunt you until the sun rises.
4. With the release of the Justice System, make WW KOS if they change in a city. With the above parts, this could make for some cool play for a solo or even a group.
ZOS_GinaBruno wrote: »Crafting Tutorials
- How did the tutorial feel? Was it easy to follow?
- Were you able to find and complete the certifications with ease? Did you find anything confusing or problematic with them?
ZOS_GinaBruno wrote: »Crafting Writs
- What did you think about the writs? Did everything make sense? Was it fun?
ZOS_GinaBruno wrote: »Crafting Writs
- What did you think about the survey reports?
- Did you feel the frequency in receiving the survey reports was adequate?
- Were you able to easily locate the cache of harvest nodes? Did it feel like a significant payload of resources when you did?