F7sus4 wrote:Both Armor and Spell Resistance values seem to favor Heavy Armor and are quite petty with Light Armor, thus making it worthless choice.
Basically, you can have Heavy Armored Tank with great DPS and Light Armored glass-cannon with no DPS advantage. That's a "fair" balance!
It's definitely a bit odd. Armour and Spell Resistance should be inversely proportional - Heavy giving high Armour, low Resistance, and light giving low Armour and high Resistance.
I did a test. I made a best build i can make with template stuff for funnel mage, 5light, 2heavy destro/resto. Then i changed destro staff to Advancing Yokeda 2H sword + jewelry from same set. The just opened Forward Momentum and Wrecking Blow, and i did MORE damage. Wrecking Blow won by 1K Funnel Health. And this was with wrong build, no stamina points, all magicka enchants and no passives opened in 2H.
Update 6 is provisionally set to go live in the week of 23 Feb.Because I think that Update 6 won't be going live until at least April, so you'll have one or two more switches NA->EU->NA->EU coming.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EricWrobel
Feedback on the loss of stats due to someone deciding that I am "ranged"(PVE).
There has been much talk of ranged players and melee players and how ZOS is possibly thinking it should affect your DPS/other stats (with ranged providing less of X than melee). I'm not sure if this is the approach you are going to take, however this is some feedback
The assumptions that I'm coming across is that people who use staves only play at range(and the inevitable assumption that they are probably magicka players). This isn't correct. There a skill on the Destruction staff which only works if you are in melee range-Ie Impulse.
If any magicka people use the impulse skill at all, then they will play both in melee range and at a longer range. So I don't think that a staff is strictly an "range" weapon, and surely if that's the things are going, then do bows have the same stats(ie DPS/spell power/weapon power?) as staves? ( I don't know if bows have a close range ability like impulse)
And that's assuming that magicka players use staves only..however magicka players could equip any weapon, which may require range(bow), melee(2 hand) or staff(both melee range and long range)
On a side note if I am a destruction staff user in light armor, I am doing well providing DPS and surviving at melee range. Therefore, I do not think that I should be penalised in DPS/protection etc because someone assumed that the weapon I equipped or the class that I am is ranged, and that because of that, I need to do less damage and die easier as I will never be in melee range,experiencing the same risk as someone who is "melee". Personally as a sorcerer using destro staff(both class and weapon assumed to be ranged) I spend a large (if not the majority)amount of time in melee range ie crit surge/impulse/thundering presence combination, since there are more AOE PVE than single target situations in the game (eg typical dungeon). In addition, there could be people using a ranged skill like a melee eg crit surge/lightning flood/thundering presence combination. So if you are going to base stats on dividing your players into ranged or melee, make sure that the division is accurate.(Although I don't see how that would be possible anyway)
SUMMARY
So as long as there is a skill on the weapon/class tree that requires you to be in melee range(example Impulse on Destruction staff, Thundering presence on sorc tree and any similar skills on Bow etc), I don't think it is fair that the weapon/class should be lesser in some way(IE less DPS etc) simply because it is assumed that it is a ranged only weapon/class.
With the way the weapons/classes are now, I think stats should be comparable. However if you are going down the route of"ranged players" have reductions in DPS/protection/stats etc due to the fact that they are assumed to be ranged(and have no risk), then any time they are within melee distance to an enemy they should be getting a bonus,since they are taking the same risks as someone else, and getting less stats as a reward.
And quoting from another thread -I'm still mega confused as to why a staff will provide less spell power than a sword..
Hmmm, another bug fest then. But thanks.Update 6 is provisionally set to go live in the week of 23 Feb.
ZOS_JessicaFolsom wrote: »RDMyers65b14_ESO wrote: »OK, today is 2/9 /15. NA characters tomorrow. Next week EU character copy and does 1.6.x go live in two weeks, such as 2/23 /15?
We are aiming to get Update 6 out on the live megaservers the last week of February, yep. If that changes, we'll let everyone know!
My arguement is that if ZOS indeed want to base certain stats such as DPS etc on Melee Vs Range (which they are not doing, since they said in the Live stream that they want to make all damage per second equal across the classes) then they can't do that fairly or accurately with the game in it's current state.Khivas_Carrick wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EricWrobel
Feedback on the loss of stats due to someone deciding that I am "ranged"(PVE).
There has been much talk of ranged players and melee players and how ZOS is possibly thinking it should affect your DPS/other stats (with ranged providing less of X than melee). I'm not sure if this is the approach you are going to take, however this is some feedback
The assumptions that I'm coming across is that people who use staves only play at range(and the inevitable assumption that they are probably magicka players). This isn't correct. There a skill on the Destruction staff which only works if you are in melee range-Ie Impulse.
If any magicka people use the impulse skill at all, then they will play both in melee range and at a longer range. So I don't think that a staff is strictly an "range" weapon, and surely if that's the things are going, then do bows have the same stats(ie DPS/spell power/weapon power?) as staves? ( I don't know if bows have a close range ability like impulse)
And that's assuming that magicka players use staves only..however magicka players could equip any weapon, which may require range(bow), melee(2 hand) or staff(both melee range and long range)
On a side note if I am a destruction staff user in light armor, I am doing well providing DPS and surviving at melee range. Therefore, I do not think that I should be penalised in DPS/protection etc because someone assumed that the weapon I equipped or the class that I am is ranged, and that because of that, I need to do less damage and die easier as I will never be in melee range,experiencing the same risk as someone who is "melee". Personally as a sorcerer using destro staff(both class and weapon assumed to be ranged) I spend a large (if not the majority)amount of time in melee range ie crit surge/impulse/thundering presence combination, since there are more AOE PVE than single target situations in the game (eg typical dungeon). In addition, there could be people using a ranged skill like a melee eg crit surge/lightning flood/thundering presence combination. So if you are going to base stats on dividing your players into ranged or melee, make sure that the division is accurate.(Although I don't see how that would be possible anyway)
SUMMARY
So as long as there is a skill on the weapon/class tree that requires you to be in melee range(example Impulse on Destruction staff, Thundering presence on sorc tree and any similar skills on Bow etc), I don't think it is fair that the weapon/class should be lesser in some way(IE less DPS etc) simply because it is assumed that it is a ranged only weapon/class.
With the way the weapons/classes are now, I think stats should be comparable. However if you are going down the route of"ranged players" have reductions in DPS/protection/stats etc due to the fact that they are assumed to be ranged(and have no risk), then any time they are within melee distance to an enemy they should be getting a bonus,since they are taking the same risks as someone else, and getting less stats as a reward.
And quoting from another thread -I'm still mega confused as to why a staff will provide less spell power than a sword..
No, not quite. Thundering Presence is a tanky move meant for tanks or melee fighters. Second, impulse is an AoE attack, and a god damn powerful one at that. It's trade off for being so strong is that it's built for a melee approach, usually after a team has grabbed everything up and there's a healer there to save your ass. Or as a tank, a player could easily use impulse to do the aforementioned aggro grabbing.
Basically what I'm saying is your argument is full of holes and is you're using melee stuff as a caster, it's going to be hard.
My arguement is that if ZOS indeed want to base certain stats such as DPS etc on Melee Vs Range (which they are not doing, since they said in the Live stream that they want to make all damage per second equal across the classes) then they can't do that fairly or accurately with the game in it's current state.Khivas_Carrick wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EricWrobel
Feedback on the loss of stats due to someone deciding that I am "ranged"(PVE).
There has been much talk of ranged players and melee players and how ZOS is possibly thinking it should affect your DPS/other stats (with ranged providing less of X than melee). I'm not sure if this is the approach you are going to take, however this is some feedback
The assumptions that I'm coming across is that people who use staves only play at range(and the inevitable assumption that they are probably magicka players). This isn't correct. There a skill on the Destruction staff which only works if you are in melee range-Ie Impulse.
If any magicka people use the impulse skill at all, then they will play both in melee range and at a longer range. So I don't think that a staff is strictly an "range" weapon, and surely if that's the things are going, then do bows have the same stats(ie DPS/spell power/weapon power?) as staves? ( I don't know if bows have a close range ability like impulse)
And that's assuming that magicka players use staves only..however magicka players could equip any weapon, which may require range(bow), melee(2 hand) or staff(both melee range and long range)
On a side note if I am a destruction staff user in light armor, I am doing well providing DPS and surviving at melee range. Therefore, I do not think that I should be penalised in DPS/protection etc because someone assumed that the weapon I equipped or the class that I am is ranged, and that because of that, I need to do less damage and die easier as I will never be in melee range,experiencing the same risk as someone who is "melee". Personally as a sorcerer using destro staff(both class and weapon assumed to be ranged) I spend a large (if not the majority)amount of time in melee range ie crit surge/impulse/thundering presence combination, since there are more AOE PVE than single target situations in the game (eg typical dungeon). In addition, there could be people using a ranged skill like a melee eg crit surge/lightning flood/thundering presence combination. So if you are going to base stats on dividing your players into ranged or melee, make sure that the division is accurate.(Although I don't see how that would be possible anyway)
SUMMARY
So as long as there is a skill on the weapon/class tree that requires you to be in melee range(example Impulse on Destruction staff, Thundering presence on sorc tree and any similar skills on Bow etc), I don't think it is fair that the weapon/class should be lesser in some way(IE less DPS etc) simply because it is assumed that it is a ranged only weapon/class.
With the way the weapons/classes are now, I think stats should be comparable. However if you are going down the route of"ranged players" have reductions in DPS/protection/stats etc due to the fact that they are assumed to be ranged(and have no risk), then any time they are within melee distance to an enemy they should be getting a bonus,since they are taking the same risks as someone else, and getting less stats as a reward.
And quoting from another thread -I'm still mega confused as to why a staff will provide less spell power than a sword..
No, not quite. Thundering Presence is a tanky move meant for tanks or melee fighters. Second, impulse is an AoE attack, and a god damn powerful one at that. It's trade off for being so strong is that it's built for a melee approach, usually after a team has grabbed everything up and there's a healer there to save your ass. Or as a tank, a player could easily use impulse to do the aforementioned aggro grabbing.
Basically what I'm saying is your argument is full of holes and is you're using melee stuff as a caster, it's going to be hard.
Again, until a person's class and weapon and any skill trees they have access to have no close range skills, you can't call them ranged. Conversely, until a person's class,weapon and any skill trees accessed contains no long range spells, you can't call them melee. You don't know what skills people are using so you can't tell them to take a reduction in stats, simply because you assume(basing your assumption on either their class or their weapon) that they play a certain way(whether it is the optimal way or not), and neither can ZOS unless they are really, really strict and limit a player to only have access to ranged or close range abilities but never both, so that they can fairly differentiate who fits in the close range pile and who fits in the long range pile.
Complaint about the crafting writs. My very first Clothier Writ, level 12, is...
Craft 2 Linen shoes, 2 Linen hats and 2 Linen sashes. I got this writ in Davon's Watch in Stonefalls, where jute and hidescraps are the choice materials. Flax and Hide is one province over, Cotton and Leather one further. So I have to wait until I get to end of Deshaan, but more probably Shadowfen before I can gather enough of the materials to make this writ.
Why can't the writ be for the province you're in? Especially the starting writs.
The woodworking writ was making Maple stafs, the blacksmith writ is about making Iron weapons. So why do I have to wait for ages before I can have a slimmer of hope to do the clothing writ?
Agreed, especially after Veil of Blades nerf. And since Soul Tether is equivalent of just 1-1,5 additional Impulse cast (which is just nothing!), what's the point of being able to cast it only 1 time more after 10 minutes of constant potion drinking? Seriously? (12 Ultimates every 45 seconds, so 200 Ultimate = almost 10 minutes). For some 700-ish one-shot damage?! ZOS, please use math, not meth.ztyhurstub17_ESO wrote: »I don't like the "Catalyst" passive at all. I appreciate having something that gives me more ultimate (even if it does only amount to 12 every 45 seconds), but I would rather have something like "Get % of Health back when I drink a potion". Maybe that's just me, but given that Nightblades don't have any strong self heals maybe this would be a good place to put something...
200% agree, it's obvious. No cooldown is a must (even 2 second cooldown would be arguable). Already stated that here.ztyhurstub17_ESO wrote: »For "Transfer" 1 ultimate for a activation of siphon ability every 6 seconds is too long. I feel like the ultimate gain should be increased or the cool down decreased. When I have to get 200 ultimate to drop a whatever morph of the Shadow ultimate I end up using, 10 ultimate per minute (1 ultimate every 6 seconds) doesn't seem like a whole lot of value for a class passive.
The things you have to make for the crafting writs are based on the skillpoints you have invested. If you invest a skillpoint that enables you to make linen items in your Clothier skill-line, that is what you're going to have to make for your writ.
For example, I have my blacksmithing maxed out and was able to craft voidsteel items, yet when I respecced and did not put the points back in, my blacksmithing crafting writ asked for iron items.
In short, it is best not to invest the point in being able to craft, for example, linen items until you are actually willing and able to craft them.
Problem here is, that I haven't put a point in for cotton & leather. I did put one in for flax and hide, but not any further. I couldn't even have done this, because my clothing rank is 7, cotton and leather unlocks at 10.The things you have to make for the crafting writs are based on the skillpoints you have invested. If you invest a skillpoint that enables you to make linen items in your Clothier skill-line, that is what you're going to have to make for your writ.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
For example, a VR14 would be 50 * (50 + 14).