andy-717b14a_ESO wrote: »EDIT: First post on the forums~
Unrealistic suggestions:
- Give each weapon skill line an ultimate.
- Remove the class system entirely, replace "Class" with "Magic" and move the existing class skills, passives, and ultimates into the various schools of magic and make every skill their cost magicka (Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration, Shadow Magic)
- Add Thieves Guild and Dark Brotherhood skill lines with ultimates, stamina scaling actives, and passives
- Staff weapon skill lines for other schools of magic (Alteration, Conjuration, Illusion, Mysticism, Shadow Magic)
- Spear weapon skill line; you already have most of the animations in-game to do this, just swap out the aedric spear with weapons
- Hand-To-Hand weapon skill line; I don't see why this wasn't a thing already
- Crossbow weapon skill line; you could even move "Snipe" to this skill line, making bow users more AoE and utility focused and have Crossbows be slower and more powerful
- Reduce the cost of all long duration self buffs and turn them into toggles.
- Remove all RNG from the game; lower values, lower durations, and/or increase cooldowns on some things if needed. This would include all abilities and set effects; i.e make "Blur" a 100% dodge chance for 4 seconds and only allow up to 4 dodges per cast instead of a "20% dodge chance for 20 seconds."
Realistic suggestions:
[Nightblade]
[Path of Darkness] - please replace this skill with something better like you did with Haste. The damage and healing increase for the "Path of Darkness" morphs still leaves this skill lackluster and nonviable. The only way "Twisting Path" can be viable dps currently is if you're damaging multiple targets over the 20 second duration and somehow have them standing inside of the very small AoE, but even then light attacks can do a better job of that. "Refreshing Path" has the lowest healing in the game even after the buffs and suffers the same problems as "Twisting Path" in that it requires you to be standing inside of a small AoE for 20 seconds. Neither of the morphs can reliably compete with any other skill in the game.
[Shadow Veil] (Shadow Passive) - reduce the cost of shadow abilities by 15% instead of "increasing their duration by 15%".
[Agony] - please replace this skill with something better like you did with Haste.
The duration increase for "Agony" still leaves this skill lackluster and nonviable, none of the issues with the skill were even addressed (crap damage for a single target skill, cost is too high, 1.5 second cast time, stun is broken if somebody blows in the general direction of the target afflicted, cannot damage or stun "cc immune" targets). At the moment, the skill is a crappier version of the Dragonknight's "Petrify".
Dual Wield
Overall, please do something with Dual Wield, the amount of redundancy in this skill line is awful, plus there's the fact that half of the skills in the line don't even use your equipped weapons and instead use random throwing knives (the newly added Blade Cloak, although an excellent new skill, adds to this visual annoyance).
[Twin Slashes] - please replace this skill with some more utility. "Twin Slashes" and "Flurry" both serve the same purpose and "Flurry" does it better. There's also the redundancy of unstackable bleeds from axes and this skill, and the fact that bleeds don't even work on most enemies. As to what you should replace it with, I'd suggest an ability that allows you to re-enter stealth while in combat or an invisibility skill. Some sort of additional utility that Dual Wield is seriously lacking in.
[Flurry] - lower the cost and cast time of this ability, make the 6th hit deal the same damage as the rest of the attacks. Treat all 6 strikes as light attacks in terms of animations, damage calculations, ultimate generation, set effects, champion perks, etc. Stabbing forward 6 times with axes and maces doesn't look or feel "right" to me.
[Whirlwind] - increase the stamina regen on "Whirling Blades" and the range on "Steel Tornado" (to 11/12/13/14 meters, preferably). Remove the daggers being thrown in "Steel Tornado" and change the visual effect to just a larger version of "Whirling Blades".
[Blade Cloak] - rename this to "Parry" or something, please stop with all the "blade" usage in Dual Wield. Increase the duration of the buff. Reduce the cooldown in between procs (1.5/1/0.5/0 seconds, preferably) with the "Quick Cloak" morph, on top of the speed bonus. Make the projectile attack for "Deadly Cloak" attack twice and stun its target. Change the appearance of the weapons being thrown to match the ones you're equipping.
[Hidden Blade] - please replace this skill with either another unique attack or additional utility. It's a lackluster ability and deals less damage than the "Deadly Cloak" morph for "Blade Cloak". Maybe a self-buff that adds poison damage to your weapon attacks and slows enemies on hit for 1 second.
EDIT: I'd also like to suggest changing two Alliance War abilities. "Revealing Flare" has a morph that deals damage to enemies but is in the "Support" skills while "Vigor" is a group heal and is in the "Assault" skills. It would make more sense if they were swapped, imo.
Day 2 testing:
RESOURCES -- It kind of feels like, instead of adding a bunch of cool powers with the champion system to make us stronger, you nerfed a lot of stuff and will require us to open up a lot of Champion point skills in order to get back to where we were. Things like block cost, crits, etc. all will require maxing out of the CS lines in order to be where they were at pre-1.6."
Exactly my point of view. Especially, when sub free gaming knocks on the door, we should get more motivitation to play, not less. 400k is much to high, even with enlightment. Will enlightment stay for a full point of a cp? I doubt it. Wrong move.Champion points - 400K xp per point is too high. This will take hours of play time. Enlightenment might decrease this but how it is earned, the rate, etc are not well explained at all.
Between the nerfs of skills, higher cost of blocking, and the 400K per cp, it feels like a step backwards. Players have been asking for a way to progress their characters without a major grind and I don't think it's improved much.
I was more thinking about - you know like the collectibles achievements from creatures/monsters? Something similar to that would make my day, could be a whole page of them with loads of different categories - such as "camping and survival gear" (I already found a tinder kit, and other stuff like I think a water skin that would fit in that category), and "Personal grooming" (I found 2 types of combs), and "Toys" (Found a stuffed guar and a doll). I was thinking along the lines of a new category under collectibles with multiple achievements.
i also think they should not have nerfed the stats we had, it doesn't feel right when we play on PTS
ZOS_GinaBruno wrote: »Champion System
- Do you feel choices and what you focus on are more important?
- How fast are you gaining champion points per hour and/or per day? Does this cadence feel good?
- How is the overall difficulty compared to what’s currently on the Live megaservers?
- Are there things in the system that you are looking forward to?
- Was there anything not worth spending points in?
- How does light, medium, and heavy armor feel now in terms of balance?
- Is the UI easy to navigate?
- Is the UI missing anything that you need? Are you missing critical UI elements while in the Champion UI window?
- Is regular PvE content more difficult?
- How do dungeons (both regular and Veteran) and Trials feel compared to what’s currently on the live megaservers?
- Can you still complete Trial runs?
ZOS_GinaBruno wrote: »Gameplay and Abilities
- Do you like the new abilities, specifically the new class and AvA abilities?
- Do you like the new buff/debuff system?
- Do you think there too many synergies on the screen? Do they feel more useful/powerful?
- Are the synergies more exciting to use now? Do you think there are too many/not enough synergy prompts available?
- How do you feel about the revised AOE caps and new ultimate generation?
ZOS_GinaBruno wrote: »Game Re-balance
- How do Trials and dungeons feel with and without the use of Champion Points?
- How does overall balance feel in instanced areas, especially in Dragonstar Arena?
- How does regular PvE content feel with and without the use of Champion Points?
Khivas_Carrick wrote: »Oh ***! Nearly forgot to mention this, but I noticed that in the patch notes you don't talk about changing the cast time on Uppercut from .8 to 1 second flat, but you did, and it's pretty damn noticeable with these new animations. May want to change that.
The answer is clear.
Critical Surge (base skill): Costs magicka. Critical hits heal you for 65% of damage dealt.
Power Surge (morph): Costs Stamina, Buffs Weapon Power (Major Brutality or whatever the hell), and Critical Hits Heal you for 65% of damage dealt.
Spell Surge (morph): Cost Magicka, Buffs Spell Damage (Major Sorcery), and Critical hits heal you for 65% of damage dealt.
This is the only acceptable solution.
I don't think there'd be any need to reduce the % if they capped it at 6 targets like they said they're doing with all secondary effects.
They do have a unique health bar to show this, but you have to go into the Help system to actually find out what that health bar design means.Was the Justice system clear in what you could and could not do? If not, what was not readily apparent?
Yes, although I did see some people trying to kill guards as it doesn’t explicitly state in game that they are unkillable.
I believe it's segmented into three to correspond to each of the heat levels (Disreputable, Notorious, Fugitive), but it probably could be a bit clearer. Maybe by changing the icon in the middle to something depending on the level, à la Assassin's Creed. (My PTS hasn't finished patching yet; when it has I may be able to make some more suggestions.)HEAT STATUS/BOUNTY TRACKERI’m talking about the thing in the bottom right hand corner that tells you how hot you are.
Ideally I would like to have something like the heat tracker thingy having a label on it..even if its just N for Notorious and then somewhere else that I could click that tells me what Notorious means for my character.
I believe it's segmented into three to correspond to each of the heat levels (Disreputable, Notorious, Fugitive), but it probably could be a bit clearer. Maybe by changing the icon in the middle to something depending on the level, à la Assassin's Creed. (My PTS hasn't finished patching yet; when it has I may be able to make some more suggestions.)HEAT STATUS/BOUNTY TRACKERI’m talking about the thing in the bottom right hand corner that tells you how hot you are.
Ideally I would like to have something like the heat tracker thingy having a label on it..even if its just N for Notorious and then somewhere else that I could click that tells me what Notorious means for my character.
Ahah!! Now they just need to label them or change the gauge to have more than one colour...I'm not suggesting green/yellow/red but at least it would be more meaningful than all red....or something.. I've not seen the Assassin's Creed one but I'm open to anything that makes it a bit easier for people to see what status they are currently in.