Maverick827 wrote: »I think the only negative a tank can accept is a damage debuff, but that obviously doesn't fit well with Werewolf. I think an entirely new World skill line for tanks (built around trading offense for defense) is the only great solution, but until then, I'd rather not take any more nerfs, especially with the Stamina drought we're seeing on the PTS.Maverick827 wrote: »I agree that it's unfair if there is no reason to be Human anymore, but at the same time, the 15% Stamina regen buff is the only benefit a tank can get from the "World" category of abilities now that the ultimate generation was removed from Blood Rage, which is also unfair.Werewolf
In 1.5 Werewolves get a Stamina regen buff in human form, without suffering any weaknesses. This makes it so that gaining Werewolf with no intention to ever tranform, and/or spend any skill points, is still a buff. There should either be a larger gain together with the poison damage debuff apply in human form as well, or the Stamina regen should only extend to Werewolf form. As it is now, there is no reason to be a human in 1.5.
I'd rather not see this removed unless something is added back to Werewolf (stamina gain on hit?) or an entirely new tank-specific "world" skill is added (Werebear, strains of Vampirism not weak to fire, etc.).
I mean it can stay, in my opinion, as long as they take a hit to something that would make you think twice about it. Reduced magicka regen? I don't know specifically, but you get my point already.
So everyone has to be a Werewolf for a little while to be competitive. Everyone had to be a Vampire to be competitive for a while as well. I don't mind.
tnliverpool wrote: »I agree there is no reason to not be either a Vampire or a WW. I would love to see each (Vamp, WW, and HUMAN) get some passive. WW gets 15% stamina regen and maybe 5-10% max stamina. Vamp gets their regen based on feeding and a flat 5-10% max magicka. Human gets 5% all regen and 5% max all stats.
Not attached to those ideas mind you, but rather just trying demonstrate something that would make your choice more meaningful. Other than RP reasons, there is no reason to be a human in this game.
ZOS_JessicaFolsom wrote: »Thanks for all the incredibly detailed feedback in this thread, folks. We've passed it along to the dev team.
ZOS_JessicaFolsom wrote: »Thanks for all the incredibly detailed feedback in this thread, folks. We've passed it along to the dev team.
Maverick827 wrote: »I agree that it's unfair if there is no reason to be Human anymore, but at the same time, the 15% Stamina regen buff is the only benefit a tank can get from the "World" category of abilities now that the ultimate generation was removed from Blood Rage, which is also unfair.Werewolf
In 1.5 Werewolves get a Stamina regen buff in human form, without suffering any weaknesses. This makes it so that gaining Werewolf with no intention to ever tranform, and/or spend any skill points, is still a buff. There should either be a larger gain together with the poison damage debuff apply in human form as well, or the Stamina regen should only extend to Werewolf form. As it is now, there is no reason to be a human in 1.5.
I'd rather not see this removed unless something is added back to Werewolf (stamina gain on hit?) or an entirely new tank-specific "world" skill is added (Werebear, strains of Vampirism not weak to fire, etc.).
rophez_ESO wrote: »OP: I agree with a lot of points, but there are many other issues not even mentioned. You mentioned wrecking blow hitting really hard in pvp, but neglected to mention you can spam that ability on a Templar and only serve to blow yourself up on his damage shield. Or that it will only serve to deplete a Sorc's damage shield, which he can recast for cheaper than the wrecking blow.
Conclusion
We all share the interest of this games continued success, and this feedback is provided 100% to enhance the game experience for everyone albeit with a large focus on endgame PvE, as that is our focus as a guild.
1.6 is a great opportunity to once and for all correct all the issues that have kept the game good rather than the best. Most of these things should be fairly straightforward but I (as well as many more of our members) will be happy to provide any further feedback and/or clarification here, in PM or on TS. If you need anything further from us, give me a shout and I’ll arrange it.
/ @pppontus
Officer of Sigma Draconis
http://sigmadraconisgaming.com
Harleyquincey wrote: »I have just completed Wayrest Sewers Vet Mode as a Dragonknight Tank alongside fellow Sigmates and to be fair? The current situation is.. well, I think it's the death of each and every PuG out there. I am not ashamed to admit we had about seven wipes in that run, only a few of which due to surprise. But let's take an actual example, like the Bone Colossus mob. That thing is tankier than me - and even by far. Add to that massive ressource management issues (not stamina in my case though, thanks to shield-play enchantments) and a severe lack of DPS and what you end up with is.. a chore.
Doing that dungeon was neither fun, nor rewarding. It was a chore, it was annoying and it made me feel like a complete newbie. Several rounds of DSA vet are easier to tank than one of the bosses of Wayrest (the Ghost one, now insta-killing DPS even if they are positioned correctly).
This is simply not how it should feel - CP isn't supposed to be a punishment is it? This is the second time now ESO is going the way of increasing difficulty significantly with a more than sloppy job (the last time it was simply slapping HP, Stamina and Magicka on mobs, aka "scaling"), this time it's downscaling players.
Oooh @Grasshopper how bout a dreugh wax for me? Afterall you did say you would keep some of what we posted in this thread for future theorycraftingGrasshopper wrote: »Hello I am Grasshopper and I lead a merry band of Theorycrafters on PTS and live, as a Representative of them we would like to thank you for this article.
A Theorycrafters goal is to help a community advance from its current state. We would like to thank you for your contributions to our community and the in depth insight of what other players are thinking of the game currently.
So instead of just a normal post we are sending you 8 Dreugh Wax so you can gold one piece of gear
(Do not expect this kind of stuff often from us we already spend a lot of money on random items for theorycrafting)
Oooh @Grasshopper how bout a dreugh wax for me? Afterall you did say you would keep some of what we posted in this thread for future theorycraftingGrasshopper wrote: »Hello I am Grasshopper and I lead a merry band of Theorycrafters on PTS and live, as a Representative of them we would like to thank you for this article.
A Theorycrafters goal is to help a community advance from its current state. We would like to thank you for your contributions to our community and the in depth insight of what other players are thinking of the game currently.
So instead of just a normal post we are sending you 8 Dreugh Wax so you can gold one piece of gear
(Do not expect this kind of stuff often from us we already spend a lot of money on random items for theorycrafting)
*cheeky* ..hell if you are out of dreugh wax, then just send me a sorc build so I can survive in light armour ( I've discovered hardened ward in PVE but I'm sure sheilds will be nerfed soon due to PVP uproar.)
ZOS_JessicaFolsom wrote: »Thanks for all the incredibly detailed feedback in this thread, folks. We've passed it along to the dev team.
... Exp gains for dungeons (esp final bosses) and trials need gigantic buffs. I really think a vet dungeon should be worth 50-75k exp, a trial 100-125, and sanctum worth an entire CP.
ZOS nerfed 1-50 zone delves bosses XP and drops and put in time lockouts to prevent farming .. I hardly think they'd take a different view on end-game equivalents.Why? as long as the exp is tied to the end boss or completion it's fine. In fact, it'd be a huge boon as it would provide a good reason to do a daily pledge again to help others. If some group wants to spam completion of banished cells to level up, more power to them. They're playing content and likely to need new group members as time goes on.