WreckfulAbandon wrote: »WreckfulAbandon wrote: »joshdm2001_ESO wrote: »Emma_Eunjung wrote: »
NBs are by far the strongest class in PvP right now. Why do you think 95% of sewer gankers are Nightblades? The only thing these guys need more than a nerf is a BAN for griefing everybody else!
First one....in Ps4, the number of sewers gankers is the same for all classes....because become hidden when crouch are available for all....
Second one, be a ganker not means be strong....means be a moth%r Fu#k&"rs
Third one, gankers are crap but....is illegal? i don't think so.... then ... a ban? are you seriously?
If you are ganked....come back, kill him, and do some tbag.....that is so much better than a ban.....at least...it's more fun
Being a ganker doesn't make you the strongest class in PvP. I would argue sorcs are the strongest. They have Insane shield stacking, mobility, insane range damage, and can heal. Lets looks at all the classes and see what they get:
SORCs
Shields
Mobility
DPS
Heals
NB
Mobility
DPS
Heals
DK
Heals
Shields/Armor Mitigation
DPS (Some may say otherwise)
Templar
Heals
Shields
DPS (Some may say otherwise)
Clearly, Sorcs are the only class that accelerate and have access to all 4 categories without sacrificing too much. Sorcs are easy mode. I saw a sorc tank and kill 8 players in sewers by kiting a sewer boss back and forth through them while absorbing the damage from both the players and the boss. Eventually, he and the boss killed them all off. All he was doing was shield stacking, weaving in attacks, and healing...
Have you lost your mind.
what about
NB
CC ability
continued dodge role
passive dodge
continued CC break
Vigor
wow dude just wow
Ok every class has CC, CC break, Vigor, can have passive dodge with Evasion, dunno what "continued dodge roll" even means, all stamina classes can do that.
NB's have high burst and fear, that's probably what you really meant, right? Well they also are a high risk, high reward class, they have to get in close to get their kills and as most competent players know, they are usually quite squishy and fold pretty fast if their burst fails.
IF their burst fails, you are usually dead within 1.5 seconds if you get hit off your horse or get hit from a ganker nb. Their burst rarley, if ever, fails. NBs either need to be seriously toned down, or DKs and Templars need to be severely buffed. The shields on dks are just pathetic atm.
Everyone gets killed if knocked off their horse by a competent player, DK's can oneshot you off your horse.
Surviving a gank attempt really isn't too terrible in 1.7 if you are built well and know what you're doing and NOT on your horse. If you're a glass cannon, you're probably gonna get ganked though.
You're right about DK and Temp class shields, they're a joke atm and need to be looked at. I get that major mending is great but DK's are supposed to be a fighter, in your face melee class and currently don't have the shield strength or class melee abilities to support this description. Whip should hit a bit harder IMO.
Before looking at specific skills I think some fundamentals need to be revised first..
(I'm sure some of this is just a repeat of what others have said time and time again)
1. Add a soft cap to damage. People are melting tanky builds in PVP again. This has become a game of who has highest damage and I hate the play style offence is your best defense. Can't cap defense and leave offence unrestricted.
2. Damage and healing should be mutually exclusive. Want to be a glass cannon damage dealer? You shouldn't get uber strong healing. There have to be repercussions with putting all your eggs in one basket. Have ability damage scale off weapon or spell damage. Have utility and healing scale off of associated resource pool. Don't scale everything off both resource and s/w damage.
3. Fix CC immunity and the ability to chain CC. Lengthen CC immunity, there is too much (and broken) CC in this game right now.
4. Add cool downs to abilities that are considered nukes (I'm looking at you WB, CF, etc..). Or increase the cost of spamming. Or decrease their effectiveness if spammed (damage penalties).
5. Make blocking viable again. Even with a high recovery build blocking in PVP just drains your stamina pool too quickly.
6. Make heavy armor viable!
Good points, however I want to comment on a few. A lack of cooldowns are one of the things that drew people to this game, adding them would not go over well. Making heavy armor/blocking more valuable to fight against the insane damage meta we have is something I hope no one would be against.
But the best point I see is #2. How ZOS thinks they can have a game where you get more powerful skills by pouring points into the maximum resource sizes, but also be able to have builds that don't rely on gaining very high levels of both resources and damage is beyond me. This is something that should be a thing, else all the high damage builds will always have the best survivability, and anyone who doesn't stack everything to one damage type ends up gimping themselves (ie, hybrid builds) and ends up maintaining the meta that's running.
Also, @Essiaga, thank you for again giving your perspective.
If you really feel that ZOS's original design of 'any class any role, just how they do their roles is different' is not possible then sure, we can accept sorc's taking a hit in their shields so long as templars and dk's maintain their roles of healers and tanks, meaning if anything they would take hits to damage output. Not something the community would agree on, and better to try to go for the original design where classes are different methods of getting things done, not locks in what you can do.Templar
Radial Sweep - add execute to one of the morphs (get rid of other RD for all I care.) that could prove very useful
Rune Focus - Add Protection buff to reduce damage while standing still. like the idea of encouraging a class not designed for mobility to stay still and be rewarded
Solar Barrage - Maim debuff to reduce enemy damage in rune.
Sun Shield - have be based on magicka or health around 20%ish, and adjust so that it's not a calculation night mare in PVP. One more magicka, other stamina.
Backlash - add anti-Stealth like Piercing Mark. Not a fan of zos giving the best anti-nb skill to nb's so this would be welcome to me and likely both of my templars would likely try it at least
I'd like to see Toppling charge get Evasion. Might be a bit much.
I have several stam morphs i like to see as well including Charge, Shield, and Ritual.
These things, and toppling charge are points where templars can be improved. The thread about magicka templars not having luck killing magicka sorcs revolves around templars not having a reliable method to get the burst needed to down shield users, and that charge is bugged to heck and back. If charge worked properly I could see templars being a great class to counter sorcs (eclypse to counter a burst rotation, toppling to chase the sorc with a magicka charge that has knock down, exc.), but that comes down to the delay in these bug fixes and balance passes.
If it weren't for how ZOS has handled the balance passes and bug fixes I don't think many of these threads would be coming up. I just feel that the frustration comes from ZOS leaving this meta sit for as long as it has and that people are bent on just seeing the classes that have frustrated them nerfed. Guess all we can hope for is the theives guild dlc swooping in and saving the day without making a new, even more frustrating meta in its wake.
Metemsycosis wrote: »Re: shield stacking. It's fine the way it is, but I'd like to see a shield debuff skill at some point. A poison pot or the like.
Reduce the effectiveness of shields by x %.
Win.
Maybe magic shields can be held for too long, relative to other options. bone shield could be changed to remain as long as annulment, for example.
I noticed that in the open world sorcs have trouble 1vs x competent players who know how to drain stamina, and there isn't one class I haven't witnessed drawing the attention of like five to ten people and living for a little while. Temps with endless elusive mists and breaths of life. Purging warding blurring nbs or vigor cloaking stamblades. Dks that have 99.99% damage mitigation, or so it seemed to me. Let sorcs have their shields. This isn't mortal kombat and I think sorcs are vulnerable in every other context besides solo one vs one type of play. Watched a few duels that changed my mind about that too. (Stam dk)
I think Templars are strong. Both varieties. you know when they're missing from the battlefield and they are always a priority target. Who used binding javelin for damage ? They have sweeps magicka snipe and soul assault with a magicka cost. Buff their shield. Buff class crit resistance. Make templar tanking more viable. I'm convinced the dps is fine.
magicka dks with slightly stronger whip would be good. DK shields should be relevant.
please leave teleport strike alone. Nbs are all about welltimed aggression, which is most effective when relentless. You're not supposed to escape a nb very easily.
I also think wrecking blow should cost more when you miss with it, and keep it the same otherwise. It's a beautifully scary skill.
I want variable detect pots. Farther range shorter duration, shorter range longer duration or whatever.
I want detonation to be assault level two and come with a stam morph, as well.
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
I agree with the spirit of your comment, but I think there is a fundamental problem with the way magicka sorcs (and magicka nightblades to a lesser extent) are designed at the moment. The only reason to have a class system at all is to create a system of strengths and weaknesses wherein group play is a complex game of rock-paper-scissors. This intent fails utterly when some classes are given all of the advantageous gameplay tools while suffering no weaknesses.
If we are going to have a class system, it needs to force the player to build very strongly for one category, be decent in another category, but be pretty bad at the third/fourth. In this game, I think those broad categories are damage output, damage mitigation, mobility, and self-healing.
Magicka sorcs, the greatest offenders, truly have it all. Without much effort, they can be built for maximum damage, maximum mitigation, maximum mobility, and very good self-healing. This is terrible game design, and I can't believe the developers don't have a better handle on this and that they have been silent for SO friggin' long.
I'm not calling for explicit nerfs, but a comprehensive balancing does need to take place. Shield-stacking is the obvious place start and some very good ideas have been put forth. I also believe strongly that self-healing across the board is too powerful and needs to be addressed.This is an MMO afterall and there should be a need to run healers in groups.
Millerman34n wrote: »If u nerf sorc's u will see even more Stan nb's!!!!!! Uhhhh I don't know how to beat sorc's ... So let's make it so shields don't stack and healing ward is terrible!!! Other than you hate for sorc's and Majica builds in general I agree.
Edgar_Baerland wrote: »@Solariken
Well, you make a convincing argument sir.
The main reason I shy away from nerfs, is because in general I don't like the idea of any one of the classes getting screwed. A game where every class is strong and competitive is just SO much more fun and interesting to play. The last thing I'd want is for Temps and DKs to get buffed and sorcs and NBs get cut down. To me that's just as bad as the way things are now (even though I'm a Temp through and through)
Though I think Sorcs, in all honesty could stand to be toned down slightly in one area, like you said. Shield stacking is the most obvious one; let sorcs stay mobile, powerful, with some self heals, but remove the ability to just pop up insane amounts of temporary health. If I were a sorc I'd think my class should stay very strong and crafty, but have to be tactical in playing keep-away and outmaneuvering opponents. spamming hardened ward is a little ridic, especially given that the templar equivalent (sun shield) got utterly crippled to uselessness.
Been this way from the beginning. Nothing to be surprised about.Ragnaroek93 wrote: »I'm pretty sure there will be a lot of QQ after DK gets buffed.
Ragnaroek93 wrote: »Please stop this madness calling for nerfs here and buffs there. The game is very complicated and NO ONE can actually balance it by saying do this 20 changes and the game will be fine because it won't be. The best thing ZOS can do is to ignore all this nonsense which is even worse than broscience and balance with the help of statistics. We need a PvP Arena for that so ZOS can take a look on the statistic and if a class is far below 50% winrate it should be buffed in slow steps and not by reworking all 4 classes at the same time.
And the next thing is Dragonknight. I'm getting asked why I am wasting my time by leveling a Dragonknight and I should please delete that moronic class because they heard from someone that Dragonknights are useless. What the hell am I missing? In my opinion Dragonknights are extremely strong (on Stamina) and I would prefer my Dragonknight over my OP faceroll Nightblade if she would have vigor yet. I'm pretty sure there will be a lot of QQ after DK gets buffed.
WreckfulAbandon wrote: »Ragnaroek93 wrote: »Please stop this madness calling for nerfs here and buffs there. The game is very complicated and NO ONE can actually balance it by saying do this 20 changes and the game will be fine because it won't be. The best thing ZOS can do is to ignore all this nonsense which is even worse than broscience and balance with the help of statistics. We need a PvP Arena for that so ZOS can take a look on the statistic and if a class is far below 50% winrate it should be buffed in slow steps and not by reworking all 4 classes at the same time.
And the next thing is Dragonknight. I'm getting asked why I am wasting my time by leveling a Dragonknight and I should please delete that moronic class because they heard from someone that Dragonknights are useless. What the hell am I missing? In my opinion Dragonknights are extremely strong (on Stamina) and I would prefer my Dragonknight over my OP faceroll Nightblade if she would have vigor yet. I'm pretty sure there will be a lot of QQ after DK gets buffed.
You're right about the whole "slow steps" thing with regards to changes, but I have some bad news for you...
Unless the way PvP changes are implemented is changed to one that slowly tweaks skills in a meta (as opposed to blowing up the old meta and replacing it a couple of times a year) these threads will always happen, since sadly there is very little transparency with how PvP changes are made.
I know I'm not the only one wondering what this "class rebalance" is going to entail so that's why I made this thread, and despite plenty of good points being made and a nice discussion going on, we still haven't been graced with a single nod by anyone who works on this game. It's pretty frustrating and a little disheartening.
I'll support this game for as long as I'm able, it is a great game and I love the Elder Scrolls series, but I'm just worried that once again an update is going to eradicate certain playstyles. If some of my proposed changes seem a little heavy-handed, it's to save something worse from being nerfed: I believe Cloak should get no nerf whatsoever so I focused on synergies with Cloak and stealth in general, same principle with Hardened Ward, etc.
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
I agree with the spirit of your comment, but I think there is a fundamental problem with the way magicka sorcs (and magicka nightblades to a lesser extent) are designed at the moment. The only reason to have a class system at all is to create a system of strengths and weaknesses wherein group play is a complex game of rock-paper-scissors. This intent fails utterly when some classes are given all of the advantageous gameplay tools while suffering no weaknesses.
If we are going to have a class system, it needs to force the player to build very strongly for one category, be decent in another category, but be pretty bad at the third/fourth. In this game, I think those broad categories are damage output, damage mitigation, mobility, and self-healing.
Magicka sorcs, the greatest offenders, truly have it all. Without much effort, they can be built for maximum damage, maximum mitigation, maximum mobility, and very good self-healing. This is terrible game design, and I can't believe the developers don't have a better handle on this and that they have been silent for SO friggin' long.
I'm not calling for explicit nerfs, but a comprehensive balancing does need to take place. Shield-stacking is the obvious place start and some very good ideas have been put forth. I also believe strongly that self-healing across the board is too powerful and needs to be addressed.This is an MMO afterall and there should be a need to run healers in groups.
Totally agree ... until the 2 last sentence and it might just be the way I'm reading it. I'm reading this as dedicated healer or dedicated healing class and I think we can get away from that as ZOS has tried and failed to do. The issue becomes the tools in your tool box and crappy class balance. I'd actually love to see only self heals and no group heals in class. Resto Staff would be the group heals and be based purely on level so no class out shines the other. (Play your way.) I'd also love if the Resto Staff could not be used in PVP and other non-class heals were removed.
Dungeons used to require everyone self heal and/or mitigate damage for themselves (Dragon blood, Ward, Siphon Skills) because even a Templar couldn't burst heal a group through. Of course Templars HAD to be dedicated healers because of BOL and the fact that its a group heal. Now its all about min/maxing. If someone dies its the healers fault. If the Boss agros on DPS its the tanks fault. Keep yourself alive and expect random crap to happen.
Dungeons could be more about over coming odds rather then learning mechanics and min/maxing. We have groups wipe because dps doesn't want to ruin their rotation to mitigate or even rez for Wrobel's sake. Still the healers fault though. Look at IC and Ors Walking/World Bosses. Best thing ZOS has done since launch. Random stuff killing random people despite tanking and if you die its on you. Its like they were placed there from a better game. Hope that is what the future of ESO looks like. My only complaint is the damage was a bit high last I bothered with either. BOL doesn't help when you get hit with a 40k one shot.
Trials could still be mechanics driven, as of course is tradition. Some people really enjoy mastering that stuff. No need to take it way.
Look at VMA. DPS wins ... Tanks and Heals go find a DSA group for your V14 Masters drops, with all the DPS farming VMA. Better yet. Just respec DPS. Frankly I think leader boards rewards ruin games. ("Zerg harder ... I'm pushing Emp!" "You must have xxxxxxx DPS to join our Group." "1 tank in a 12 man Trial.") They kill the "play your way" concept. No gear should be locked behind solo content when the game is so unbalanced. Its just perpetuating the DPS FTW!! meta.
Endless progression means sheet gets easy and then we complain there's no challenge. Others are just happy to 1 shot kill everything and see no reason why they shouldn't just win, even in PVP. So we get lots of Sorcs and NBs. Not saying all Sorcs and NB, but there are those that roll a new toon to be OP when the "balance updates" come. There's a lot of dusty DKs out there.
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
I understand the fear of the nerf bat, but I don't understand why the playerbase is always so unwilling to even discuss design adjustments that may tone down the effectiveness of certain builds. The philosophy of "NO NERFS, ONLY BUFFS TO OTHER CLASSES" is not sustainable because eventually every class will become homogeneous, being excellent at everything and having no weakness. See my other posts about class design and the necessity of rock-paper-scissors.
DKs and Templars need buffs/changes because ZOS has (probably unknowingly) forced the intended gameplay of these classes to become obsolete (tanking and sustained DPS especially).
Sorcerers and Nightblades are extremely well-designed in gameplay at this point, but both need very slight adjustments to keep them within the bounds of their design. Neither should be excellent at damage soaking when they are built for burst and escape/mobility.
I've already suggested that active damage shields need a complete overhaul across the board. Obviously this will affect magicka Sorcs and NBs the most but it is completely necessary. There are great suggestions floating around the forums regarding how shields scale, what the strengths/weaknesses should be, and alternatives to shield stacking in general.
Additionally, it doesn't make any sense that stacking magicka increases damage output, shield strength, and self-healing together. There needs to be a choice between building for one category at the expense of the others. There are great suggestions about these as well, such as using health to scale shields.
I welcome nerfs and balance changes when they are justified, but ZOS ABSOLUTELY MUST STOP making massive amounts of balance changes to every class all at once. They always end up doing just as much harm as good. They need to be addressing class balance in an incremental fashion AT LEAST monthly.
Corellon Thromorin wrote: »We should compile the threads ZOS should ignore. Let's start with this one on the list.
Edgar_Baerland wrote: »I wouldn't want to nerf Sorc/NB. That's counter-intuitive.
Templar and DK just need to be buffed to be on the same level. PVP isn't interesting when 2/4 classes dominate the other two.
Obviously, there are a few exceptional templars and DK's. But PVP isn't about the top 5% of players. Great players with elite gear are going to find ways to excel at whatever class they play. PVP is about having the game be competitive for your casual-to-competitive players.
I can't speak too much to DK but playing a PVP Templar is basically saying I love puncturing sweeps, because its the only thing we have to keep us relevant/in a fight. And it's very, very hard to beat any player with a brain who knows what your one main method of attack. Outside of that we can heal ourselves until someone else shows up or we can throw down a few utility skills. Stamplars obviously struggle on the whole because they're basically melee glass cannons with poor healing.
Mag temp is the only way to go, and the only ranged class skill that's useful regularly is darkflare, and its dodgeable, interruptible, and has a huge cast time.
The best skill/most class defining skill templars have (and people might raise their eyebrows at this) is eclipse. It's an aggressive counter to spellcasters that allows a window for us to go on the offensive. Problem is its EXTREMELY easy to counter if the player is paying attention. The best use of it honestly, is waiting for a sorc to almost finish frags and pop it on them so it fires back. even then you won't have enough time to take them down before they bolt away.
again. WE SHOULD NOT BE LOOKING TO NERF SORC/NB. We should be looking on how to improve Temp/DK
I understand the fear of the nerf bat, but I don't understand why the playerbase is always so unwilling to even discuss design adjustments that may tone down the effectiveness of certain builds. The philosophy of "NO NERFS, ONLY BUFFS TO OTHER CLASSES" is not sustainable because eventually every class will become homogeneous, being excellent at everything and having no weakness. See my other posts about class design and the necessity of rock-paper-scissors.
DKs and Templars need buffs/changes because ZOS has (probably unknowingly) forced the intended gameplay of these classes to become obsolete (tanking and sustained DPS especially).
Sorcerers and Nightblades are extremely well-designed in gameplay at this point, but both need very slight adjustments to keep them within the bounds of their design. Neither should be excellent at damage soaking when they are built for burst and escape/mobility.
I've already suggested that active damage shields need a complete overhaul across the board. Obviously this will affect magicka Sorcs and NBs the most but it is completely necessary. There are great suggestions floating around the forums regarding how shields scale, what the strengths/weaknesses should be, and alternatives to shield stacking in general.
Additionally, it doesn't make any sense that stacking magicka increases damage output, shield strength, and self-healing together. There needs to be a choice between building for one category at the expense of the others. There are great suggestions about these as well, such as using health to scale shields.
I welcome nerfs and balance changes when they are justified, but ZOS ABSOLUTELY MUST STOP making massive amounts of balance changes to every class all at once. They always end up doing just as much harm as good. They need to be addressing class balance in an incremental fashion AT LEAST monthly.
Sorry, I can't give more agrees and awesomes to go with this post. It makes sense that people don't want the words 'nerf' anywhere near what they like but I really wish more people would understand these points. To people who read the above post but still are a bit lost here's an example.
One, single skill is overpowered (imagining the whole game is perfectly balanced), do you A. Nerf this one skill back into line or B. Buff every skill, all health pools (to compensate for buffed damage), all mobs, everything, so that at the end of the day you end up with a situation where the game is just as balanced, but the one skill was brought into line by changing literally everything else in game? Sure what we have is not as extreme, but you can't have a balanced game without nerfs unless you expect everything to inflate, not to mention the excessive amount of work needed.
12) Healing Ward, many of you will argue, is OP and needs nerfed, but I view it as a good tool to use against that OP stamina damage that is running rampant in Cyrodiil. I'm sure this will warrant further discussion.
No.
Currently sorcs do not have any class heals. You ruin Healing Ward and suddenly sorcs wont be taken into vet groups to heal.
Healing Ward is THE staple heal for any Sorc that is healing in PvE.
WreckfulAbandon wrote: »Can we get some experienced PvPers in here to weigh in on these proposed changes and perhaps add to the conversation without dismissing everything offhand?
@Sypher
@FENGRUSH
@Joy_Division
@Akinos
@ChannelTribes
@Rylana
@Alcast
@Zavus
@Mythk
@Crown
@sabresandiego_ESO
@Derra
@Ezareth
@Satiar
@Teargrants
@WRX
Obviously I missed some ppl but if half of you provide your input this thread will be better for it. I've seen some of you in the forums talking sense, seen some vids, fought against others, fought with others still, hell I even summoned my brother here.
Let's turn this discussion up to 11.
WreckfulAbandon wrote: »DK and to a much lesser extent Templar need to be looked at.p, and updated first. Once they are, and the dust has settles. Then, if needed, Sorc and NB should be re-evaluated. Asking for nerfs to either NB or Sorc before DK and Templar have had their issues addressed is asking that they be balanced against something that as we know is already unbalanced.
At the very least some of the aforementioned synergies that led to the mass QQ against abilities like Cloak and Hardened could be addressed without ruining the class, amirite?
Some of the ppl complaining about Hardened probably don't fully appreciate that it's Harness that is allowing the sorc to shrug off all their damage.
Ditto with some of the Cloak whiners, the current mechanics allow NB's to do too much while Cloaked. In the other Elder Scrolls games doing anything while invisible took you out of it, so why should players in an MMO get to buff and heal while invisible? It seems like a commonsense change to me and it would actually take the heat off of Cloak (coincidentally most of the heat is already off Cloak as ppl realized it was only in IC that Cloak by itself could be considered really powerful)
Shield stacking it's self isn't the issue it's that they cannot be crit or dot'ed. Many Sorcs aren't using Harness Magicka anymore as Hardened Ward + Healing Ward is enough. The real trouble, aside from no crit/dot, is that many players don't know how to CC effectively. It's surprising just how many players don't know just how important proper CC usage is.
The thing with Teleport and it's morphs locking people out of skills is the same with all gap closers. It's the game's net coding that pauses the player while the other player is closing the distance. Gap closers are needed, but they are implemented poorly.
You cannot compare singleplayer TES titles for ESO multiplayer aspects. If you ask me, the game would be a lot better if some players would remember it's both a TES title as well as an MMO and thus stop directly comparing ESO to other TES series titles to justify bad suggestions and decisions alike.
That said buffs/heals in stealth solidify stealth game play, and the style is commonly seen and enjoyed enough to warrant supporting. If NB's couldn't buff or heal in cloak they are pretty much neutered. Both rely on the ability to reset encounters as their main defensive option. If it's effectiveness were lessened that much they would need something to take it's place.
Sorry, OP, but it totally makes sense in the context of the story to have Nighblades with a heavy stealth factor. Just lamely suggesting that all abilities wreck cloak won't make this a better game, it will make it a zergier game (as if that's possible).
Stealth is the centerpiece of the Nighblade build. They will totally prep for a fight from stealth, ambush you, then ruin your world while you're stunned. Don't like it? Build better armor - you've probably give up a lot of defense so you can run w the Zerg. If it's not an armor issue, stop running around Cyrodiil away from your group while stupidly standing up in the open. There are assassins about - what the hell do you expect to happen?
thats just fine, you should just be able to crit this damn shilds, and dots, if they casted before the shild, should Bypass the shild afterWreckfulAbandon wrote: »To my understanding ZOS is planning a major class rebalance/overhaul sometime in early 2016. There are a ton of threads floating around discussing this or that aspect of PvP that have plenty of merit, but I would like to consolidate the discussion for the benefit of all (and ZOS ) so let's do that. This is a discussion for the PvP aspects of the game, but feel free to chime in if any of the proposed changes/tweaks would adversely affect PvE to a great extent. This discussion should be in the best interest of PvPers to promote a more balanced battlefield in Cyrodiil but not at the expense of the PvE content most of us participate in as well.
1) Harness Magicka should not stack with Hardened Ward. Period. I shouldn't have to explain why at this point.
cam/evil hunter should not proc at non vamps/ww -- imoWreckfulAbandon wrote: »2) Any and every ability should take the user out of stealth/Cloak. Yes, this includes Vigor, Camo Hunter, Rally, etc.
nerf the Overall dmg from suprise atk and give it a 200% Bonus out of stealth.WreckfulAbandon wrote: »3) Surprise Attack should at the very minimum lose its built in armor debuff, it is too stupid OP atm.
i did a 8k heal yesterday..... well i didnt left the executephase and dieddiedied..........WreckfulAbandon wrote: »4) Dragon Blood should actually heal the 33% of missing health it says it does. No brainer.
cap anything or uncap anything, btw i noticed a few days ago, that prox.det. hit 10ppls, can someone confim this?WreckfulAbandon wrote: »5) If we must have AoE caps, Barrier and Purge need to be subject to them as well.
like suprise atk, nerf Overall dmg and give it a Bonus out of stealth, also minimun rangeWreckfulAbandon wrote: »7) Ambush should not be locking ppl out of using abilities.
first fix the whole eclips,WreckfulAbandon wrote: »9) Eclipse should not be limited to one target if it is CC breakable.
i noticed something strange, well if recount is accurate. procs etcs are 1ms before the hit itself.WreckfulAbandon wrote: »10) Camo Hunter should not proc the stealth bonus more than once. Period. If more calculations are necessary to make this happen then so be it.
+1WreckfulAbandon wrote: »14) DK whip needs a slight damage buff, it really is pathetic.
Vamp should not Need to Slot a skill, agreeWreckfulAbandon wrote: »15) If you're a vamp/werewolf, you shouldn't need a skill slotted to enjoy the perks thereof, cause DB will still wreck you without it.
i tryed to run now over the we with chains insteed of Invasion, chains are nice if they work.WreckfulAbandon wrote: »16) DK Chains should be less random.
this is my only Option to survive the 80% stamblades fear.WreckfulAbandon wrote: »17) I dunno about everyone else, but I don't think immovable potions should be a thing.