Pepper8Jack wrote: »This is a huge step forward for communication between devs and players, so for that I am incredibly appreciative and excited.
Thank you for allowing some insight into your reasoning
@Wrobel can you please address stam sorcs? We've been begging and pleading for over a year now and with the DB update being THE STAMINA UPDATE, I'm shocked at the lack of attention stam sorc received. I know you have your heart set on Thundering Presence/Hurricane being the one and only tool for stam sorc in their class arsenal, but it just isn't the right choice. You ask any Stam Sorc what their top 4 favorite (and only viable) sorcs skills are and it's Crit Surge, Boundless Storm, Streak, and Bound Armaments. You chose one of the four most useful spells for a stam sorc and decided to give them the other morph. Please we need some sort of direct damage especially with the fighter's guild passive outshining our Sorc weapon power increase per slotted skill. Seriously Eric, I'd really appreciate if you sat down and looked at everything Sorc has to offer stam builds and compared it to what every other class has to offer stam builds. Really think about it and also pay attention to damage types (all of our ultimates are still magic/elemental) and disintegration procs and utility. Every class should have options in both stam and magicka, because frankly every class has options besides stam sorc.
SirSilverMask wrote: »Change constitution so it can activate x times every 4 seconds where x is the number of enemies hitting the tank.
This change does not change the current setup at all when the tank is only aggroing a single boss, and actually rewards tanks for doing their job and pulling aggro from more enemies which may encourage more people to learn to tank properly.
In this thread, we would like to give you some insights for some of the major combat changes in the Dark Brotherhood update. We are excited to get these changes into your hands, and hope you’ll hop on PTS to see them in action for yourself! When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.
Damage Shields
Damage shields are extremely powerful because they allow you to build your character fully towards offense while still retaining a strong defense. When adjusting damage shields, it was important to us that they remained powerful abilities that players love to use. We also wanted to maintain the diverse range of shield strengths in the game to avoid homogenization. Some damage shields like the Tri Focus Frost Staff passive give small damage shields, the Magma Shell ultimate gives an entire health bar, and Steadfast Ward gives a dynamic value based on the target’s health
Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
The combat team will continue throughout PTS working on bug fixes, balance, and polish of these new features. We'd love it if you hopped on PTS and let us know what you think.
Enraged_Tiki_Torch wrote: »SirSilverMask wrote: »Change constitution so it can activate x times every 4 seconds where x is the number of enemies hitting the tank.
This change does not change the current setup at all when the tank is only aggroing a single boss, and actually rewards tanks for doing their job and pulling aggro from more enemies which may encourage more people to learn to tank properly.
Ah, NO! People will break the crap out of that with Black Rose. It's 1k base with 5 pieces, an additional 50% from Rose, and just say 6 enemies. That is an additional 4500 magicka and stamina recovery. At that point you can pick any number of ways to be a demigod.
When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.
Heavy Armor The longer the battle goes and the more hits you take, the more of an advantage you accumulate. This makes using elemental spells, heals, or melee attacks in full heavy armor powerful.
In this thread, we would like to give you some insights for some of the major combat changes in the Dark Brotherhood update. We are excited to get these changes into your hands, and hope you’ll hop on PTS to see them in action for yourself! When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.
Heavy Armor
A pillar of the ESO experience is freedom of exploration and being able to play how you want. We want you to create characters that are fun, while still being successful in combat. To support this goal, all three armor types need to be effective in multiple situations. Our changes to Heavy Armor focused on giving more resources and more damage, while retaining the feel of a character in heavy armor. We also needed to be careful of not invalidating light or medium armor usage; All 3 armor types must be desirable. This means Heavy Armor needs to be useful for tanking, but also effective at dealing damage. It’s a fine line to walk. To achieve this, we added a new passive that gives increased Weapon and Spell damage, but only when you are hit. This, in addition to the resource gains from Constitution, help distinguish the heavy armor playstyle from light and medium. The longer the battle goes and the more hits you take, the more of an advantage you accumulate. This makes using elemental spells, heals, or melee attacks in full heavy armor powerful. Heavy Armor has more resources and damage than before, but it’s still less than that of light or medium armor. Light and medium armor give you a little more damage and resources, while Heavy Armor gives you a little more survivability. Simply equipping Heavy Armor doesn’t make you an unkillable fortress, and wearing all light armor doesn’t make you a piñata. However, other customization options such as Enchantments, Traits, the Champion System, and attribute point spends will move you in the direction of your choosing.
All 3 armor types must be desirable.
FriedEggSandwich wrote: »@Wrobel
I gotta say I didn't see the shield changes coming, quite an imaginative way of nerfing the comfort of shield stacking without nerfing the usability of individual shields. This change is good for pvp, good job. For pve though it's more unnecessary and possibly an over-nerf. Could you not have implemented the change to shield duration into battle spirit?
I guess you will be reading responses in this thread; if you intend to post again could you possibly outline the thinking behind the changes to annulment and bone shield? I still don't understand the rational behind these changes given the existance of healing ward and the availability of mitigation to stamina and other magicka classes?
Regards.