As a whole, the combat changes in this patch are a great improvement over the balance (or lack there of) in the TG patch. I have some initial concerns over bone shield - largely that shields were a magicka build's defense, and now medium armor folks have shuffle, insane capacity to dodge roll (with well fitted scaling with both the MA passive AND CP stars), plus the same shield capacity as a magicka build. I think unbreakable negates (that can damage/heal) are a little overtuned as well, but nothing as blatantly broken like the bombard spam and rapids nerf you gave us in TG.
With that said, you're still not hitting the mark when it comes to class changes. The usual suspects are getting stronger and the red-headed stepchild keeps getting significant nerfs disguised as buffs. I'd also point out that the large skill cost increase via vet level removal only furthers class imbalances when it comes to resource management. Do you think a NB cares if funnel health is 16% more expensive when the base cost is negligible? Probably not, and probably even less so since they have siphon attacks. Do you think a templar cares about the cost increase when BoL is already one of the most expensive skills in the game? This templar cared enough to write off ever trying out heavy armor when healing.
There are many mistakes and broken skills that still need to be remedied when it comes to class balance. On paper, this patch seems like it will be far more successful for you than last one, but you still have a lot of work to do. As an example, you gave templars a new morph of Eclipse that is made substantially worse by one of the passives in the skill line. Just because players have endured and gotten tired of complaining about issues, it doesn't mean it's ok for the issues to never be addressed. There is some really bad class specific feedback on these forums, but there is also some really insightful feedback. You should be able to tell the difference. Please do leverage the good feedback, because some of your goals for classes still do not seem to line up with the reality of how players actually use those classes. I could rant on and on about templar issues, but I wouldn't want to detract from the many issues that stamina sorcs face, or the remaining issues DKs have. Why can't all classes be in as a good a balance position as NBs ?
Sallington wrote: »As a whole, the combat changes in this patch are a great improvement over the balance (or lack there of) in the TG patch. I have some initial concerns over bone shield - largely that shields were a magicka build's defense, and now medium armor folks have shuffle, insane capacity to dodge roll (with well fitted scaling with both the MA passive AND CP stars), plus the same shield capacity as a magicka build. I think unbreakable negates (that can damage/heal) are a little overtuned as well, but nothing as blatantly broken like the bombard spam and rapids nerf you gave us in TG.
With that said, you're still not hitting the mark when it comes to class changes. The usual suspects are getting stronger and the red-headed stepchild keeps getting significant nerfs disguised as buffs. I'd also point out that the large skill cost increase via vet level removal only furthers class imbalances when it comes to resource management. Do you think a NB cares if funnel health is 16% more expensive when the base cost is negligible? Probably not, and probably even less so since they have siphon attacks. Do you think a templar cares about the cost increase when BoL is already one of the most expensive skills in the game? This templar cared enough to write off ever trying out heavy armor when healing.
There are many mistakes and broken skills that still need to be remedied when it comes to class balance. On paper, this patch seems like it will be far more successful for you than last one, but you still have a lot of work to do. As an example, you gave templars a new morph of Eclipse that is made substantially worse by one of the passives in the skill line. Just because players have endured and gotten tired of complaining about issues, it doesn't mean it's ok for the issues to never be addressed. There is some really bad class specific feedback on these forums, but there is also some really insightful feedback. You should be able to tell the difference. Please do leverage the good feedback, because some of your goals for classes still do not seem to line up with the reality of how players actually use those classes. I could rant on and on about templar issues, but I wouldn't want to detract from the many issues that stamina sorcs face, or the remaining issues DKs have. Why can't all classes be in as a good a balance position as NBs ?
Don't tell anyone, but I bought 5/5 well-fitted shield breaker set for <12k the day they dropped patch notes. I'm about to double the world's salt supply.
Septimus_Magna wrote: »Tyrannitar wrote: »Reposting for visibility from sorc feedback thread:
Firstly, if you're a dev and you're reading this: thank you for the work you put in. It's not gone unnoticed. This game is amazing and I've loved it since the day it dropped. Hell, before that even! There's only one aspect of this patch that really bothers me, and judging by the wall of text that follows, I hope you can see how important this is to me.
For a game that focuses so heavily on build viability and diversity, it's kind of saddening that stamina sorcs got nerfed again.
I've run a khajiit stamina-sorc for literally years now, and I'll break it down to the devs why this PTS patch sorely nerfs one of the lowest end-game dps classes.
The thundering presence morph is great. It really is. BUT: it doesn't proc crit surge, it's an aoe that scales off of weapon damage and stamina now, which is nice, but when your main heal is derivitive of spike damage only (this needs to change as I can't even run rapid strikes on dw because of it), and saps us of major expidition, you can see why it's kind of a nerf... in a pvp setting at the very least.
Nerf in the sense that that "buff" was a trade-off for this class. We didn't get anything to compensate for a morph most of us won't use. After the wrecking blow nerf, we now also have to choose between the ONLY hard stamina cc we have available, or not coming in last place for any dps race... which we're still liable to do. I'm in the guild that completed vet maw, and pretty much every specialization besides stam sorc is able to push 28-32k dps. Sustained. I simply can't maintain/ compete with that even as is.
I don't even have empower available on any of my skills. Major Brutality galore! It's a shame though, because those don't stack. WB is still currently the only skill available that grants empower, which is still currently the only reason I can compete in any endgame content...
A possible solution I see to this issue is something that I feel is too commonly shrugged off.
Stam-poison-weapon-damage-scaling-crystal-frags-morph that grants empower when it's proc'd. Make it close-range only, and mimic the old wrecking blow...
Keep the CC, allow empower to only proc when the insta-cast is available. (Allow the insta-cast to proc off of stamina based skills). Or alternatively some kind of scaling where both morphs were based off of your higher stat... Like an overload scaling... Speaking of which, overload should do poison or physical damage for a stam sorc. Having to split CP in awkward ways to sustain end game dps #s is an eternal struggle for me in the current state.
It'd give us a good dps spike and CC in pvp, and it wouldn't cripple us in PVE. It wouldn't be spammable in pvp, either. Without a stamina CC, stam sorcs will be forced to choose between CC ing or having our main dps boon/ heal active. Even then, one bolt escape every 10 seconds won't change the tide of any fight. It'll force me to run magicka regen drinks.... which take a cut into my dps yet again...
The thundering presence morph, bound armaments, and crit surge stam morphs are all great, don't get me wrong, but we're the only class without a single target dps stam morph.
Read that again. The *only* class without a single target dps stam morph.
Not that it's necessarily viable to do so for their dps, but literally any other class could wb->stam jav/ jabs, or wb-> suprise attack, or wb-> stam whip/ unstable flames. Sorcs only have one option as is: wb-> wb
Or a heavy attack-> wb weave.
Point being, stam-sorcs just took a HUGE dps loss, and migrated some of our remaining dps into an area that won't proc our heals... We're going to be the jokes of DB, (esp. in IC and pvp settings ) and for such a fun playstyle... and being that it's my only main, I'm not even sure I'll be able to compete endgame content anymore. It's very disappointing and I'm not certain I'd continue to play if the natch potes don't get a little bit reworked for stam sorcs at the very least...
Hell, make the stam frags a copy cat of the old wb as far as scaling and functionality go! 1 second cast, knockback, empower, close range
I'm not sure how you guys will go about this, but I NEED to be able to run trials on my main...
Every class got stamina spec buffs.... Why don't stam sorcs ever get any love? We're build diversity personified! Whatever happened to the sword-wielding casters of elderscrolls past? Plz rework wb... Give me a stam curse/ frags combo or *something* for pvp.
I love this game and really don't want to get left behind in buffs/ take unintended nerfs. Thank you for your time and I hope I didn't sound disrespectful. I really appreciate the work you guys do.
ZOS and stam sorcs is a touchy subject.
jamesharv2005ub17_ESO wrote: »I like the changes of course I play a stamina based nightblade so dont think we got any nerfs at all. They killed wrecking blow but honestly i had stopped depending on it and went into dual wield. I find dual wield to be far superior to one hander.
Joy_Division wrote: »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.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
Only viable way? really mate? There aint a damn piece of content in this game that requires anything more than 15k DPS from any individual damage dealer. I can get that JUST by hard casting frags and weaving in velocious curses.
If by "viable" you mean "must meet some arbitrary minimum contrived number someone decided was pro, but is totally overkill and unnecessary" then sure, sorc doesnt have many options. But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
It won't make sorcs unviable in PvE(...if nothing else then because PvE is so damn easy and they're nerfing it moar with DB, but whatever), you're right there.
But it will take away the one unique great thing we had going for us in PvE. Shields are great in PvE. They let you keep dps-ing without ever needing heals, allowing your healer to go full dps and tank not worry about an ad that ran loose. They let you stay alive when a boss bugs out, ignores taunt and comes to give you a pat of love. They let you stand in red and res safely(yes, some people still die...it happens ). They let you underman/solo stuff with ease, or carry bad groups through. It lets you focus on dps(which is already rather mediocre compared to other classes) rather than avoiding damage. We have no good group utility, no reliable selfheals(Surge is great...when the heal procs. When it doesn't, you die. That's not what I call "reliable"), no spammable dps skill, no group heals that don't depend on a pet with 10k health(babysitting her with 20 second Ward is alright, babysitting her with 6 second Ward is just ridiculous)...
Will we still be able to compete content as a sorc? Oh yeah sure. But why would you want to if virtually any other class can do it better(=faster, more efficiently and with providing better utility to their group) in any role?
Thing about shields is though, they can be anim canceled. They are pretty cheap, especially harness in PvE (most crap thrown at you is magicka based bar the occasional WB or Snipe spamming npc.... sounds like PvP a bit here...) and that just keeps that sustain going, Hardened and healing ward arent even essentials.
Like dont get me wrong, I am a hardcore PvPer, I only PvE when I need something (undaunted, a drop, some XP, a skillpoint from an undone vet dungeon quest, etc). I may not be a paragon of knowledge of all things Dungeon, but what I do know, is the few times a month I run dungeons, I barely ever have to cast my shields except v bosses and only if healer sucks. Otherwise its just DPS spam and dont stand in stupid (usually overload/curse/procfrag/entropy shenanigans). I really dont see how a six second shield is honestly going to hurt PvE at all. All dem dere pro 30k DPS sorcs just throw hardened ward on their overload bar, hit it in between overloads, no real DPS loss.
Someone hasn't given vMA a try yet ...
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.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
Only viable way? really mate? There aint a damn piece of content in this game that requires anything more than 15k DPS from any individual damage dealer. I can get that JUST by hard casting frags and weaving in velocious curses.
If by "viable" you mean "must meet some arbitrary minimum contrived number someone decided was pro, but is totally overkill and unnecessary" then sure, sorc doesnt have many options. But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
So what you're saying is that you're nerfing the hell out of shields because of the constantly whining by PVP players about shield stacking in PVP and PVE players are also getting their shields rendered useless because of that. I don't understand the logic of that this way of thinking this a "Elder Scrolls" games this is a online RPG game that means PVE PVE and more PVE, PVP is just a very small part of this game that's preferred by very small part of the population so why are you treating ESO as if it revolves around PVP and that change in the game should to be based on what whining PvP players want. Any company that that caters to a small percentage of their customers at the expense of the majority of their customers will not be in business for very long. If you want to stop players from stacking shelves then you should just make shields unstackable instead of nerfing shields so badly that they are now not worth having on your bar.
Damage Shields
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. .
Sallington wrote: »Don't tell anyone, but I bought 5/5 well-fitted shield breaker set for <12k the day they dropped patch notes. I'm about to double the world's salt supply.
bowmanz607 wrote: »@Wrobel what about adding like 10% crit resistance to heavy armor. this would make them more tanky without going over the top.
Pangnirtung wrote: »
Pangnirtung wrote: »
I get why they did 6 second shields..you have to remember Shields are like Blocking and Dodge Rolling in this game..They're suppose to be an active defense. So now that's what they are..They're an active defense just like those two that you have to manage and do during combat..no longer can you stack 30k of shields (in magicka case) on your back bar and swap to front bar and just DPS away.
I also don't worry about Stamina users doing it either..You pretty much require 40k+ stamina and a lot of Bastion to get a somewhat reasonable 8k shield in PvP.....and its not a cheap shield when you consider you're using it for your other active defense measures....like CC Break/Dodging/Blocking along with DPS and Healing.
It also not really needed
I get why they did 6 second shields..you have to remember Shields are like Blocking and Dodge Rolling in this game..They're suppose to be an active defense. So now that's what they are..They're an active defense just like those two that you have to manage and do during combat..no longer can you stack 30k of shields (in magicka case) on your back bar and swap to front bar and just DPS away.
I also don't worry about Stamina users doing it either..You pretty much require 40k+ stamina and a lot of Bastion to get a somewhat reasonable 8k shield in PvP.....and its not a cheap shield when you consider you're using it for your other active defense measures....like CC Break/Dodging/Blocking along with DPS and Healing.
It also not really needed
If it were an invulnerability shield with no hit points, I'd agree. But they aren't.
If this were just one stacked defense ability on top of great heals, tanking, dodge, or cloak, I'd agree. But it isn't.
A 10K or so shield is all that's between us and 20K of squishy health. It isn't a choice between offense or 'Playing extra defense', because we have nothing else that other classes don't do MUCH better than a sorcerer, or we already share the ability.
I get why they did 6 second shields..you have to remember Shields are like Blocking and Dodge Rolling in this game..They're suppose to be an active defense. So now that's what they are..They're an active defense just like those two that you have to manage and do during combat..no longer can you stack 30k of shields (in magicka case) on your back bar and swap to front bar and just DPS away.
I also don't worry about Stamina users doing it either..You pretty much require 40k+ stamina and a lot of Bastion to get a somewhat reasonable 8k shield in PvP.....and its not a cheap shield when you consider you're using it for your other active defense measures....like CC Break/Dodging/Blocking along with DPS and Healing.
It also not really needed
If it were an invulnerability shield with no hit points, I'd agree. But they aren't.
If this were just one stacked defense ability on top of great heals, tanking, dodge, or cloak, I'd agree. But it isn't.
A 10K or so shield is all that's between us and 20K of squishy health. It isn't a choice between offense or 'Playing extra defense', because we have nothing else that other classes don't do MUCH better than a sorcerer, or we already share the ability.
6 seconds of INVULNERABILITY and you'd agree. Yeah, you've just further demonstrated why no one should be listening to you right now.
I get why they did 6 second shields..you have to remember Shields are like Blocking and Dodge Rolling in this game..They're suppose to be an active defense. So now that's what they are..They're an active defense just like those two that you have to manage and do during combat..no longer can you stack 30k of shields (in magicka case) on your back bar and swap to front bar and just DPS away.
I also don't worry about Stamina users doing it either..You pretty much require 40k+ stamina and a lot of Bastion to get a somewhat reasonable 8k shield in PvP.....and its not a cheap shield when you consider you're using it for your other active defense measures....like CC Break/Dodging/Blocking along with DPS and Healing.
It also not really needed
If it were an invulnerability shield with no hit points, I'd agree. But they aren't.
If this were just one stacked defense ability on top of great heals, tanking, dodge, or cloak, I'd agree. But it isn't.
A 10K or so shield is all that's between us and 20K of squishy health. It isn't a choice between offense or 'Playing extra defense', because we have nothing else that other classes don't do MUCH better than a sorcerer, or we already share the ability.
6 seconds of INVULNERABILITY and you'd agree. Yeah, you've just further demonstrated why no one should be listening to you right now.
It's gone in one shot, Incap or wrecking blow. Can you say the same for reflect and anything projectile-based?
Should a Templar heal last for six seconds and take all of the healed damage back?
Does cloak have to be refreshed every few seconds in AND out of combat?
Who else has their primary defense wrecked by this? The shield isn't nearly large enough in Cyrodiil to warrant a short timer on them.
I get why they did 6 second shields..you have to remember Shields are like Blocking and Dodge Rolling in this game..They're suppose to be an active defense. So now that's what they are..They're an active defense just like those two that you have to manage and do during combat..no longer can you stack 30k of shields (in magicka case) on your back bar and swap to front bar and just DPS away.
I also don't worry about Stamina users doing it either..You pretty much require 40k+ stamina and a lot of Bastion to get a somewhat reasonable 8k shield in PvP.....and its not a cheap shield when you consider you're using it for your other active defense measures....like CC Break/Dodging/Blocking along with DPS and Healing.
It also not really needed
If it were an invulnerability shield with no hit points, I'd agree. But they aren't.
If this were just one stacked defense ability on top of great heals, tanking, dodge, or cloak, I'd agree. But it isn't.
A 10K or so shield is all that's between us and 20K of squishy health. It isn't a choice between offense or 'Playing extra defense', because we have nothing else that other classes don't do MUCH better than a sorcerer, or we already share the ability.