I don't participate in PvP. I play mainly in overland content and this skill gives me some fun.IronWooshu wrote: »It still has its use in PVP...
Tbh. I don't think that some things should be reserved just for PvP. Werewolf for example can be used in PvE & PvP. Of course it is not bis and I would even say it may even be not viable & competitive, but at least WW can be used.IronWooshu wrote: »
master_vanargand wrote: »Need change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
And Drain Power, Sap Essence, Power Extraction needs to be redesigned.
[My idea]
Change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
Change Minor Cowardice of Power Extraction to Drain Power.
Adds an effect to Power Extraction that "the more enemies hit, the more damage Power Extraction do".
(It's like the Titanic Cleave of the Master Weapon set for two-handed skill)
The summary is as follows.
Drain Power
AoE damage + Minor Cowardice
Power Extraction (Stamina Morph)
AoE damage + Minor Cowardice + "the more enemies hit, the more damage Power Extraction do"
Sap Essence (Magicka Morph)
AoE damage + Minor Cowardice + "Same heal effect as before"
Siphoning Strikes
Major Brutality and Major Sorcery + "Same effect as before"
Artemis_X_ wrote: »Removing mist form is pretty much the end to vampire imo. It leaves it's only pve use as faster movment in sneak and a bit of roleplay tbh. Such a shame, I dont understand the year long nerf to vampire. Is it time you remove.it from the game all together?
Artemis_X_ wrote: »Removing mist form is pretty much the end to vampire imo. It leaves it's only pve use as faster movment in sneak and a bit of roleplay tbh. Such a shame, I dont understand the year long nerf to vampire. Is it time you remove.it from the game all together?
The mistform change is wierd. What is the difference between mistform and block in terms of avoiding PVE damage?
Artemis_X_ wrote: »Removing mist form is pretty much the end to vampire imo. It leaves it's only pve use as faster movment in sneak and a bit of roleplay tbh. Such a shame, I dont understand the year long nerf to vampire. Is it time you remove.it from the game all together?
The mistform change is wierd. What is the difference between mistform and block in terms of avoiding PVE damage?
Magden really needs somo love/a buff. It was the most nerfed subclass in recent years, and is way behind the other magic subclasses. DD magicka warden are almost extinct in pvp, where we only see them as healers.
The presented ideas of scaling the Artic Blast with magic, as well as Deep Fissure as frost dmg, can help to balance this long-abandoned subclass without influencing the Stamden
MudcrabAttack wrote: »I don’t understand all the praise of the crit damage cap, and how it’s good that barbed trap can be dropped.
Like saying “Thanks for removing my character’s feet, now I don’t need those pesky shoes anymore”. The crit cap is dropping stamina potential. Now that sets like berserking warrior are available to mages, it’s only raising mage potential
Serious question now, why run stamina at all in trials in this coming patch? How about the live patch? What is the benefit? The gap is just growing wider
wolvensol87 wrote: »So I'm a tad confused on the whole mist from change is it just the damage reduction going away for it and the morphs? or is the DPS and healing from blood mist also only going to work in PVP only?
MudcrabAttack wrote: »I don’t understand all the praise of the crit damage cap, and how it’s good that barbed trap can be dropped.
Like saying “Thanks for removing my character’s feet, now I don’t need those pesky shoes anymore”. The crit cap is dropping stamina potential. Now that sets like berserking warrior are available to mages, it’s only raising mage potential
Serious question now, why run stamina at all in trials in this coming patch? How about the live patch? What is the benefit? The gap is just growing wider
Because you can replace the GCD you used for Trap with a higher dps alternative.
Don't worry next patch ZOS will realize everyone hits the 225% crit damage cap so easily that they shifted to 80-90% crit rates, and ended up doing more damage than before. I fully expect crit rate nerfs capping rate at 70-75% or lower.
MECHA_STREISAND wrote: »Thought I would add some extra thoughts after a couple more hours experimenting..
1 - I honestly can't tell any difference in long-term sustain as a stamina DK - it still kinda sucks
2 - Carve increasing to 12s DoT is brilliant - thanks so much!
3 - This might be controversial, but I LOVE the crit damage cap. Finally being able to drop Barbed Trap from my rotation without suffering a big DPS hit is brilliant, as IMO it was a joke that every single build had to use it. Freeing up CP to use a different slottable than the two crit damage buffs is also very welcome, as again - it was a bit of a joke.
I saw a lot of complaints about Khajit being pointless now with the crit damage cap, and I was very worried about it, but I think that's actually going to be far from the case. You don't need Barbed Trap, you don't need any CP slottable, and certainly as a stam DK the losses are more than balanced out by focusing on crit chance and weapon damage instead. I'm creeping up on 100k now which is very nice to see
The only problem I can see is SUSTAIN - you shouldn't have to use Lava Foot, hit every synergy, 100% uptime your potions, drop every ultimate, and STILL find yourself running out of stamina. With all of the above done perfectly, you shouldn't ever run out! I'm still experimenting, but as far as I can tell this needs some more work.
ETA: Quick note that my point about utility in my previous post 100% still stands - while I have found damage improves it has been due to Seething Fury stacks increasing to 10s and using Carve a LOT more now that it stacks well. I'm still very scared that this patch will make StamDK a great "nothing" DD that still has no use in a Vet Trial group, so will be 100% redundant. Stone Giant needs to be exclusively a DD ability and do a little more damage, OR you need to give StamDK some kind of unique desirable utility in group situations. If that isn't implemented in this patch I'll be very disappointed.
The Templar fixes are very appreciated. It would be also great if the following would be considered for positive balance changes:
There are some huge disparities for quite a few Templar passives compared to other classes. For instance the "Restoring Spirit" passive needs rework since it's dated: "Reduces the Magicka, Stamina, and Ultimate costs of your abilities by 5%."
Let's compare this with the two following two Sorcerer passives:
Unholy Knowledge: "Reduces the Health, Magicka, and Stamina costs of your abilities by 6%"
Power Stone: "Reduces the cost of your Ultimate abilities by 15%"
The cost reduction for normal abilities is 1% higher, and Sorcerers also get a whole 10% extra reduction for all ultimates on top. This is extremely huge! And it makes the "Restoring Spirit" passive with it's humble 5% reduction very outdated, especially because Templars already struggle with sustain anyway. The Dawn's Wrath passive called "Prism" does not compensate here. 3 ultimate every 6 seconds for casting a Dawn's Wrath ability does unfortunately not come close to the flat 15% ultimate cost reduction for Sorcerers. On top, Sorcerers have extra passives for recovery already and a conversion skill.
My suggestion would be to increase the "Restoring Spirit" passive to at least 8%, this would be a great balanced value (this would need testing of course). Also reworking the "Enduring Rays" passive to include some sort of recovery bonus would be very needed, as a 2 seconds extension on some skills feels underwhelming. Please consider some of the recent feedback in the class feedback thread as well: https://forums.elderscrollsonline.com/en/discussion/416459/class-rep-templar-feedback-thread For consistency, I'm going to add this post there too. Thank you in advance for considering!