Savos_Saren wrote: »verminjerky wrote: »As a Templar DPS main, I don't like the Templar class mastery.Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)
It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?
It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
I keep seeing "This would be great for tanking... nobody uses the Templar for tanking..."
Maybe ZOS is trying to give Templars better tools to tank? If ZOS keeps feeding Templars non-tanking skills... then Templars are never going to tank.
MashmalloMan wrote: »Savos_Saren wrote: »verminjerky wrote: »As a Templar DPS main, I don't like the Templar class mastery.Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.
I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)
It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?
It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
I keep seeing "This would be great for tanking... nobody uses the Templar for tanking..."
Maybe ZOS is trying to give Templars better tools to tank? If ZOS keeps feeding Templars non-tanking skills... then Templars are never going to tank.
I don't know where this train of thought is coming from exactly? PVE tanks do not need +33k armor, when 33k armor is the PVE cap and it's easily reached by other means. This signature is 100% a PVP imbalance which will make fighting any and all templars a living nightmare.
MashmalloMan wrote: »It's really weird that you added long cast times to abilities such as Trample, Elemental Explosion, and Torchbearer. I guarantee players will not enjoy using these despite them looking incredibly cool. It's really unfortunate.
Smash has a low 0.6s cast time, so I can see some players managing to enjoy it despite the fact because it fits in the 1s GCD. On that subject, why is it called "Smash" when it should be called "Scoop" based on that awkward animation?
Suggestions:All of the above changes would fix how clunky these skills feel, while still allowing for counterplay and better use of them in rotations. ESO players hate cast times, please do everything in your power to make them instant or at the very least fit within the 1s global cooldown.
- Trample = 0.8s cast time, 2s travel time, so about a 3s cooldown.... OR... make it behave more like Warden's Scorch where it's instant, but an obvious delay shown on the caster of 3s before it fires out.
- Elemental Explosion = Instant, but add a growing AOE field telegraph on the floor that takes 3-4s to complete. This allows Destruction staff users to use Ele Explosion AND Impulse together as aoe spammables, where as right now, it feels like they're working against 1 another. Make it like 25% stronger than aoe spammables instead of the current +100% to warrant the delay, this is problematic for PVP providing more burst than ultimate's like Dawnbreaker where people at the back of groups will spam it.
- Torchbearer = 0.8s cast time, similar to jabs. Reduce damage or ticks accordingly.
JerBearESO wrote: »Could any players who've played with scribing a bit tell me:
Is there anything scribed that could replace Barbed Trap?
No, all of the damage-over-time, and healing-over-time scripts attached to the skills are extremely small values, to the point where they are mostly useless.
Honestly I would like to see it changed, especially for my Necromancer that has the now two as of last patch, damage increases to DoTs.
with the exception of travelling knife, scribing skills don't do enough damage.
I think they are so concerned about messing up balance they the whole thing is going to be seriously underwhelming. Yet another missed opportunity
No because if they did too much damage it would become scribing online.... it has to be balanced in such a way that scribing can potentially fill gaps for playstyle, but without being an outright better option than other things.
The key word here is "too much"
They went to all this trouble to work out how much damage a spammable should dot and how much a dot should do, and then they made scribing do less than that.
It makes no sense.
Also, why not? Why can't he new thing be as good or even *gasp* better than the old thing.
This kind of mentality means that nothing good can ever be added because then people might use it.
wsmith97ub17_ESO wrote: »Judging by the responses, I'm beating a dead horse, but I have to add the following:
STOP with cast times in 2024. It does not feel good in any game.
STOP with hideously long animations. It does not feel good in any game.
For abilities that have the option of being Martial or Magical damage type, the Martial always tool-tips higher.
This would be understandable if there were melee range requirements but that is not the case. These should be adjusted according to range or melee standards not damage type.
MashmalloMan wrote: »It's really weird that you added long cast times to abilities such as Trample, Elemental Explosion, and Torchbearer. I guarantee players will not enjoy using these despite them looking incredibly cool. It's really unfortunate.
Smash has a low 0.6s cast time, so I can see some players managing to enjoy it despite the fact because it fits in the 1s GCD. On that subject, why is it called "Smash" when it should be called "Scoop" based on that awkward animation?
Suggestions:All of the above changes would fix how clunky these skills feel, while still allowing for counterplay and better use of them in rotations. ESO players hate cast times, please do everything in your power to make them instant or at the very least fit within the 1s global cooldown.
- Trample = 0.8s cast time, 2s travel time, so about a 3s cooldown.... OR... make it behave more like Warden's Scorch where it's instant, but an obvious delay shown on the caster of 3s before it fires out.
- Elemental Explosion = Instant, but add a growing AOE field telegraph on the floor that takes 3-4s to complete. This allows Destruction staff users to use Ele Explosion AND Impulse together as aoe spammables, where as right now, it feels like they're working against 1 another. Make it like 25% stronger than aoe spammables instead of the current +100% to warrant the delay, this is problematic for PVP providing more burst than ultimate's like Dawnbreaker where people at the back of groups will spam it.
- Torchbearer = 0.8s cast time, similar to jabs. Reduce damage or ticks accordingly.
These are good change suggestions, as these three cast time abilities feel incredibly clunky right now.
I'd LOVE to be able to use any of them in my builds, but whilst I can see the defensive potential of Elemental Explosion in Cyro Keep PvP (though the ready availability of ballistae & catapults with longer range and the ability to fire without direct character LoS makes it semi-redundant in that respect), I just cannot envision making good use of either of the others in PvP or PvE except for when I'm messing around.
One thing I've noted which is both good and bad, is that all three abilities can be cast whilst moving. This is good from the point of view that you're not wasting a cast because you have to move (nice from both a PvP & PvE perspective), but also VERY BAD from the point of view of ball groups who will have members casting particularly Trample & Elemental Explosion on-the-move for massive burst damage.
Unified_Gaming wrote: »CordingOnyx wrote: »Unified_Gaming wrote: »As such, I don't think the issue is the execute scaling or oblivion damage but it applies above 50% hp. If they made it only apply the oblivion damage when below 50% hp it would be pretty balanced.
Alternatively, I'd like them to make this a true execute.
"Reduces the initial damage by 40% but now consumes soul gems to deal up to 400% additional magic when the target is below 50% hp." This would make it work as a true execute.
What do you think of my suggestion?
huh, i actually dont hate that... maybe the 400% is a bit much since it that would make it do 8% more damage per 1% health under 50%. maybe 100% ~ 150% so it doesn't replace class executes but it a decent stand in if a class doesn't have one.
Thanks!
I chose 400% simply because it was the same as executioner. Radiant Oppression is up to 500% if I recall and is ranged which can easily hit 12k-15k tool tips. It isn't uncommon to get hit for 8k a tick from the beam and a full channel hitting for over 20k+ damage when you're low.
I think the point is that changing it to magic damage so that it doesn't bypass armour and can't be abused by tank builds vs other players - something oblivion damage can be given it is a flat value - would be best. The % bonus on the execute needs to scale from 50% hp down to 0% but as to how much bonus you get can be tweaked. I felt 400% felt reasonable to be in line with executioner.
As for replacing class executes - executioner is a 2h skill. I think you are right in you don't want to replace them but by slashing that initial hit by 60% (10k spamable becomes 4k execute) is still less than executioner which often gets 4.7-6k+ tool tips when the builds spamable is around 10k. You could decrease the 400% to 350% or 300% but it needs to be worthwhile or it won't be used over weapon executes unless mag.
MashmalloMan wrote: »For abilities that have the option of being Martial or Magical damage type, the Martial always tool-tips higher.
This would be understandable if there were melee range requirements but that is not the case. These should be adjusted according to range or melee standards not damage type.
This isn't true, the damage type does not determine the damage values, there is no favouritism over martial or magical elements. I'll refer you to @skinnycheeks spreadsheet here:
https://tinyurl.com/3jd74jva
I'm assuming you're a Sorc main. Sorc's Energized passive for +5% physical and +5% shock damage is currently bugged. The tooltips for shock grimoires do not update, while physical damage does.
This issue is actually flipped for DK's World in Ruin passive. The +5% poison damage doesn't show on the tooltips, but the +5% flame damage does.
On the dummy, I tried all versions of shock skills with and without the Sorc passive, and all of them improved with it while having the same tooltips. I have not tested DK with/without their passive on the dummy, but it looks to be the same situation.
Turtle_Bot wrote: »MashmalloMan wrote: »For abilities that have the option of being Martial or Magical damage type, the Martial always tool-tips higher.
This would be understandable if there were melee range requirements but that is not the case. These should be adjusted according to range or melee standards not damage type.
This isn't true, the damage type does not determine the damage values, there is no favouritism over martial or magical elements. I'll refer you to @skinnycheeks spreadsheet here:
https://tinyurl.com/3jd74jva
I'm assuming you're a Sorc main. Sorc's Energized passive for +5% physical and +5% shock damage is currently bugged. The tooltips for shock grimoires do not update, while physical damage does.
This issue is actually flipped for DK's World in Ruin passive. The +5% poison damage doesn't show on the tooltips, but the +5% flame damage does.
On the dummy, I tried all versions of shock skills with and without the Sorc passive, and all of them improved with it while having the same tooltips. I have not tested DK with/without their passive on the dummy, but it looks to be the same situation.
Thanks for testing and clarifying this, I was looking forward to finally having a real shock damage spammable then saw the tooltip difference and was immediately disappointed.
Nice to know its a visual(?) bug with the tooltip not applying the Energized passive for shock damage and not the skills damage itself being reduced. Hopefully it gets fixed before going live.
Erickson9610 wrote: »Before the PTS, I listed some potential ideas for Grimoires for the Werewolf skill line, since Werewolf players currently have no access to any Scribing skills:Erickson9610 wrote: »I'll list a few ideas for potential Werewolf Grimoires:
- Bite — A simple biting attack, much like the one Werewolf Behemoth has.
- Focus Scripts: Physical Damage, Bleed Damage, Disease Damage, or Taunt
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Extend Werewolf Transformation, or Healing
- Affix Scripts: Interrupt, Breach, Maim, Resolve, or Expedition
- Rampage — A channeled attack where the user swipes with their claws four times and then bites twice, similar in a sense to Puncturing Strikes; this ability reuses the animation that NPC werewolves sometimes use. Maybe this ability deals more damage for each subsequent hit (like Rapid Strikes), or has execute scaling damage.
- Focus Scripts: Physical Damage or Bleed Damage
- Signature Scripts: Class Mastery, Damage Over Time, Snare, or Extend Werewolf Transformation
- Affix Scripts: Interrupt, Maim, or Breach
- Hunter's Grounds — A ground AoE effect, similar to Cleansing Ritual. The idea is to make this skill thematic to Hircine and The Hunting Grounds.
- Focus Scripts: Magic Damage, Poison Damage, Pull, Immobilize, Healing, or Damage Shield
- Signature Scripts: Class Mastery, Damage Over Time, Snare, Healing, Extend Werewolf Transformation, or Defiance (Purge)
- Affix Scripts: Expedition, Resolve, Courage, Intellect and Endurance, Breach, or Magickasteal
I'll follow up later with more refined feedback and suggestions, now that we have access to the PTS and a full list of all available Scripts. Please consider the underlying concepts of these ideas as potential candidates for one or more Werewolf Grimoires, because Werewolf players would like to participate in Scribing, too.
MashmalloMan wrote: »Group PVP is going to be a nightmare dealing with unless they change it. Making it instant with a 3-4s ground telegraph and about 30% less damage will make it more fun to use for everyone in PVE or PVP, allow you to avoid it/block it easier, combo's better with other abilities, and becomes harder on sustain as it should be. Win/win/win.
The more I look at this the more depressed I get.
The numbers don't work. I'll give you the simple run down of scribing as a DPS.
Unless you need a specific buff from a scribing ability, do NOT use them.
If you can get the buff from any other source, you're better off doing that.
Scribing abilities are LITERALLY the worst option, the option of last resort.
I'm sorry, but there it is.
wsmith97ub17_ESO wrote: »Judging by the responses, I'm beating a dead horse, but I have to add the following:
STOP with cast times in 2024. It does not feel good in any game.
STOP with hideously long animations. It does not feel good in any game.
nokturnihs wrote: »If this remains a character only unlock my interest in the gold road chapter. If scribing is instead an account-wide thing similar to collections then fine. Otherwise it's absolutely not worth doing more than once and If you have alts it actually discourages the update due to increased frustration. I'm sure there's gonna be crown store unlocks too but frankly speaking that's garbage. We're already paying for the chapter. Paying twice for the major new gameplay feature on a per alt basis isn't interesting at all. Worse for potential new players.
Bug report for Staff Skill.
I made a Staff skill "Fiery Explosion."
1. Deals 1500 flame damage.
2. Grants a Damage Shield for 5561 for 6 seconds.
3. Sets Enemies Off Balance for 7 Seconds.
It does not grant or at the very least there is no visual indication I have damage shield, nor does it show on my health bar that I have a damage shield, and so I assume I am not getting the damage shield.
nwilliams2107b16_ESO wrote: »Apologies for question, can’t get on to test, do class passives buff the scribed skills damage? So if I slotted a skill on my Sorc all shock damage, does it benefit from 5% passive buff?
SeaUnicorn wrote: »You could run on less then soft cap in PVE in places like vAS for example. You only need resists when Olms swipes and jumps and for occasional Llothis cone. So you get some nice semi-spammable DPS skill and tank butt naked in glass cannon build doing 70k+ DPS as MT33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
You mean every other second? Olms basic attacks kill you in cap resistance if you drop block, which you will if you’re in light armor with their uniquely horrible tanking passives…
Not to mention, there are already options available in the game to tank in medium armor, that are both better and more efficient than using our Class Mastery, you have the Esoteric Environment Greaves that tack on 50% mitigation at the cost of stam, something that someone wearing medium armor would have no problem sparing.
On my friend’s PvP build, using 3 damage sets, they sit at 33k resistance buffed with a 3 heavy, 3 medium, 1 light setup using all protective jewelry on their defending dual wield bar, here’s their front bar sitting at 31k, easily…
Resistance is so easily sourced, this mastery provides nothing new, or impactful in PvE.