What are we doing ZOS?
Balance what now?
This is so stupid. 3788 * 4 is 15152 vs 17556 and a heal and you can build to 10 stacks giving it more burst potential.
Do I need to say more?
Bound arms stacks fall off after 10 seconds, focus stacks don't because reasons. 1 skill is significantly better than the other one.
This is on the same character, side by side. What are we doing here?
MincMincMinc wrote: »What are we doing ZOS?
Balance what now?
This is so stupid. 3788 * 4 is 15152 vs 17556 and a heal and you can build to 10 stacks giving it more burst potential.
Do I need to say more?
Bound arms stacks fall off after 10 seconds, focus stacks don't because reasons. 1 skill is significantly better than the other one.
This is on the same character, side by side. What are we doing here?
You forgot to mention how useless the rest of summoning skill line is for damage compared to one of the best set of the most relevant passives available on assassin.
MincMincMinc wrote: »What are we doing ZOS?
Balance what now?
This is so stupid. 3788 * 4 is 15152 vs 17556 and a heal and you can build to 10 stacks giving it more burst potential.
Do I need to say more?
Bound arms stacks fall off after 10 seconds, focus stacks don't because reasons. 1 skill is significantly better than the other one.
This is on the same character, side by side. What are we doing here?
You forgot to mention how useless the rest of summoning skill line is for damage compared to one of the best set of the most relevant passives available on assassin.
honestly i was intentionally leaving that out. just look at the 2 skills. they are the same skill except one is way worse than the other by every metric.
Just put major resolve on BA so it's in the stam sorc kit again. this is so dumb.
MincMincMinc wrote: »MincMincMinc wrote: »What are we doing ZOS?
Balance what now?
This is so stupid. 3788 * 4 is 15152 vs 17556 and a heal and you can build to 10 stacks giving it more burst potential.
Do I need to say more?
Bound arms stacks fall off after 10 seconds, focus stacks don't because reasons. 1 skill is significantly better than the other one.
This is on the same character, side by side. What are we doing here?
You forgot to mention how useless the rest of summoning skill line is for damage compared to one of the best set of the most relevant passives available on assassin.
honestly i was intentionally leaving that out. just look at the 2 skills. they are the same skill except one is way worse than the other by every metric.
Just put major resolve on BA so it's in the stam sorc kit again. this is so dumb.
What stamsorcs are going to use BA? Atleast in pvp stamsorcs are now just wardens with streak since you need the charm sribing skill and shalks for breaches. So at a minimum you are forced to run Animal and stormcalling for streak. Then what you run restoring light for Rune? Ok well now we are back to the old stamsorc dilemma of critsurge needs crit chance, but comically stamsorc has no access to critchance now that you dropped assassin. Funny enough its even more of a slap in the face that hurricane has minor force lol even further demanding you get critchance.
Welp glad I spent all patch finding a more efficient all around build than the Acuity boring waiting room playstyle.....just to end up going back to requiring acuity.
Again if zos wants to make more engaging active playstyles they need to incorporate the buffs into the skills.
Hurricane for instance could be a simple tooltip, growing in range, that gives you... guessing here...2% crit per second as it builds. Go a step further and only make it grow when it hits things per second. Suddenly the skill is worth nothing if used incorrectly and worth everything to a good player.
MashmalloMan wrote: »MincMincMinc wrote: »MincMincMinc wrote: »What are we doing ZOS?
Balance what now?
This is so stupid. 3788 * 4 is 15152 vs 17556 and a heal and you can build to 10 stacks giving it more burst potential.
Do I need to say more?
Bound arms stacks fall off after 10 seconds, focus stacks don't because reasons. 1 skill is significantly better than the other one.
This is on the same character, side by side. What are we doing here?
You forgot to mention how useless the rest of summoning skill line is for damage compared to one of the best set of the most relevant passives available on assassin.
honestly i was intentionally leaving that out. just look at the 2 skills. they are the same skill except one is way worse than the other by every metric.
Just put major resolve on BA so it's in the stam sorc kit again. this is so dumb.
What stamsorcs are going to use BA? Atleast in pvp stamsorcs are now just wardens with streak since you need the charm sribing skill and shalks for breaches. So at a minimum you are forced to run Animal and stormcalling for streak. Then what you run restoring light for Rune? Ok well now we are back to the old stamsorc dilemma of critsurge needs crit chance, but comically stamsorc has no access to critchance now that you dropped assassin. Funny enough its even more of a slap in the face that hurricane has minor force lol even further demanding you get critchance.
Welp glad I spent all patch finding a more efficient all around build than the Acuity boring waiting room playstyle.....just to end up going back to requiring acuity.
Again if zos wants to make more engaging active playstyles they need to incorporate the buffs into the skills.
Hurricane for instance could be a simple tooltip, growing in range, that gives you... guessing here...2% crit per second as it builds. Go a step further and only make it grow when it hits things per second. Suddenly the skill is worth nothing if used incorrectly and worth everything to a good player.
To your point and mine (about swapping buffs around) it never made sense for CRITICAL Surge to provide Brutality/Sorcery in the first place. I think it's time they move that out in favour of Savagery/Prophecy.
Can you imagine how much easier and fluid it would be to build for Sorc if the line that asks the class to crit as much as possible included Major and Minor Crit buffs instead of spreading them out to the other 2 lines? Think about it, Assassination has everything it needs in 1 place, crit DMG, Crit chance, Major/Minor Crit, spammable, execute, burst, DPS ultimate, gap closer vs gap maker. It's insane. The only thing it misses is survivability (Surge vs Siphoning Skills), but that's slowly being stripped away from us apparently.
And while my suggestion still moves minor force to BA, it's much less required than having major/minor crit and Minor force being in 3 lines, I'd take those 2 in 1 place in a heartbeat. If they really wanted force there too, give it to Fury for slotting seeing as how it's useless for more than 80% of a fight given how low the execute threshold is and how fast those phases end up being. The skill is terrible anyway.
That said, I just want this mess fixed as fast and a simple as possible before we're stuck with this for years. So please, move Minor Force to BA, add Major Resolve, then figure out the rest after. Add Major Savagery to Lightning Form instead of Surge for all I care even if Surge makes more sense or if I want Minor Force in Storm Calling.
PeacefulAnarchy wrote: »Passives should not be named buffs, especially not with cooldowns
I'll leave the opinions on whether ult gen is too high and whether changing these passives was a thing that should be done to others. My complaint is about how these specific changes make the passives muddy and difficult to work with, and in a lot of cases worthless.
The point of passives is to do something unique for a class/weapon line that makes it gives it its own unique play styles and balance. When passives are unique, you can still build however you want and know the passives serve only to augment your power. Yes, some passives have proc conditions, but what they give is a power someone without those passives doesn't have.
With only a couple of exceptions (that I'll talk about below) the above has been the case with nearly all passives.
Now we have this: 4.5 seconds with a 6 second cooldown, 3 seconds with a 4 second cooldown, 3 seconds with a 4 second cooldown, 6 seconds with an 8 second cooldown, 15 seconds with a 16 second cooldown, 6 seconds with an 8 second cooldown.
There are two problems here:
1. Minor heroism is a reasonably accessible buff that is easy to have 100% uptime on. Heroism potions have been reasonably common in high end groups, a bunch of scribing skills allow you to have minor heroism in various ways, and a handful of sets grant minor heroism. Those are a lot of options your passive is now conflicting with.
2. The above wouldn't be so bad if it gave you a choice: use these skills/sets/potions or use your passives instead, except we have problem number 2. All of the above provide 100% uptime on minor heroism, none of these passives do. That means your choice is: get it only from your passive and a lower uptime, or use one of the options above and make your passive completely useless.
If you felt ult get was to strong and unique ult gen shouldn't be a thing, then you should have done one of the following:
A)reworked all these passives into something completely different.
B ) If you wanted them to be similar to before but with less power in combination, you should have made a brand new buff, call it classic heroism that generates 1 ult per second for whatever appropriate duration and cooldown.
C) If you must keep it the way it is, then at least remove the cooldown so that the passives can get 100% uptime. The cooldown was only there before precisely because they were unique and instant buffs. If you're changing it to a duration buff there's no reason for a cooldown.
I also don't like the change to Catalyst, but it's not as bad because a) it doesn't have a cooldown and b) Major Heroism is a rarer buff that is also stronger. As such this passive retains power and some amount of uniqueness, although the combat conditions make it much more annoying to use than currently, and because it doesn't compete with any of the other buffs listed here it seems like an unnecessary change.
For comparison, the currently existing named buffs.
Other than the class unique minor buffs, which make sense because they are a group utility skill that has only the passive as a source, there were only 3 passives that gave named buffs.
1. Bow - Hasty Retreat: Major Expedition for 4 seconds after you use Roll Dodge
2. Shadow - Shadow Barrier: Casting a Shadow ability grants you Major Resolve for 12 seconds
3. Winter's Embrace - Icy Aura : Attackers at max stacks are afflicted with Major Maim for 3 seconds
The first also feels like a really weak passive, given that expedition has a bunch of sources but at least it has no cooldown.
The second is a very common buff, but it at least has a decent duration and no cooldown, so you can keep it up easily.
The third is in a weird place because it's a debuff with few sources, and procs through stacks. It also has no cooldown, though building stacks seems convoluted.
I don't think these existing named buff passives are all that great either, but they at least allow you to use them at will and provide viable alternatives to other sources of those buffs.
PeacefulAnarchy wrote: »Other than the class unique minor buffs, which make sense because they are a group utility skill that has only the passive as a source, there were only 3 passives that gave named buffs.
1. Bow - Hasty Retreat: Major Expedition for 4 seconds after you use Roll Dodge
2. Shadow - Shadow Barrier: Casting a Shadow ability grants you Major Resolve for 12 seconds
3. Winter's Embrace - Icy Aura : Attackers at max stacks are afflicted with Major Maim for 3 seconds
Storm Calling
Lightning Form: This ability and its morphs now grant Minor Force while active, rather than Major Resolve.
MashmalloMan wrote: »
I'll further suggest the following to clean things up:
- Move Major Savagery/Prophecy from Bound Armaments to Surge and all morphs.
- Move Major Sorcery/Brutality from Surge to Lightning Form and all morphs.
- Move Minor Force to Bound Armaments.
- Add Major Resolve to Bound Armaments, making the morph choice Minor Resolve/Block Buff vs Minor Force/Damage Skill.
- Consider moving Minor Prophecy from Dark Magic to Storm Calling, replace it with a support focussed passive. This would help Storm Calling compete much better with Assassination.
CameraBeardThePirate wrote: »CoolBlast3 wrote: »Make it so it affects abilities of -all- classes, but that on subclassed lines it only affects DoT class abilities. On necro it still affects all however. This way you reduce its effectiveness in the case of Arc beam and other broken combos, whilst still allowing for DoT play-ability in subclassing
This is already how it works. Sacrifice affects all DoTs and all Necro class abilities. This includes DoTs from other classes already.
It should still get a buff though.
RaptorRodeoGod wrote: »Feels bad to have unique ultimate passives changed the same thing because they were "too strong" when utilized together.
Would be nice if they were scrapped all together & replaced with a named buff that stacked stronger the more of your original class skill lines you kept. That way, something new & unique is given to compensate for what was taken away.