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https://forums.elderscrollsonline.com/en/discussion/668861

Fix and Changes Ideas ! [Read this !]

Kharapuce
Kharapuce
✭✭
Hey bois,

regardless to the last months spent on Eso, specially in PvP, i wanted to make a thread about what i think Zos should change and fix !

Let's begin.

1. FIX THE STAMINA CLASSES

- Evasion (and his 2 morphs) : This skill should be usable only when you have 5 Medium pieces on you

- Immovable (and his 2 morphs) : This skill should be usable only when you 5 Heavy pieces on you

- Shuffle (Evasion morph) : This skill shouldn't allow you to dodge DoT

- Velidreth : This Set should deal less damage (like 8k max on tooltip) and have a 15 sec cooldown at least

- Viper : This set should proc ONLY on melee attack and have a 10/15 sec cooldown

- Selene : This Set should deal less damage (like 8k max on tooltip) and have a 15 sec cooldown at least

- Tremorscale : This set should have a 15% or 20% proc chance instead of 50%. And should snare for 2sec instead of 7sec

- Black Rose : The 5 pieces bonus should increase from 20% constitution instead of 40%

2. BALANCE THE SKILLS

Templar :

- Radiant Destruction (and his 2 morphs) : This skill should now be a non range skill

Dragon Knight :

- Dragon Blood (and his 2 morphs) :
[Actual Version] = Draw on your draconic blood to heal for 33% of your missing Health.
You also gain Major Fortitude, increasing Health Recovery by 20% for 20 seconds.

[My Version] = Draw on your draconic blood to heal for [x] over 8 seconds


For Dragon Knight, even if it's playable, the cost of skills still ridiculously high. For example, basic cost of the Igneous Shield is 3654 Mana ... In comparison, the basic cost for a sorc on Hardened Ward is 3166 Mana. So 488 magicka less than a Dk on a skill that both classes need to spam.

SO, Igneous Shield should have a cost 3250 magicka. (404 Mana less than the actual cost = 11%)

Based on this calculation, all the basic cost should be reworked with a range between 8% and 11% of the actual cost.


Nightblade :

- Incapiciting Strike (morph of Death Stroke) : this ultimate should cost 90 points instead of 50
- Shadow Cloak (and his 2 morph) : this skill shoud now purge at least 3 negative effects on you and not being breakable by any gap closer, DoT, or anything except Aoe and unstealthe skills like Inner Light etc.
This skill should aswell be like following = Cloack yourself in shadow for being invisble for [x] Seconds. Casting again within 5 seconds costs 25% more magicka


Sorcerer :

Even if some random peoples could cry about it, this class is quite balanced for now.


Alliance war skills :

Support Tree

- Mystic Guard (morph of Guard) : [Actual Description] = Create a lifebond between you and an ally. While bonded, 30% they take is instead redistributed to you. You and your bonded ally allso gain Minor Vitality, increasing your healing received by 8%. The bond will remain until you recast the spell or move more than 15 meters away for your ally.

[My Idea] = Channeling an area of 8 meters radius around you. While channeling your damage and healing done is reduced by 15%. Ennemies in that area are not able to use any gemstones to ressurect an allies. This area will be up untill you reapply the buff. (If you switch weapon, this area will disappear if you don't have it slotted on both bars).



3.FIX YOUR SETS

- Harvester Scourge : [Actual Description] = When you take damage, you have 6% chance to creat a beam that steals [x] Health over 4 seconds from the attacker. The beam breaks if the enemy moves further than 8 meters away. While the beam holds gain 30% increased heal.

This set shouldn't give you 30% more heal, and the range of the healing beam should be reduced by 50% (4 meters)


- Reactive Armor : This set is bugged for templars and proc whenever an enemy stay in your purifying ritual.




So i guess that's everything for now, if you have any ideas feel free to share it !


#togetherforabetterEso


NB : If you don't know me, i am mainly a stamina player, and overall a nightblade player. So please don't come and tell me in the comment sections that the nerf for nightblade and stam classes i propose is because i'm getting f***** by some random Nb or whatever and that my ideas aren't unbiased.

I'm playing NB since a long time ago and since a few patches this classes is just totally unbalanced, specially with the proc sets and the Ultimate at 12k TT with a 50 points cost.
Edited by Kharapuce on 17 October 2016 10:11
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  • altemriel
    altemriel
    ✭✭✭✭✭
    ✭✭✭
    Kharapuce wrote: »
    Hey bois,

    regardless to the last months spent on Eso, specially in PvP, i wanted to make a thread about what i think Zos should change and fix !

    Let's begin.

    1. FIX THE STAMINA CLASSES

    - Evasion (and his 2 morphs) : This skill should be usable only when you have 5 Medium pieces on you

    - Immovable (and his 2 morphs) : This skill should be usable only when you 5 Heavy pieces on you

    - Shuffle (Evasion morph) : This skill shouldn't allow you to dodge DoT

    - Velidreth : This Set should deal less damage (like 8k max on tooltip) and have a 15 sec cooldown at least

    - Viper : This set should proc ONLY on melee attack and have a 10/15 sec cooldown

    - Selene : This Set should deal less damage (like 8k max on tooltip) and have a 15 sec cooldown at least

    - Tremorscale : This set should have a 15% or 20% proc chance instead of 50%. And should snare for 2sec instead of 7sec

    - Black Rose : The 5 pieces bonus should increase from 20% constitution instead of 40%

    2. BALANCE THE SKILLS

    Templar :

    - Radiant Destruction (and his 2 morphs) : This skill should now be a non range skill

    Dragon Knight :

    - Dragon Blood (and his 2 morphs) :
    [Actual Version] = Draw on your draconic blood to heal for 33% of your missing Health.
    You also gain Major Fortitude, increasing Health Recovery by 20% for 20 seconds.

    [My Version] = Draw on your draconic blood to heal for [x] over 8 seconds


    For Dragon Knight, even if it's playable, the cost of skills still ridiculously high. For example, basic cost of the Igneous Shield is 3654 Mana ... In comparison, the basic cost for a sorc on Hardened Ward is 3166 Mana. So 488 magicka less than a Dk on a skill that both classes need to spam.

    SO, Igneous Shield should have a cost 3250 magicka. (404 Mana less than the actual cost = 11%)

    Based on this calculation, all the basic cost should be reworked with a range between 8% and 11% of the actual cost.


    Nightblade :

    - Incapiciting Strike (morph of Death Stroke) : this ultimate should cost 90 points instead of 50
    - Shadow Cloak (and his 2 morph) : this skill shoud now purge at least 3 negative effects on you and not being breakable by any gap closer, DoT, or anything except Aoe and unstealthe skills like Inner Light etc.
    This skill should aswell be like following = Cloack yourself in shadow for being invisble for [x] Seconds. Casting again within 5 seconds costs 25% more magicka


    Sorcerer :

    Even if some random peoples could cry about it, this class is quite balanced for now.

    3.FIX YOUR SETS

    - Harvester Scourge : [Actual Description] = When you take damage, you have 6% chance to creat a beam that steals [x] Health over 4 seconds from the attacker. The beam breaks if the enemy moves further than 8 meters away. While the beam holds gain 30% increased heal.

    This set shouldn't give you 30% more heal, and the range of the healing beam should be reduced by 50% (4 meters)


    - Reactive Armor : This set is bugged for templars and proc whenever an enemy stay in your purifying ritual.




    So i guess that's everything for now, if you have any ideas feel free to share it !


    #togetherforabetterEso


    NB : If you don't know me, i am mainly a stamina player, and overall a nightblade player. So please don't come and tell me in the comment sections that the nerf for nightblade and stam classes i propose is because i'm getting f***** by some random Nb or whatever and that my ideas aren't unbiased.

    I'm playing NB since a long time ago and since a few patches this classes is just totally unbalanced, specially with the proc sets and the Ultimate at 12k TT with a 50 points cost.





    you forgot Malubeth:
    decrease heal, decrease beam lenght


    @ZOS_RichLambert @ZOS_MattFiror @ZOS_GinaBruno @ZOS_KaiSchober @Wrobel
    Edited by altemriel on 17 October 2016 10:08
  • Jam
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  • Kharapuce
    Kharapuce
    ✭✭


    you forgot Malubeth:
    decrese heal, decrease beam lenght
    - Harvester Scourge : [Actual Description] = When you take damage, you have 6% chance to creat a beam that steals [x] Health over 4 seconds from the attacker. The beam breaks if the enemy moves further than 8 meters away. While the beam holds gain 30% increased heal.

    This set shouldn't give you 30% more heal, and the range of the healing beam should be reduced by 50% (4 meters)

    ;)



    PC - EU - AD

    RUN I TRIGGERED THEM Baguette'Blade - Nightblade - Wood Elf - AvA 49 - Grand Overlord (reached 12/15/16 /played 100days)
    Kharapuce - Dragonknight - Dark Elf - AvA 25
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    Polishing-Your-Spears Templar - Argonian - AvA Rofl
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    Khara The Baguette Slayer Nb EP - Dark Elf - AvA Rofl
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  • alakmir
    alakmir
    ✭✭✭
    and make Shield breaker to do damage to shields like 50% extra damage or even more and not simply bypass the shields coz scrubs take this set for granted and try to spam and execute non heal running magica players with Shield breaker.
    Awesome post Khara !
    Emeeru - AD Sorc
    Solo/ duo/ trio with Sabal/Rubeus
  • altemriel
    altemriel
    ✭✭✭✭✭
    ✭✭✭
    Kharapuce wrote: »

    you forgot Malubeth:
    decrese heal, decrease beam lenght
    - Harvester Scourge : [Actual Description] = When you take damage, you have 6% chance to creat a beam that steals [x] Health over 4 seconds from the attacker. The beam breaks if the enemy moves further than 8 meters away. While the beam holds gain 30% increased heal.

    This set shouldn't give you 30% more heal, and the range of the healing beam should be reduced by 50% (4 meters)

    ;)



    aha, yes, you are right :)
  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    Have you thought about the consequences of your ideas for pve?

    - Many tanks, especially those who use tava's blessing use evasion in pve
    - I often do dungeons with inexperieced players. There it's very helpful to have immovable as healer to be able to ress people without getting interrupted
    - if you reduce the damage of proc sets and increase the cooldown in that way, they become completly useless. In my opinion it would be better to reduce the damage by a bigger amout, but also reduce the cooldown to keep the dps you get from those sets on a similar level like illambris or grothdar.
    - The fact that templars can go ranged during execute phase is acutally quite helpfull, especially when doing mol hm. But I guess that's something that can be adjusted by just replacing templar dds with sorcs
    ...
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Another one of those "nerf anything that pops up in my death recap" posts.......

    Let me translate your points:

    1. Fix the stamina classes = aka nerf the staminaclasses and their sets cause I don´t like the stamina meta.
    2. BALANCE THE SKILLS = aka nerf templar execute (are you for real to say you want to make it a melee execute?? I can agree the range is a little over the top but get real m8) and buff magicka dk. Very original...truly...
    3. FIX YOUR SETS = Malubeth was nerfed and is working fine. Move away and break the beam, issue solved

    NB : If you don't know me, i am mainly a stamina player, and overall a nightblade player. So please don't come and tell me in the comment sections that the nerf for nightblade and stam classes i propose is because i'm getting f***** by some random Nb or whatever and that my ideas aren't unbiased.

    I'm playing NB since a long time ago and since a few patches this classes is just totally unbalanced, specially with the proc sets and the Ultimate at 12k TT with a 50 points cost.
    Whenever I see someone posting things like this in their post I almost presume that it´s made up just to remove some arguments that might come to your post......
  • Kharapuce
    Kharapuce
    ✭✭
    Have you thought about the consequences of your ideas for pve?

    - Many tanks, especially those who use tava's blessing use evasion in pve
    - I often do dungeons with inexperieced players. There it's very helpful to have immovable as healer to be able to ress people without getting interrupted
    - if you reduce the damage of proc sets and increase the cooldown in that way, they become completly useless. In my opinion it would be better to reduce the damage by a bigger amout, but also reduce the cooldown to keep the dps you get from those sets on a similar level like illambris or grothdar.
    - The fact that templars can go ranged during execute phase is acutally quite helpfull, especially when doing mol hm. But I guess that's something that can be adjusted by just replacing templar dds with sorcs
    ...


    I can admit that i'vent really think about PvE consequences, but still.

    I'm pretty sure that wouldn't be that annoying. Being myself a tank in PvE dropping Tava wouldn't hurt me or change anything to my gameplay.

    Well i guess you could anyway res them without and even if you couldn't, immovable pots ftw.

    For the proc sets i don't know if you are speaking PvE wise or PvP wise. But the point actually is to balance the set, if you reduce the damage and the cooldown as the same way, nothing will really change. And PvE wise, reducing the dmg from 2K and increasing the cooldown for a bit will not change that much the global dps i guess. PvP wise it will change a lot but not really in PvE at my opinion

    I never did vMoL so i don't really know but i guess that as some PvP players, PvE players like to have some challenging contents, so thinking about a new way for dps while execute phace wouldn't be interesting ?
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  • Kharapuce
    Kharapuce
    ✭✭
    Qbiken wrote: »
    Another one of those "nerf anything that pops up in my death recap" posts.......

    Let me translate your points:

    1. Fix the stamina classes = aka nerf the staminaclasses and their sets cause I don´t like the stamina meta.
    2. BALANCE THE SKILLS = aka nerf templar execute (are you for real to say you want to make it a melee execute?? I can agree the range is a little over the top but get real m8) and buff magicka dk. Very original...truly...
    3. FIX YOUR SETS = Malubeth was nerfed and is working fine. Move away and break the beam, issue solved

    NB : If you don't know me, i am mainly a stamina player, and overall a nightblade player. So please don't come and tell me in the comment sections that the nerf for nightblade and stam classes i propose is because i'm getting f***** by some random Nb or whatever and that my ideas aren't unbiased.

    I'm playing NB since a long time ago and since a few patches this classes is just totally unbalanced, specially with the proc sets and the Ultimate at 12k TT with a 50 points cost.
    Whenever I see someone posting things like this in their post I almost presume that it´s made up just to remove some arguments that might come to your post......


    Actually this part is made for preventing some ret**ds to post some totally useless answers to the debate, like yours...
    Sadly not direct enough for you ...

    It's not a point of liking or not the meta but just to balance a bit that game ...

    Yes i'm really saying this about beam. Are you mad ? :')

    My PoV about dk isn't original and i haven't made this thread for being original too, just for pointing some things that have to be changed.
    PC - EU - AD

    RUN I TRIGGERED THEM Baguette'Blade - Nightblade - Wood Elf - AvA 49 - Grand Overlord (reached 12/15/16 /played 100days)
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  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Kharapuce
    Yes i'm really saying this about beam. Are you mad ? :')
    Not sure if mad or not, just tired of nerfposts. Need more buffmagicka threads than we need nerfstamina threads IMO :)

    Just in a bad mood a guess. Nothing personal and my original post might have been more rant than a constructive response (which I apologize for).
  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    Kharapuce wrote: »
    Have you thought about the consequences of your ideas for pve?

    - Many tanks, especially those who use tava's blessing use evasion in pve
    - I often do dungeons with inexperieced players. There it's very helpful to have immovable as healer to be able to ress people without getting interrupted
    - if you reduce the damage of proc sets and increase the cooldown in that way, they become completly useless. In my opinion it would be better to reduce the damage by a bigger amout, but also reduce the cooldown to keep the dps you get from those sets on a similar level like illambris or grothdar.
    - The fact that templars can go ranged during execute phase is acutally quite helpfull, especially when doing mol hm. But I guess that's something that can be adjusted by just replacing templar dds with sorcs
    ...


    I can admit that i'vent really think about PvE consequences, but still.

    I'm pretty sure that wouldn't be that annoying. Being myself a tank in PvE dropping Tava wouldn't hurt me or change anything to my gameplay.

    Well i guess you could anyway res them without and even if you couldn't, immovable pots ftw.

    For the proc sets i don't know if you are speaking PvE wise or PvP wise. But the point actually is to balance the set, if you reduce the damage and the cooldown as the same way, nothing will really change. And PvE wise, reducing the dmg from 2K and increasing the cooldown for a bit will not change that much the global dps i guess. PvP wise it will change a lot but not really in PvE at my opinion

    I never did vMoL so i don't really know but i guess that as some PvP players, PvE players like to have some challenging contents, so thinking about a new way for dps while execute phace wouldn't be interesting ?
    Well, sure, I could probably deal with those changes, but I can't see how it's worth the effort. It would be annyoing in pve and require people to craft new gear again while not really making pvp more enjoyable from my pov.
    I have to admit I haven't been to pvp much lately, but the few times I was there my main issue was gap closer spam. As magicka build without class mobility skills mistform + invis bats is the most reliable way to disengage when my enemy has his friends waiting in sneak. But people spaming ambush / stampede just bug out my skills (they can charge to me while I'm supposed to be invisable, snare immunity doesn't work against those skills)
  • Lieblingsjunge
    Lieblingsjunge
    ✭✭✭✭✭
    Healer using Immovable-skill in PvE?! o_o'' Ain't nobody got slots for that.

    I agree with most of the points and I really like the idea of Guard. o/
    Giving Beam a range of 5-8 meters sounds like a great idea tbh. Sweeps is a close-combat ability anyway, so I don't see how this could make anything worse. And Sweeps is used as main deeps in both PvE & PvP. It won't kill anything.

    Stamina.. I rather do like I've seen people suggest on the forums. Make proc-sets have a global cooldown. Should counter much of the Carried-By-Wrobel-1-shot.

    What concerns me the most, is the Stamina's way of outputting insane amount of damage, but still have enough heals to keep themselves alive. It's basically no risk involved. Rally + Vigour + Major vit/mending = Full HP. That & proc sets are imo the problem atm. I'm not saying that Stamina should not be allowed to have heals, but when they're outputting so much damage & healing over time with Vigour, they don't have any obvious weak points. Templar BoL/Healing Ward are all active skills, so it has to be used defensively, however a Stamina can keep up the healing without going defensive.

    Ignorance is the greatest weapon of tyranny.
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  • Gallier65
    Gallier65
    ✭✭
    Personally I don´t think stam should be get a nerf. It´s good the way it is at the moment. The thing is that instead magicka should get a buff. Most important is that the light armor passivs should be get a buff. I mostly play a magicka nightblade or magicka sorc in pvp if some passivs get a buff it´s ok. Or give magicka users the possibility to use a staff and another weapon or something to get one more set bonus, that we are not forced to use two swords.

    That´s just my opinion though.
  • kaithuzar
    kaithuzar
    ✭✭✭✭✭
    @Kharapuce
    There are 2 things here that ZOS actually needs to fix.

    1) Set problems

    2) Skill problems

    There are a few other things that I mentioned in another post ( I'll re-post them here & would like your thoughts OP )

    Soul harvest doesn't have a knock down & incap does

    There is %dodge increase & no %hit increase

    Low slash or whatever that ability which "decreases the damage of the player attacking you"; this should be nerfed to the ground or otherwise removed from game.

    Reason:
    This is just asking for cancer. I can spec 100% into damage & slot 1 skill to beat you?!?

    Minor & major mending should be completely removed from the game

    Reverb bash & sets performing heal debuffs; removed from the game

    Reason:
    If mending wasn't causing healing to be so out of control people wouldn't need to heal debuff

    Trap beast should not give minor/major force, in fact remove minor & major force from the game it makes damage entirely too strong. If not buff all armor x2 making the cap 66k instead of 33k because penetration is so high no one is wearing armor anyways
    Edited by kaithuzar on 18 October 2016 04:07
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    GoldCloaks - Durruthy test server penga
    Small Meme Guild - Mano's house

    Former member of:
    Legend - Siffer fan boy club
    TKO (tamriel knight's order) - free bks
    Deviance - Leonard's senche tiger
    Purple - hamNchz is my hero
    Eight Divines - myrlifax stop playing final fantasy
    WKB (we kill bosses) - turd where you go?
    Arcance Council - Klytz Kommander
    World Boss - Mike & Chewy gone EP
    M12 (majestic twelve) - cult of the loli zerg
  • Rohamad_Ali
    Rohamad_Ali
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    Maybe if they unnerfed MagicDK and MagBlade it would make a difference . Revert back some of the funnel health changes and light armor changes made awhile back . Give DKs reflect back without the timer . Some of these things were only OP at the time but would be good counters to stamina bow procs and hurricane pinballs .
  • Master_Kas
    Master_Kas
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    I agree with most but incap.

    Why ?

    1. If it costs 90 ult, its single target and dodgeable, there would be even less reasons to not run DBOS over it. (AoE damage + aoe cc + aoe dot for not much higher cost if incap would cost 90 ult).
    Also, soul harvest hardly is as painful as incap strike. Making incap cost 90, would mean soul harvest would need to cost 90 too, and magnb's doesn't need that nerf. If there was a choice to only nurf incap and not soul harvest (the mag morph) I'd agree with this.

    2. Sorcerer's streak penalty needs to be adjusted imo, sorcs are supposed to be the king of mobility.

    Other than that, it sounds pretty good. ^^
    Edited by Master_Kas on 18 October 2016 05:17
    EU | PC
  • Kas
    Kas
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    imho the cloak changes alone would make such a patch FAR less enjoyable for me than anything we ever had. the rest is pretty sensible. if cloak works as a reliable protection, the game is completely broken. it would be impossible to ever kill a decent NB 1v1 for MANY builds.

    E.g. look at sorcs: cloak will purge curse, etc. what you can still do is perfectly guess the NBs location and streak through it. The NB will recloak with 25% increase cost if you re-streak the cost increases by 50%. I guess a stam NB could even outlast a magicka sorc if both are on tripots. Let alone a magicka NB and the fact that a streak can e missed.
    Lightning form gives you a minimal range increase. If you use a ground AoE instead, the NB just recloaks and moves out of it, most NBs are faster in stealth than someone else that is trying to use AoE to uncover it. It's already furstrating to no ends to catch a NB even afte rthe NB failed a gank attempt and you are very close to finishing it.

    magelight range is a joke as well. It's nice vs NBs if it's on your bar,. but you can STILL be outrun by sprint/dodge (even by a 10% health NB) and without curse the NB will recloak before you can seal the deal.

    Perfect (or close-to-perfect) escape tools (even if they require good playing) absolutely ruin the game, imho. It was the same with no-cost-increase streak and 1.6 (pre 50% BS) shields.

    Sorry, but I take Wrobel over this any day.
    Edited by Kas on 18 October 2016 09:34
    @bbu - AD/EU
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  • Xvorg
    Xvorg
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    Kas wrote: »
    imho the cloak changes alone would make such a patch FAR less enjoyable for me than anything we ever had. the rest is pretty sensible. if cloak works as a reliable protection, the game is completely broken. it would be impossible to ever kill a decent NB 1v1 for MANY builds.

    E.g. look at sorcs: cloak will purge curse, etc. what you can still do is perfectly guess the NBs location and streak through it. The NB will recloak with 25% increase cost if you re-streak the cost increases by 50%. I guess a stam NB could even outlast a magicka sorc if both are on tripots. Let alone a magicka NB and the fact that a streak can e missed.
    Lightning form gives you a minimal range increase. If you use a ground AoE instead, the NB just recloaks and moves out of it, most NBs are faster in stealth than someone else that is trying to use AoE to uncover it. It's already furstrating to no ends to catch a NB even afte rthe NB failed a gank attempt and you are very close to finishing it.

    magelight range is a joke as well. It's nice vs NBs if it's on your bar,. but you can STILL be outrun by sprint/dodge (even by a 10% health NB) and without curse the NB will recloak before you can seal the deal.

    Perfect (or close-to-perfect) escape tools (even if they require good playing) absolutely ruin the game, imho. It was the same with no-cost-increase streak and 1.6 (pre 50% BS) shields.

    Sorry, but I take Wrobel over this any day.

    Radiant magelight range is not a joke. Besides you have your shield, we have our cloak. Your shield last longer than our cloak and costs less. Maybe we should increase the cost the shield's cast if done before 5 secs, to make things more balaced.

    Seriously, people learnt how to deal with cloak long ago.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • kaithuzar
    kaithuzar
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    Kas wrote: »
    imho the cloak changes alone would make such a patch FAR less enjoyable for me than anything we ever had. the rest is pretty sensible. if cloak works as a reliable protection, the game is completely broken. it would be impossible to ever kill a decent NB 1v1 for MANY builds.

    E.g. look at sorcs: cloak will purge curse, etc. what you can still do is perfectly guess the NBs location and streak through it. The NB will recloak with 25% increase cost if you re-streak the cost increases by 50%. I guess a stam NB could even outlast a magicka sorc if both are on tripots. Let alone a magicka NB and the fact that a streak can e missed.
    Lightning form gives you a minimal range increase. If you use a ground AoE instead, the NB just recloaks and moves out of it, most NBs are faster in stealth than someone else that is trying to use AoE to uncover it. It's already furstrating to no ends to catch a NB even afte rthe NB failed a gank attempt and you are very close to finishing it.

    magelight range is a joke as well. It's nice vs NBs if it's on your bar,. but you can STILL be outrun by sprint/dodge (even by a 10% health NB) and without curse the NB will recloak before you can seal the deal.

    Perfect (or close-to-perfect) escape tools (even if they require good playing) absolutely ruin the game, imho. It was the same with no-cost-increase streak and 1.6 (pre 50% BS) shields.

    Sorry, but I take Wrobel over this any day.

    Are you honestly forgetting they nerfed major expedition into the ground? If NB's especially magicka nb's(!?!?!) are getting away from you then you need to learn what speed pots are; because I can guarantee they're not "built for speed". An orc stam dk or stam templar or stam sorc is much much faster!
    Member of:
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    Just Chill - Crown's house
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    Small Meme Guild - Mano's house

    Former member of:
    Legend - Siffer fan boy club
    TKO (tamriel knight's order) - free bks
    Deviance - Leonard's senche tiger
    Purple - hamNchz is my hero
    Eight Divines - myrlifax stop playing final fantasy
    WKB (we kill bosses) - turd where you go?
    Arcance Council - Klytz Kommander
    World Boss - Mike & Chewy gone EP
    M12 (majestic twelve) - cult of the loli zerg
  • TheBonesXXX
    TheBonesXXX
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    I'm not in agreeance for the cloak changes, because my build relies on opening up in Shadow Cloak to catch someone off guard, because the Shuffle brokenness we have today.

    I don't care how long you have been playing Stamina Nightblade, that does not validate your changes without rigorous explanation,

    cloak is nightblade damage mitigation, cleansing spells and only being found by aoe, magelight, and detect pots are more than sufficient to counter cloak.

    Devs need to make the Battle Mage playstyle worth while again, such as our own magicka based melee weapon, one weapon, three damages like Destro STaff.
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