Channelled beams are not damage over time.
Words have lost all meaning.
While we're at it, can we classify Polar Wind as "fire damage", Magma Shell as a "summoned pet", and Blocking as "out of combat"?
No particular reason, just for fun, because apparently, that's how ESO works now.
Also, please convey specifically this feedback to the developers. I'm serious.
PrinceShroob wrote: »Really? 11.0.3 took two weeks for balance changes and that's all you do? You don't address the community's concerns about subclassing at all? What can I say except "we warned you"? Adding subclassing this way to a decade-old game is like trying to add a new piece to chess.
Case in point: you're concerned about Rapid Rot's effect on damage over time skills, so you just arbitrarily and nonsensically make beams--which definitionally deal damage over a period of time--not be considered damage over time abilities rather than addressing the underlying issue, that you were not and are not prepared for the level of damage increase subclassing has enabled. And rather than saying mea culpa, it's full steam ahead. I really have no words.
sans-culottes wrote: »The patch notes read like a series of evasions rather than meaningful adjustments. Subclassing opened floodgates the devs were clearly unprepared for. Instead of reworking the framework or even acknowledging the scale of the disruption, we get terminology reassignments and vague gestures at control.
Are you serious? There are very few updates to the combat balance, which doesn't seem like a report card that players have to wait for two weeks. So disappointing.
Many feedbacks were ignored, such as the poor skill distribution of Sorc, and the fact that the Dark Magic skill line is a damage skill line with most skills and passive abilities being substandard.
Instead of reworking the Necromancer's GLS, they just changed the types of all "beam" skills (can't say for sure if this is a good thing or a bad thing, but I think it's a lazy, one-size-fits-all fix that will likely cause bigger problems in the future, such as a bigger power boost with Merciless Charge)
If ZOS really intends to launch U46 with the current battle balance, then the exodus of U35 will happen again, and people may even miss U35 because U46 completely shattered the balance.
Cominfordatoothbrush wrote: »Regarding the patch notes, my disappointment in seeing the communitys feedback seemingly not considered at all is immeasurable. Some of us LIKE the old classes, it's ridiculous for this patch to go forward with multiclasses being so much more powerful
PrinceShroob wrote: »Really? 11.0.3 took two weeks for balance changes and that's all you do? You don't address the community's concerns about subclassing at all? What can I say except "we warned you"? Adding subclassing this way to a decade-old game is like trying to add a new piece to chess.
Case in point: you're concerned about Rapid Rot's effect on damage over time skills, so you just arbitrarily and nonsensically make beams--which definitionally deal damage over a period of time--not be considered damage over time abilities rather than addressing the underlying issue, that you were not and are not prepared for the level of damage increase subclassing has enabled. And rather than saying mea culpa, it's full steam ahead. I really have no words.
Twohothardware wrote: »Casual players will have strongCominfordatoothbrush wrote: »Regarding the patch notes, my disappointment in seeing the communitys feedback seemingly not considered at all is immeasurable. Some of us LIKE the old classes, it's ridiculous for this patch to go forward with multiclasses being so much more powerful
If subclassing wasn’t noticeably stronger than just the basic classes as they stand now there would be no point in adding it to the game.
It would have been the same crap we got with Scribing and Class based sets. Nerfed and watered down until there was no advantage over just using the existing meta.
Cominfordatoothbrush wrote: »Twohothardware wrote: »Casual players will have strongCominfordatoothbrush wrote: »Regarding the patch notes, my disappointment in seeing the communitys feedback seemingly not considered at all is immeasurable. Some of us LIKE the old classes, it's ridiculous for this patch to go forward with multiclasses being so much more powerful
If subclassing wasn’t noticeably stronger than just the basic classes as they stand now there would be no point in adding it to the game.
It would have been the same crap we got with Scribing and Class based sets. Nerfed and watered down until there was no advantage over just using the existing meta.
Strongly disagree, the point would be the same as it ostensibly is now - to make your own thematic builds. My problem isn't that I think they should be weaker than single class builds, but that there should be enough of a drawback that there is some semblance of parity between them. This is how multi classing in most RPGs works - there are powerful combinations of classes, but you lose out on enough of the high level stuff of each that it evens out
And that's not even true of scribing. Granted there aren't many hard hitting dps scribing skills other than banner, there are many utility scribed skills that are used in every raid
Twohothardware wrote: »The game needed a damage increase. The average player base can’t complete the dlc vet dungeons or any recent vet trial and players in PvP have become so tanky there is a 15 minute time to kill in the game.
Twohothardware wrote: »It makes no sense why there should be expected parity between base classes and an optimized build using subclassing. Base classes are full of healing and tanking skills and passives in one or more of their skill lines so that each class has the potential to fulfill any of the games three roles, DPS, tank or healer.
If you’re building a DPS character many of those skills and passives do nothing for your damage. It only makes sense that if you replace those tank and healing skills and passives with more DPS focused ones that your characters DPS is going higher.
Same thing if you’re a tank or a healer and with subclassing you drop the useless DPS skills and passives.
It's still wild that after 10 years there's no clear way in game to read what type of damage your ability does, or what armor enemy has, etcCaptainRele wrote: »This is what we had to wait another week, in an extremely short pts cycle, for? Rewriting the dictionary on what kind of damage a giant, 4 second laser beam is? Explaining what direct damage means is already hard enough without having to add on asterisks of "and also fatecarver is direct damage because subclassing was too powerful". If rapid rot + fatecarver is the problem, why not just change rapid rot to not buff channeled skills rather than gaslight us that a damage over time skill is somehow 10 instances of direct damage?!
Twohothardware wrote: »PrinceShroob wrote: »Really? 11.0.3 took two weeks for balance changes and that's all you do? You don't address the community's concerns about subclassing at all? What can I say except "we warned you"? Adding subclassing this way to a decade-old game is like trying to add a new piece to chess.
Case in point: you're concerned about Rapid Rot's effect on damage over time skills, so you just arbitrarily and nonsensically make beams--which definitionally deal damage over a period of time--not be considered damage over time abilities rather than addressing the underlying issue, that you were not and are not prepared for the level of damage increase subclassing has enabled. And rather than saying mea culpa, it's full steam ahead. I really have no words.
The game needed a damage increase. The average player base can’t complete the dlc vet dungeons or any recent vet trial and players in PvP have become so tanky there is a 15 minute time to kill in the game.
yesterday I teach 7 new player finished they first Vdsr clean,they 21m parse is 60-85k and all 1bar sorc,the 5carry is 2tank 1 healer 2dpsTwohothardware wrote: »PrinceShroob wrote: »Really? 11.0.3 took two weeks for balance changes and that's all you do? You don't address the community's concerns about subclassing at all? What can I say except "we warned you"? Adding subclassing this way to a decade-old game is like trying to add a new piece to chess.
Case in point: you're concerned about Rapid Rot's effect on damage over time skills, so you just arbitrarily and nonsensically make beams--which definitionally deal damage over a period of time--not be considered damage over time abilities rather than addressing the underlying issue, that you were not and are not prepared for the level of damage increase subclassing has enabled. And rather than saying mea culpa, it's full steam ahead. I really have no words.
The game needed a damage increase. The average player base can’t complete the dlc vet dungeons or any recent vet trial and players in PvP have become so tanky there is a 15 minute time to kill in the game.
TheDarkRuler wrote: »This weeks patch notes just confirm to me that ZOS way of handling PTS is just "We want to do it that way". If you have feedback, we do it either way.
Give up, game’s deadCameraBeardThePirate wrote: »@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Kevin The corpse changes introduced this PTS cycle will kill corpse consumers in PvP.
Corpses were already too short duration. Cutting the duration in half was a bad decision that makes Necro much more micro-managey and difficult to play.
Cutting the corpse+pet limit from 10 to 5 in PvP is also a bad change. Many corpse consumers require more than 1 corpse to reach their full effect. With a shorter duration, and 2 or 3 "slots" for your corpses being taken up by Blastbones, Ghost, and Minion, there are now a number of abilities that will never reach their full efficiency.
Animate Blastbones, Necrotic Potency/Deaden Pain, Enduring Undeath, and the Necro Class Script are gutted by these changes. These skills/effects were already average at best, and are now basically worthless in PvP.
I am begging you to revert the corpse changes or buff these abilities BEFORE LIVE. Killing these abilities and taking months to fix them would be more than frustrating for a number of players that enjoy them.
acastanza_ESO wrote: »You are being bombarded with a laser beam, it is obviously direct damage and always should have been, I support this change.