CaptainRele wrote: »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.
"Direct damage" does not mean "bombard". Direct damage is the opposite of damage over time, in the same way single target and area of effect are opposites. A single beam that deals continuous Damage over a period of Time cannot by definition be direct damage. Words have meaning.
CaptainRele wrote: »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.
"Direct damage" does not mean "bombard". Direct damage is the opposite of damage over time, in the same way single target and area of effect are opposites. A single beam that deals continuous Damage over a period of Time cannot by definition be direct damage. Words have meaning.
acastanza_ESO wrote: »Nah, Channeled Direct Damage is exactly what this is.
Beam is now a direct damage AoE channel, due to game balance reasons, not because it’s logical to call it that.
acastanza_ESO wrote: »Nah, Channeled Direct Damage is exactly what this is.
Can we please have Instant Damage over Time then as well?
---Beam is now a direct damage AoE channel, due to game balance reasons, not because it’s logical to call it that.
And therein lies the problem.
It is not a logical thing.
But instead of thinking about which synergies exist in the game and how they might influence each other beforehand, they try to put some band-aid on the duct tape that's holding this thing together.
I have absolutely no idea how any of this could happen.
Arcanist beams have existed for a while now.
The Necro passives have existed for a few years longer. They have frelling tool tips that say what they do.
How could a combat team miss that?!?
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.
[So, which one is it? Obviously no one expects a perfect release and that every single variable will be accounted for, but are we really supposed to believe that Subclassing in its current state is polished enough to be ready for release?
Cynical_Alchemist wrote: »PTS 11.0.3 states that beams are now considered direct damage rather than DoTs. Are they still considered channels?
This affects the Deadly Strike set, and one of the more common builds for Arcanists.
Zyaneth_Bal wrote: »They responded so quickly because all they did was return some stats to a passive. Needless to say this is incomparable to a class rework most people demand for necro.sans-culottes wrote: »Very happy that non-pet sorcs received some attention again in 11.0.1, and certainly step forward.
There is still one dead passive, but that is the same as before the changes.
Looking at the currents state , sorcs have ultimately lost 5% max resources and 10% damage on armaments.
Changing shields was OK, but Deadric summoning line needs more love for it to be competitive.
I think this is overall a net nerf, and now that shield heal is removed, unwarranted.
Too bad Necromancers still haven’t received even an acknowledgment from the devs. It’s interesting that they responded to the Sorcerer discourse so quickly while sidelining years of Necromancer players’ feedback.
Sorcerer trees are particularly unsuited for subclassing due to how spread out over all three trees the sustain, buffs, healing, and tanking abilities and passives are. It’s going to be difficult to balance for subclassing without some big changes.
Stormcalling is the easiest, it can clearly be made the shock damage tree.
Daedric summoning is a little tricky because it’s obvious theme is summoning minions or bound armor / weapons. It is clearly a dps line, but also has tank sprinkled in and heal as well. I think no matter if you make this a dps line or a tank line, some players will be upset. But I suppose this tree could be a dps line or a heal line and remove the tanky stuff.
Dark magic has dps elements to it, but I think it would be easily converted to a skill line focused solely on control, defense, and therefore leans into tanking. I have no idea what to do about crystal frags. It would be weird to just stick it in one of the other two lines, but it’s such an iconic ability and clearly belongs in a dps line.
Although pvpers do suffer most but they have the same position with their game’s entire community.LonePirate wrote: »Is there a game whose developers do not understand (to be kind) or despise (to be unkind) their PVP community as much as ZOS does with the ESO PVP community? I have not seen anything in these first four weeks of this PTS cycle that will address player complaints with the current state of skills and sets in PVP. Is it a communication issue? It is simply apathy?