HackTheMinotaur wrote: »Also, all class Ultimate generating passives (other than Catalyst) are now dead skills for Oakensoul builds. This does not work IMO.
rosendoichinoveb17_ESO wrote: »I do not understand why the push to nerf arcanist. It is the most popular as it has easy rotation without the need to ligh attack weave.
There are several class combinations without the arcanist beams that deal more DPS but they are all the same boring ones that require you to ligh attack weave (or as I say it "macro light attack when casting each skill") Please do not force us to get back to that.
The banner barrier Crux change is pointless as we already use as spell that grant crux when we have none
With most of the attention understandably shifting to class balance, I'd like to suggest some changes to the Vampire line that might help fill gaps as some subclassed combinations lack essential buffs, providing named buffs to this line would help with that.Vampire
- Mist Form
- Blood Mist: This could use Major Brutality/Sorcery, would also be great if the damage was brought up a bit, for example, Deadly Cloak functions similarly, has the same range and duration, but deals more damage that is increased even further by the Dual Wield passives, Blood Mist deserves to be on par with that.
- Elusive Mist: The buffs on this skill should definitely last longer, 4 seconds is way too low to make it a viable source for them.
- Blood Frenzy: This skill really fails to compensate its own drawbacks, especially in group content, as it completely block you from not just being healed by others, but also from getting buffs triggered by overhealing like Major Courage from Spell Power Cure — which by itself gives you more damage than Frenzy. It would be nice if while unhealable any ally heal would automatically considered an overheal, and this skill could use a named buff like Minor Force — we seriously need alternatives to Barbed Trap.
- Eviscerate: This skill and morphs are the best thing on this line, but it would be nice if it had Major Prophecy/Savagery while slotted.
- Blood for Blood: Just like my suggestion for Frenzy, the unhealable portion of this skill should make blocked healing from allies count as overhealing. This would ensure that even while you're unhealable, you can still benefit from sets with overhealing-based effects.
- Vampiric Drain: This is one I rarely see on tank setups, it could definitely get some love — maybe give it some kind of blood damage shield if it overheals, some defensive named buffs would be nice too, like Minor/Major Vitality, Toughness or Protection — any of those would help.
- Mesmerize: By far the most forgotten skill in this kit, I do like the concept and looks though, wish something new was done to it, like giving it Major Timidity if the stun hits, it's a debuff with no sources in game that would fit this skill's vibes really well.
First things first with vamp I would highly suggest more skills become accessible at stage 4 to incentivize it more.
Blood Mist damage is useless I tested it in PvP... It needs to provide some sort of cc immunity, greater buff, or a direct % heal of max health.
Elusive Mist should have a 15 second duration of major evasion
Delete Frenzy and replace
Eviscerate, fine as is with morphs.
Drain: keep as is its so unique with ulti gen and stamina gen % should be higher
Mesmerize: Make it a fear that DOES NOT give cc immunity.
MincMincMinc wrote: »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.
The problem again is zos made this change with the notion of pure classes.....there is subclassing now so the same philosophy isnt going to work. (yes I am rehashing for those only reading this post). Each skill line needs to become a coherent thought on its own.
The second portion is what is zos's vision? Well if they wanted people to run one damage, one tank, one support line.....they would have limited subclassing as such. A sorc for example could only trade storm for assassination or Aedric or Animal. Considering they did not restrict us this way, the intention is for damage to run 3 damage skill lines, tank to run tank, and support to support. The trinity is being forced to extremes.
I am also just worried, as is every sorc player it seems, that zos simply won't think up a cohesive skillset. Crit surge requires crit. So somewhere else in the kit should be critchance. IDEALLY not on critsurge because that just makes it standalone and does not promote theorycrafting what to combine it with
Grim Focus:
I agree that this skill is overtuned in Live. Getting free 400 weapon/spell damage on any skill just for slotting it is too much.
But this nerf might be a bit too much, especially for pure Nightblade builds whose class power was designed around them receiving this weapon/spell damage.
What about having it grant a ~250 weapon/spell damage buff when you activate the arrow? That way it still serves the purpose people are used to, but without being as strong, or being as passive.
Relentless Focus could get this damage bonus, while Merciless Resolve gets the higher heal, to preserve the theme of one morph being more DPS focused, while the other is more about the active skill.
Bound Armor:
I don't think the removal of the bonus magicka and stamina is a good idea. Part of the identity of the Daedric Summoning skill line is to have high magicka/stamina values, and this skill built upon that.
Storm Calling:
This skill has had Major Resolve on it for a long, long time. Is it really worth it to remove it? At the very least, make one morph more damage oriented with minor force, while the other is defensive.
If you think a damage skill having major resolve is too much, what about giving one or both of the morphs minor resolve and/or some version of minor/major evasion? That way it keeps the defensive capabilities players have come to expect.
MincMincMinc wrote: »
Zos:
- Either skill lines should be balanced and reworked to have all three damage/tank/heal aspects within.
- OR skill lines will have to be purely towards one damage or tank or heals. This enables drastic power creep where before a class only had 1 damage line......Now they will just run 3 damage lines.
- There is a third option of moving towards the pure skill line concept, but putting the subclass restriction where only a damage line can be swapped for a damage line.
Tommy_The_Gun wrote: »Ok, I finally found it:
PTS notes 6.2.2:
https://forums.elderscrollsonline.com/en/discussion/548259/pts-patch-notes-v6-2-2
"Item sets and passives that generate Ultimate now require you to be in combat to activate, to help reduce their ability to continuously enter a fight at full Ultimate"
PTS notes 6-2-3:
https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3
Nightblade
- Siphoning
Catalyst: This passive can once again be used outside of combat.
Developer Comment:
After monitoring the feedback from the recent adjustments to item sets and this passive, we agreed that class passives are not a fair comparison to item sets as passives are built in and cannot be removed, while item sets are designed with the thought that you will always wear them if you are attempting to utilize their bonus. Moving forward, we will ensure that item sets that generate Ultimate only do so while in combat, as well as buff effects with durations such as Major and Minor Heroism. Classes that can currently generate Ultimate outside of combat will remain as such, since they help reinforce the playstyle and roles that they try to bring to life.
So, around like 5 years ago (Markarth update) this was what ZOS was saying.
Back then, players also "disliked" (to put it lightly) this change and ZOS received a clear feedback - so this change never made it to the live server and was rejected - since it was a bad idea.
So... um.... what has changed ? Dev comment clearly says that "Classes that can currently generate Ultimate outside of combat will remain as such, since they help reinforce the playstyle and roles that they try to bring to life".
If something, we should get more options than less options - especially now when we have subclassing. Each class skill line should have "something". Something unique about it. Some feature that will make players to think more & experiment more. We should not have clear good ones & clear bad ones (hence why I don't understand why ZOS is focusing on NB's Assassination skill tree & not doing something about for example Consuming Darkness ulti etc).
Removing out-of comabt ulti gen was bad back then (and rightfully so it never made it to live server) and is also really bad now. Please ZOS, just don't do it. No one seems to like it. Reduce the ulti gen back to 20 from 30 if you have to, but keep this passive unique feature as now - not just NB's can benefit from it since we have subclassing. There is an actual reason why some one would want to pick this class skills tree.
Also... sub classing should be optional. So that you can min-max your niche build but not at a cost of a "pure" class builds. You should never look at class skills individually in a vacuum or treat them a sets that you can swap in blink of an eye. Also imho you should never think of any of class skill lines as a "flavour of the month" type of thing that you buff 3 or 4 for 1 year and leave others in the dust & keep repeating this proces each year / season so that people would have to grind. This is the worst you can do and is a perfect way to lose loyal player base.
GloatingSwine wrote: »MincMincMinc wrote: »
Zos:
- Either skill lines should be balanced and reworked to have all three damage/tank/heal aspects within.
- OR skill lines will have to be purely towards one damage or tank or heals. This enables drastic power creep where before a class only had 1 damage line......Now they will just run 3 damage lines.
- There is a third option of moving towards the pure skill line concept, but putting the subclass restriction where only a damage line can be swapped for a damage line.
It's almost certainly easier to rework the old skill lines to the new model than the other way around. I'm pretty sure any attempt to shuffle Arcanist especially just leaves it with the identity crisis Sorcerer has in U47.
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?