Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
No, I didn't miss the memo. I'm aware players can achieve high sustain but, generally, there's a greater resource allocation to do so. Whether we're talking gear sets or skill slots, those are all active allocation of available resources in a build, whereas CoE is purely a passive; That's a very big deal. Receiving that high of a level of sustain without having to dedicate pieces of gear, pots, or a skill slot opens up build potential quite a bit.
The reason that, IMO, it makes sense on Sorc is because their IN-CLASS damage kit is mechanically weaker than most of the field. This doesn't include world & weapon skills since one wouldn't consider those when building class-specific attributes.
When it comes to other pure-classes being more viable in both PvE and PvP, I do agree, that most of the Mastery Passives do not deliver on that. Myself and others said this on the PTS threads; we knew that not all of the passives were going to deliver the needed power, especially in PvP ... but ... giving everyone strong passive resource sustain doesn't make sense because not all classes execute their functions (mechanically) the same way; this is why each classes Mastery passives focus on something different.
When it comes to Sorcs one big thing people never like to admit is that, as a class, they're utility heavy. They're good for pressure but not for the immediate & instant burst or cleave that the current state of PvP demands. Experienced players are all very much aware of how to counter Sorc pressure and it's easy to do because of the longer time-frame needed for their class skills to do anything. That extra time is what gives opponents the ability to easily counter. This is why the lions share of Sorcs go Stam and slot skills from world & weapon skill trees because those skills deliver the insta-cast, immediate high scale burst that's needed for PvP. The same goes for the Mag Sorcs, slotting skills like Wield Soul & Crushing Shock by default since the in-class kit can't deliver insta-burst.
This is why a strong, passive, sustain makes sense on a Sorc, because it reinforces their ability to maintain that pressure over time with their class kit, whereas everyone else is using their class kits to stack instances of heavy insta-burst for quicker kills.
Another difference though, is that Sorcs pay a W/S penalty for slotting outside of the class to get access to those heavier burst mechanics that most other classes already have. So while I can understand the high sustain passive on Sorc, it doesn't make sense on other classes, save maybe for Templar. Other classes that have in-class access to mechanics have to dedicate active resources to achieve higher sustain and that goes to balance.
Mastery passives need to align with classes. Giving everyone the same thing is precisely what subclassing did and that's what broke PvP worse than it's ever been. Strong passive sustain on a Sorc is one thing, but passive sustain that strong on, say, a NB is something completely different. It doesn't necessarily bring everyone more in line to do that.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
No, I didn't miss the memo. I'm aware players can achieve high sustain but, generally, there's a greater resource allocation to do so. Whether we're talking gear sets or skill slots, those are all active allocation of available resources in a build, whereas CoE is purely a passive; That's a very big deal. Receiving that high of a level of sustain without having to dedicate pieces of gear, pots, or a skill slot opens up build potential quite a bit.
The reason that, IMO, it makes sense on Sorc is because their IN-CLASS damage kit is mechanically weaker than most of the field. This doesn't include world & weapon skills since one wouldn't consider those when building class-specific attributes.
When it comes to other pure-classes being more viable in both PvE and PvP, I do agree, that most of the Mastery Passives do not deliver on that. Myself and others said this on the PTS threads; we knew that not all of the passives were going to deliver the needed power, especially in PvP ... but ... giving everyone strong passive resource sustain doesn't make sense because not all classes execute their functions (mechanically) the same way; this is why each classes Mastery passives focus on something different.
When it comes to Sorcs one big thing people never like to admit is that, as a class, they're utility heavy. They're good for pressure but not for the immediate & instant burst or cleave that the current state of PvP demands. Experienced players are all very much aware of how to counter Sorc pressure and it's easy to do because of the longer time-frame needed for their class skills to do anything. That extra time is what gives opponents the ability to easily counter. This is why the lions share of Sorcs go Stam and slot skills from world & weapon skill trees because those skills deliver the insta-cast, immediate high scale burst that's needed for PvP. The same goes for the Mag Sorcs, slotting skills like Wield Soul & Crushing Shock by default since the in-class kit can't deliver insta-burst.
This is why a strong, passive, sustain makes sense on a Sorc, because it reinforces their ability to maintain that pressure over time with their class kit, whereas everyone else is using their class kits to stack instances of heavy insta-burst for quicker kills.
Another difference though, is that Sorcs pay a W/S penalty for slotting outside of the class to get access to those heavier burst mechanics that most other classes already have. So while I can understand the high sustain passive on Sorc, it doesn't make sense on other classes, save maybe for Templar. Other classes that have in-class access to mechanics have to dedicate active resources to achieve higher sustain and that goes to balance.
Mastery passives need to align with classes. Giving everyone the same thing is precisely what subclassing did and that's what broke PvP worse than it's ever been. Strong passive sustain on a Sorc is one thing, but passive sustain that strong on, say, a NB is something completely different. It doesn't necessarily bring everyone more in line to do that.
Fully disagree. You wish for this game to be stuck, unable to move forward.
You completely disregard that ‘infinite sustain’ has been possible in the highest forums of content already for PvP (dueling good players, ball groups, full-on zergs). The solution to this (for better or worse) has always been burst (onslaught, corro, AoE bomb with VD, etc.). This is simply allowing those that aren’t in a tightly knit ball group and/or on non-reworked class to better compete.
This isn’t an awful direction and there is still plenty of room to make mistakes even in this type of combat setting. I love mentioning the ‘Morrowind sustain nerfs’ having drove a lot of the player base away… because it did. Sustain looked very similar to perma core-of-flame-up prior and a hefty majority of players obviously didn’t have an issue with it, especially since removing this caused such a catastrophic loss in players.
ESO PvP struggles because ZOS doesn't make any noteworthy efforts to improve it. Vengeance doesn't count because it's not really PvP and it's not an effort to improve GH PvP.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
No, I didn't miss the memo. I'm aware players can achieve high sustain but, generally, there's a greater resource allocation to do so. Whether we're talking gear sets or skill slots, those are all active allocation of available resources in a build, whereas CoE is purely a passive; That's a very big deal. Receiving that high of a level of sustain without having to dedicate pieces of gear, pots, or a skill slot opens up build potential quite a bit.
The reason that, IMO, it makes sense on Sorc is because their IN-CLASS damage kit is mechanically weaker than most of the field. This doesn't include world & weapon skills since one wouldn't consider those when building class-specific attributes.
When it comes to other pure-classes being more viable in both PvE and PvP, I do agree, that most of the Mastery Passives do not deliver on that. Myself and others said this on the PTS threads; we knew that not all of the passives were going to deliver the needed power, especially in PvP ... but ... giving everyone strong passive resource sustain doesn't make sense because not all classes execute their functions (mechanically) the same way; this is why each classes Mastery passives focus on something different.
When it comes to Sorcs one big thing people never like to admit is that, as a class, they're utility heavy. They're good for pressure but not for the immediate & instant burst or cleave that the current state of PvP demands. Experienced players are all very much aware of how to counter Sorc pressure and it's easy to do because of the longer time-frame needed for their class skills to do anything. That extra time is what gives opponents the ability to easily counter. This is why the lions share of Sorcs go Stam and slot skills from world & weapon skill trees because those skills deliver the insta-cast, immediate high scale burst that's needed for PvP. The same goes for the Mag Sorcs, slotting skills like Wield Soul & Crushing Shock by default since the in-class kit can't deliver insta-burst.
This is why a strong, passive, sustain makes sense on a Sorc, because it reinforces their ability to maintain that pressure over time with their class kit, whereas everyone else is using their class kits to stack instances of heavy insta-burst for quicker kills.
Another difference though, is that Sorcs pay a W/S penalty for slotting outside of the class to get access to those heavier burst mechanics that most other classes already have. So while I can understand the high sustain passive on Sorc, it doesn't make sense on other classes, save maybe for Templar. Other classes that have in-class access to mechanics have to dedicate active resources to achieve higher sustain and that goes to balance.
Mastery passives need to align with classes. Giving everyone the same thing is precisely what subclassing did and that's what broke PvP worse than it's ever been. Strong passive sustain on a Sorc is one thing, but passive sustain that strong on, say, a NB is something completely different. It doesn't necessarily bring everyone more in line to do that.
Fully disagree. You wish for this game to be stuck, unable to move forward.
You completely disregard that ‘infinite sustain’ has been possible in the highest forums of content already for PvP (dueling good players, ball groups, full-on zergs). The solution to this (for better or worse) has always been burst (onslaught, corro, AoE bomb with VD, etc.). This is simply allowing those that aren’t in a tightly knit ball group and/or on non-reworked class to better compete.
This isn’t an awful direction and there is still plenty of room to make mistakes even in this type of combat setting. I love mentioning the ‘Morrowind sustain nerfs’ having drove a lot of the player base away… because it did. Sustain looked very similar to perma core-of-flame-up prior and a hefty majority of players obviously didn’t have an issue with it, especially since removing this caused such a catastrophic loss in players.
High sustain has been possible, yes, and I acknowledge that if you read what I wrote .. but .. that sustain comes with a higher build cost, it's not as cheap as a single passive.
Being able to achieve high sustain and being able to achieve high sustain from a singular passive are not the same thing. One requires a higher build cost than the other; that higher build cost takes away from build potentials elsewhere, and that's the point.
The current game state isn't Morrowind. I want the game to move forward but I want it to move forward in a more balanced way. This means that I'm looking at thigs how they are now, not how they were. Subclassing changed nearly everything pertaining to combat logic & balance.
I'm trying to get away from pouring more fuel on the same fire that's been eroding PvP. Not everyone needs "cheap" high sustain. If a players build needs to focus more on sustain there are ways they can do that but not everyone needs such a low cost access to it. Low cost to high sustain makes sense when it aligns with the mechanics of a particular class or scope, not for everyone. The class refreshes are also intended to address part of this by breaking up skills like Netch from being in the same skill tree as other, key, skills; forcing players who subclass to choose between sustain or output which makes giving everyone a major sustain passive even less viable.
Subclassing gave "everyone access to practically everything", which is what made PvP even worse. Doing more of that same logic by giving everyone a passive that's equivalent to CoE isn't going to make PvP combat better or more balanced or to even be more competitive.
In any competition the answer to a coordinated group is another coordinated group. It's unrealistic to try and tweak skill & combat mechanics to try and deliver the balance that a proper group / match making system is supposed to.
Hot take: each pure class should have a CoE level sustain passive.
I know it’s cliche but that’s the main and center point change of the reworks, the ability to sustain and the hyper-amount of burst available in a class (referring mainly to DK on this part).
Most classes have decent burst already in their kit, and while not perfect, can also be combined with onslaught, contingency, etc therefore the only true bar of entry is sustain. My reworked NB has to slowly end his own existence just to get decent sustain barely matching dark deal spam (which includes a health heal)- I know the feeling.
This would be a horror show unless some other combat mechs were also re-worked, namely, Evasion.
There are already too many mechanics in PvP that are being over-utilized, giving high sustain across the board would make for terrible combat.
Non-Sorc players can achieve higher sustain now but have to allocate certain resources to do it, which makes sense. Part of the reason Sorc gets heavy sustain from CoE is that Sorc in-class burst is pretty poor. Only Templar is as bad, so instead Sorcs got higher sustain which plays into the Sorcs utility-heavy skill kit.
Since most every other class has in-class skills with better burst mechs it wouldn't make sense to give them high sustain without the allocation cost that's required now.
You may have missed the memo. DK, wolf, and sorc have this.
I have this (high sustain with no sustain sets) on my stam sorc with dark deal and tri-pots.
This would level the playing field. Also, I didn’t mean the exact same type of mastery passive (I.E, just resources on skill use) as they could easily give ‘thematic’ increases (around same or similar values over time) to each class.
I absolutely disagree with you in that every class shouldn’t have this right now. At a minimum, this benefits PvE tremendously and at a maximum makes other pure classes more viable in PvP.
Right now, and for the foreseeable future- onslaught/high pen and crit damage lined up in a burst are how you kill ‘above average’ (properly built, have an idea how to PvP)- ‘good’ players. This would remain the same conceptually.
No, I didn't miss the memo. I'm aware players can achieve high sustain but, generally, there's a greater resource allocation to do so. Whether we're talking gear sets or skill slots, those are all active allocation of available resources in a build, whereas CoE is purely a passive; That's a very big deal. Receiving that high of a level of sustain without having to dedicate pieces of gear, pots, or a skill slot opens up build potential quite a bit.
The reason that, IMO, it makes sense on Sorc is because their IN-CLASS damage kit is mechanically weaker than most of the field. This doesn't include world & weapon skills since one wouldn't consider those when building class-specific attributes.
When it comes to other pure-classes being more viable in both PvE and PvP, I do agree, that most of the Mastery Passives do not deliver on that. Myself and others said this on the PTS threads; we knew that not all of the passives were going to deliver the needed power, especially in PvP ... but ... giving everyone strong passive resource sustain doesn't make sense because not all classes execute their functions (mechanically) the same way; this is why each classes Mastery passives focus on something different.
When it comes to Sorcs one big thing people never like to admit is that, as a class, they're utility heavy. They're good for pressure but not for the immediate & instant burst or cleave that the current state of PvP demands. Experienced players are all very much aware of how to counter Sorc pressure and it's easy to do because of the longer time-frame needed for their class skills to do anything. That extra time is what gives opponents the ability to easily counter. This is why the lions share of Sorcs go Stam and slot skills from world & weapon skill trees because those skills deliver the insta-cast, immediate high scale burst that's needed for PvP. The same goes for the Mag Sorcs, slotting skills like Wield Soul & Crushing Shock by default since the in-class kit can't deliver insta-burst.
This is why a strong, passive, sustain makes sense on a Sorc, because it reinforces their ability to maintain that pressure over time with their class kit, whereas everyone else is using their class kits to stack instances of heavy insta-burst for quicker kills.
Another difference though, is that Sorcs pay a W/S penalty for slotting outside of the class to get access to those heavier burst mechanics that most other classes already have. So while I can understand the high sustain passive on Sorc, it doesn't make sense on other classes, save maybe for Templar. Other classes that have in-class access to mechanics have to dedicate active resources to achieve higher sustain and that goes to balance.
Mastery passives need to align with classes. Giving everyone the same thing is precisely what subclassing did and that's what broke PvP worse than it's ever been. Strong passive sustain on a Sorc is one thing, but passive sustain that strong on, say, a NB is something completely different. It doesn't necessarily bring everyone more in line to do that.
Fully disagree. You wish for this game to be stuck, unable to move forward.
You completely disregard that ‘infinite sustain’ has been possible in the highest forums of content already for PvP (dueling good players, ball groups, full-on zergs). The solution to this (for better or worse) has always been burst (onslaught, corro, AoE bomb with VD, etc.). This is simply allowing those that aren’t in a tightly knit ball group and/or on non-reworked class to better compete.
This isn’t an awful direction and there is still plenty of room to make mistakes even in this type of combat setting. I love mentioning the ‘Morrowind sustain nerfs’ having drove a lot of the player base away… because it did. Sustain looked very similar to perma core-of-flame-up prior and a hefty majority of players obviously didn’t have an issue with it, especially since removing this caused such a catastrophic loss in players.
High sustain has been possible, yes, and I acknowledge that if you read what I wrote .. but .. that sustain comes with a higher build cost, it's not as cheap as a single passive.
Being able to achieve high sustain and being able to achieve high sustain from a singular passive are not the same thing. One requires a higher build cost than the other; that higher build cost takes away from build potentials elsewhere, and that's the point.
The current game state isn't Morrowind. I want the game to move forward but I want it to move forward in a more balanced way. This means that I'm looking at thigs how they are now, not how they were. Subclassing changed nearly everything pertaining to combat logic & balance.
I'm trying to get away from pouring more fuel on the same fire that's been eroding PvP. Not everyone needs "cheap" high sustain. If a players build needs to focus more on sustain there are ways they can do that but not everyone needs such a low cost access to it. Low cost to high sustain makes sense when it aligns with the mechanics of a particular class or scope, not for everyone. The class refreshes are also intended to address part of this by breaking up skills like Netch from being in the same skill tree as other, key, skills; forcing players who subclass to choose between sustain or output which makes giving everyone a major sustain passive even less viable.
Subclassing gave "everyone access to practically everything", which is what made PvP even worse. Doing more of that same logic by giving everyone a passive that's equivalent to CoE isn't going to make PvP combat better or more balanced or to even be more competitive.
In any competition the answer to a coordinated group is another coordinated group. It's unrealistic to try and tweak skill & combat mechanics to try and deliver the balance that a proper group / match making system is supposed to.
You have been able to ‘cheese’ sustain and damage for the longest; you have been able to run a 5/5/2/1/1 (mythic and monster) for a while.
Sets like Essence Thief and Roska have allowed for low-cost/ high-sustain (or in essence thief’s case, basically no cost) with good damage for a long time; this coupled with health/resource/recovery and/or skills like dark deal for resources or incap/onslaught for damage are major examples of ‘breaking the mold’; these concepts have been the backbone of “x’ing”, I.E. prime efficiency, this entire time.
Let’s also not pretend like having a single healer (which is typically the tankiest person in a group) doesn’t allow multiple “DDs” to spec far more into damage than they would normally with little to no risk; this let alone a ball group with multiple buff sets and multiple healers.
///
The fuel was already lit with subclassing. DK and werewolf are intentionally where they are at to meet subclassing.
Pure class DK, for example, is missing almost nothing (where as you stated there is some seedy attempt to break things apart; as if that remotely affects the 100s to 1000s of subclassed DKs right now to nearly no negative effect).
It’s time for them continue on the path and bring other classes up to this level. The time to undo this was before releasing subclassing- that failed. The time to stop pure class from being competitive was prior to DK release- that failed. We had a surge of players come in on the same season zero patch as DK and we will likely see the same for Warden. The players (not the minority and dissenting voices) have spoken in regards to what they enjoy most…
…nerfs on principle and/or accessibility are not that.
You have been able to ‘cheese’ sustain and damage for the longest; you have been able to run a 5/5/2/1/1 (mythic and monster) for a while.
Sets like Essence Thief and Roska have allowed for low-cost/ high-sustain (or in essence thief’s case, basically no cost) with good damage for a long time; this coupled with health/resource/recovery and/or skills like dark deal for resources or incap/onslaught for damage are major examples of ‘breaking the mold’; these concepts have been the backbone of “x’ing”, I.E. prime efficiency, this entire time.
The fuel was already lit with subclassing. DK and werewolf are intentionally where they are at to meet subclassing.
Pure class DK, for example, is missing almost nothing (where as you stated there is some seedy attempt to break things apart; as if that remotely affects the 100s to 1000s of subclassed DKs right now to nearly no negative effect).
It’s time for them continue on the path and bring other classes up to this level. The time to undo this was before releasing subclassing- that failed. The time to stop pure class from being competitive was prior to DK release- that failed. We had a surge of players come in on the same season zero patch as DK and we will likely see the same for Warden. The players (not the minority and dissenting voices) have spoken in regards to what they enjoy most…
…nerfs on principle and/or accessibility are not that.
Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
Please don’t listen to requests for generic and blanket changes. Find a way to either keep pace or expedite class reworks. Don’t remove power for the sake of complaints when we already have a vision and a set power budget for each class.
You’re ’robbing from Peter to give to Paul’ in this scenario, you’re trading happiness now for hesitation and subsequent watered down reworks later. The ideas are good, the expediency is mediocre if any slower than the original 3 months per rework.
Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
CatalinaWineMixer2 wrote: »Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
Without the Class Mastery, all of our characters are inferior, just like they have been for over a year before this happened. It can be fixed tomorrow - remove Subclass. People are already completely fed up with the fact that many of the Class Passives are not good enough. If you dont think thats true, you'd better start running everything with your Templar. And the refreshes are years away. With the layoffs probably longer now.
If you love Subclassing that much, you can still play that way. The rest of us are getting our characters back we have had for over 10 years and purchased the game to play. In all content
CatalinaWineMixer2 wrote: »Alchimiste1 wrote: »Class masteries should be removed from DK/WW and any future reworked classes. Sustain from heart of flame should be nerfed. Sustain from sorc class mastery should also be toned down a bit. OFFENSIVE class masteries for Arcanist,necromancer,Templar and nb should be buffed to an appropriate degree.
You’re welcome zos, I just made the current meta much better
Without the Class Mastery, all of our characters are inferior, just like they have been for over a year before this happened. It can be fixed tomorrow - remove Subclass. People are already completely fed up with the fact that many of the Class Passives are not good enough. If you dont think thats true, you'd better start running everything with your Templar. And the refreshes are years away. With the layoffs probably longer now.
If you love Subclassing that much, you can still play that way. The rest of us are getting our characters back we have had for over 10 years and purchased the game to play. In all content
@NxJoeyD - I won’t lie to you, you wish to talk in the same circles as many others before you so I’m not spending the time formatting my response for your last reply. So here it is, incredibly unformatted:
1) you can’t tell me the following-
Running onslaught without stacking pen doesn’t provide immense damage with little to no sacrifice
Running Essence Thief and collecting an orb for 2 lines of stam, a line of wep and spell damage, the equivalent of 800 or so stam recov, and a unique 10% damage increase involves some significant trade-off
Running incap with bow hasn’t always netted you ridiculous damage thanks to a 20% increase to damage and one skill (bow) alone that tooltips for more than many ‘burst’ ults do up front
Running a 5/5/2/1/1 requires some great deal of sacrifice and running Roska’s for ‘free’ sustain or Balorgh’s ult-save for ‘free damage’ over one of the MANY gimmicky monsters set options you’d use otherwise is overbearingly detrimental
That running Monomyth for your MAJOR Force, minor berserk front bar and MAJOR protection and minor vitality backbar don’t allow you immense power to place elsewhere
That running food that gives you (ballparking) 3300 health, 3100 stam, 340 recov is somehow an insane trade-off (especially prior where being 2 shot as a competent player was far less common; referring to health lost especially) versus Bewitched for just 1100-1300 of each ‘main’ resource.
*quick reminder that having sustain on a PvP build is NOT uncommon, however you may get that (and ALSO still have damage with that sustain)
2) if you believe there was absolutely no consideration for masteries before werewolf came out IN THE SAME PATCH, you’re absolutely incorrect. They play tested these and even cited ones such as necro having been a ‘war crime’ for PvP. Many of the masteries are overhyped or overstated by players, especially in a grand comparison with what a reworked class/spec is now providing.
Werewolf AoE pure DPS (melee cleave, no shield for beam spam) is around 140k top-end and near-pure ST DPS tops out around 185k with a severe lack of versatility. This is being done with the BEST masteries, it only goes downhill from here. I’m not saying that it’s impossible for certain masteries to stand out in PvP, but I’m saying that the DPS coming in a max damage setting isn’t exorbitant by any means and seems appropriate to me from a gameplay balance perspective. For the record, I’ve been told (and have seen) that necro is currently capable of 220k with all a fair amount of AoE DPS in that.
With that being said, given the choice- I personally could handle having ‘werewolf masteries’ itself but that unfortunately forces me to only subclass… again (with little to no thematic effects from my ‘class’… and that feels bad). They would also need to be strong in their own right to make up for losses, based on where the numbers are now and to not relegate werewolf immediately back to ‘meme spec’.
3) Class masteries are a bandaid. They were stated (paraphrasing) to be such and they logically have to perform in that role. Obviously a 30% increase for existing (such as Arcanist) isn’t a ‘healthy’ way to gain damage. You’d optimally at least want the skills themselves to be supplying around the same amount when pressed in coordination with each other. With that being said, you can’t have your cake and eat it too.
You logically believe ‘everything is fine’ and we can wait for the changes, class masteries needs buffs on many classes to better compete (as this is the bandaid/stop gap to bridge some of the differences) or you are unwilling to wait and want multiple aspects on the reworked level nerfed so you don’t have to wait for ‘your class’ to be more competitive.
If DK and wolf (and sorc) are enabling a high-sustain playstyle (I.E. the ‘reworked’ kit) yet your argument is that you don’t want other classes to have a similar passive via class masteries- you are essentially wishing for the benchmark to be nerfed so you can better compete based on the current setting (with reworked classes and ‘bandaid’, non-reworked classes)
BigPlays420 wrote: »The Vengeance campaign, and especially the mandatory Gray Host shutdowns that began with these tests last year, has become the single biggest reason the Cyrodiil PvP community continues to shrink. Every time Gray Host is sidelined for another Vengeance test, more of the loyal PvP audience that actually logs in week after week walks away. You can only take away the game mode people pay for and consistently support so many times before they stop logging in altogether.
seems pretty damn op with corrosive armour, oakensole for heroism and other buffs and power lashes. Honestly just kind of boring to play, just like warewolf though. Both OP currently.ToddIngram wrote: »