Shadowy Disguise
It's definitely nice that the Born From Shadow buff will last 15 seconds. This is a minor thing, but I think that it would be a nice QoL change if Shadow Barrier's Major Resolve would now last for 15 instead of 12 seconds at base too. That way players don't have to overcast Shadowy Disguise to have 100% uptime on Major Resolve without wearing any Heavy Armor pieces in PvE.
Dragonfire Breath and Claw Fury
Even though I'm not really a fan of beam builds myself, I like the changes to both of these skills. Since Pragmatic Fatecarver offers a substantial damage shield, it's only fair that similar channeled abilities have some defensive benefit as well.
I tested a solo DK Breath setup against a couple of bosses in veteran Unhallowed Grave and Castle Thorn, and it performed quite well. I wanted to do the same on a build with Claw Fury, but sadly the Werewolf Maxer seems to be bugged because the Werewolf skills weren't fully leveled after using it. Hopefully that's fixed in a future PTS update.
The "pet" consistency pass
I like that you've made it clearer which abilities and sets deal pet damage. I was just testing the Sorcerer's Class Flourish, to see if it did work as intended when used alongside sets such as Aegis Caller and Icy Conjurer, and didn't notice any bugs or anything.
While I was testing that Class Flourish, a thought did occur to me. I personally think it'd be great if its effect would depend on having a "permanent summoned combat pet", instead of any summoned combat pet, so that it still deals damage when your only summon is the Sorcerer's Storm Atronach ultimate.
This is the official feedback thread for any combat or class changes coming in Update 51. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
For context regarding timeline for changes, stats or number changes for skills are changes we can make within the PTS cycle. If the changes or suggestions require more technical changes, we will take those to the combat team and update timelines based on what the team is able to do.
IZZEFlameLash wrote: »You should swap the DK and NB class passives.
The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.
The whole original concept is NB to be crit based burst damager and DK a DoT based one. Those should not swap, this goes against the themes of both classes.
Tell me you PvE without telling me you PvE.
Crit is useless in PvP when everyone is wearing Rallying Cry so they have absurd Crit Resistance.
So get rid of Rallying Cry and everything else that gives stupid crit resist and maybe Nightblade mains in PvP might agree with you. Otherwise we'll take more damage where DKs slapping people with 20K whips in PvP don't need any more damage.
Maybe give both the same duration + extra duration per piece of heavy armor so the buffs always line up? Should also consider making Shadow Barrier activate on invisibility ending in addition to the current proc conditions, now that invis is a toggle. It's kinda dumb to toggle a skill on, lurk and reposition for a bit only to have the defensive buff fade before you actually start fighting something.Shadowy Disguise
It's definitely nice that the Born From Shadow buff will last 15 seconds. This is a minor thing, but I think that it would be a nice QoL change if Shadow Barrier's Major Resolve would now last for 15 instead of 12 seconds at base too. That way players don't have to overcast Shadowy Disguise to have 100% uptime on Major Resolve without wearing any Heavy Armor pieces in PvE.
Shadowy Disguise
It's definitely nice that the Born From Shadow buff will last 15 seconds. This is a minor thing, but I think that it would be a nice QoL change if Shadow Barrier's Major Resolve would now last for 15 instead of 12 seconds at base too. That way players don't have to overcast Shadowy Disguise to have 100% uptime on Major Resolve without wearing any Heavy Armor pieces in PvE.
Dragonfire Breath and Claw Fury
Even though I'm not really a fan of beam builds myself, I like the changes to both of these skills. Since Pragmatic Fatecarver offers a substantial damage shield, it's only fair that similar channeled abilities have some defensive benefit as well.
I tested a solo DK Breath setup against a couple of bosses in veteran Unhallowed Grave and Castle Thorn, and it performed quite well. I wanted to do the same on a build with Claw Fury, but sadly the Werewolf Maxer seems to be bugged because the Werewolf skills weren't fully leveled after using it. Hopefully that's fixed in a future PTS update.
The "pet" consistency pass
I like that you've made it clearer which abilities and sets deal pet damage. I was just testing the Sorcerer's Class Flourish, to see if it did work as intended when used alongside sets such as Aegis Caller and Icy Conjurer, and didn't notice any bugs or anything.
While I was testing that Class Flourish, a thought did occur to me. I personally think it'd be great if its effect would depend on having a "permanent summoned combat pet", instead of any summoned combat pet, so that it still deals damage when your only summon is the Sorcerer's Storm Atronach ultimate.
The claw fury needs the HPS increased or something, I swear.
The healing on an actual DPS build stacking stam was around 2k or something per second (I remember it being woefully low and around half or less than bite). Definitely nowhere near a 10k+ insta damage shield or even a 15% unique damage mitigation increase. Someone else mentioned that in here too but thought I’d provide that insight.
In other words, there is little stopping me from being killed in my channel, especially compared to Arc shield.
Shadowy Disguise
It's definitely nice that the Born From Shadow buff will last 15 seconds. This is a minor thing, but I think that it would be a nice QoL change if Shadow Barrier's Major Resolve would now last for 15 instead of 12 seconds at base too. That way players don't have to overcast Shadowy Disguise to have 100% uptime on Major Resolve without wearing any Heavy Armor pieces in PvE.
Dragonfire Breath and Claw Fury
Even though I'm not really a fan of beam builds myself, I like the changes to both of these skills. Since Pragmatic Fatecarver offers a substantial damage shield, it's only fair that similar channeled abilities have some defensive benefit as well.
I tested a solo DK Breath setup against a couple of bosses in veteran Unhallowed Grave and Castle Thorn, and it performed quite well. I wanted to do the same on a build with Claw Fury, but sadly the Werewolf Maxer seems to be bugged because the Werewolf skills weren't fully leveled after using it. Hopefully that's fixed in a future PTS update.
The "pet" consistency pass
I like that you've made it clearer which abilities and sets deal pet damage. I was just testing the Sorcerer's Class Flourish, to see if it did work as intended when used alongside sets such as Aegis Caller and Icy Conjurer, and didn't notice any bugs or anything.
While I was testing that Class Flourish, a thought did occur to me. I personally think it'd be great if its effect would depend on having a "permanent summoned combat pet", instead of any summoned combat pet, so that it still deals damage when your only summon is the Sorcerer's Storm Atronach ultimate.
The claw fury needs the HPS increased or something, I swear.
The healing on an actual DPS build stacking stam was around 2k or something per second (I remember it being woefully low and around half or less than bite). Definitely nowhere near a 10k+ insta damage shield or even a 15% unique damage mitigation increase. Someone else mentioned that in here too but thought I’d provide that insight.
In other words, there is little stopping me from being killed in my channel, especially compared to Arc shield.
Yeah, I hadn't looked into Claw Fury's healing yet but ~10% of your Max HP per second isn't great, even if it can crit.
I quickly leveled the Werewolf skills so that I could morph them and try out Claw Fury, and am indeed a tad disappointed by the heal. It would be nice if that was increased a bit.
CatalinaWineMixer2 wrote: »Why even remake the characters at all at this point if they're just going to be reverted back to uselessness like the original DK? Or my Warden which has been completely gutted. The DK rework AND the Werewolf were beautifully done and perfect.
The issue is that the rest of the reworks are not done. Not that the new refreshes are bad or need to be ruined. Instead of ruining brand new characters, improve the other ones. Why keep giving us anything just to ruin it? Shattered Path Signet for example. Why even add it to the game? These nerfs need to come to an end. Nothing good will happen with many of the combat changes I've seen with the upcoming update. And for the most part that has been happening since U46. Take a look at the state of the game population. You think changes like this are going to make people keep investing in or wanting to play the game? My Guilds are ghost towns and every one of them have reduced their event schedules and talk about finding another game because they're characters are RUINED. And now you want to ruin the new ones too. What is the excitement factor for waiting years for our characters when this is what happens to 2 reworked Classes that haven't even been around for a year?
IZZEFlameLash wrote: »How do you think you are seeing 10-20k anything in the death recap? They are all crit hits with Thief Mundus (obviously around 10k) Shadow Mundus (around 12k+ hits). On targets with mere 25k resistance fully buffed and below 3.5k crit resist, you can reach 20k easily with crit on anything with proc (such as Crystal Frag, Whip, Merciless/Relentless Resolve) without Onslaught and Corrosive. You only need extra penetration to accompany Major/Minor Breach.
Nerfing werewolf around Conservation of Energy Sorcerer Werewolf is in my opinion a mistake. I think a more appropriate way to adjust werewolf is a more targeted nerf. With that in mind, i would suggest reverting the sustain cost changes for werewolf, nerfing the heal on Rip and Tear by around 30%, buffing the heal on Hircine's Fortitude. And, if it can be arranged, toning down both Conservation of Energy class mastery for Sorcerer and Core of Flame skill for DK to give half of the sustain they currently give with battle spirit active
Templar losing minor sorcery and getting an armour buff in it's place is absolute garbage. As someone who mains a Templar I currently use solar barrage which takes my spell damage from 3977 to 5108 which no doubt happens because of the class mastery passives I selected and the illuminate passive.
The Templar has been repeatedly nerfed into the ground since the day this game launched and I know that as I played the Beta. In battlegrounds last night I had people moaning in group chat saying templar was useless and that's not a fun experience at all.
Its about time that instead of nerfing the Templar you actually brought it in line with all the other classes and made it competitive when it comes to damage. Taking away a damage passive in exchange for an armour one is a stupid idea. Isn't that what armour and gear traits are for or are Templars just there to buff all the other classes instead being able to enjoy playing the game themselves? I don't just want to play as a buff machine.
How is this buff going to affect my dps? my heals etc? I'm pretty sure spell damage affects heals as well so you'll effectively be nerfing the templar damage and healing abilities or am I mistaken?
1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
Completely fair. I was trying to articulate that it’s kind of case dependent but nowhere near replacing 10% sorcery loss.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
Completely fair. I was trying to articulate that it’s kind of case dependent but nowhere near replacing 10% sorcery loss.
Looks more like a side grade than anything else.
I don't understand why they are so averse to give templar a speck of power.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
Completely fair. I was trying to articulate that it’s kind of case dependent but nowhere near replacing 10% sorcery loss.
Looks more like a side grade than anything else.
I don't understand why they are so averse to give templar a speck of power.
Not to mention, this still isn’t necessarily incentivizing bringing templars in content outside of maybe a second healer (first likely pure Arc/Warden, I’d assume) while using masteries. I guess if that’s their goal, emmmmmm….
Just don’t know why are being continuously subjugated to a ‘supportive role’ when they’ve had multiple identities aside from just supporting for quite a while.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
Completely fair. I was trying to articulate that it’s kind of case dependent but nowhere near replacing 10% sorcery loss.
Looks more like a side grade than anything else.
I don't understand why they are so averse to give templar a speck of power.
Not to mention, this still isn’t necessarily incentivizing bringing templars in content outside of maybe a second healer (first likely pure Arc/Warden, I’d assume) while using masteries. I guess if that’s their goal, emmmmmm….
Just don’t know why are being continuously subjugated to a ‘supportive role’ when they’ve had multiple identities aside from just supporting for quite a while.
This change is defo a nerf for endgame pve templar. 6% is way more valuable than 500 flat when you get major/minor courage etc from support.
Jabbs_Giggity wrote: »Aetheric Lancer should still proc on Burning Light for Magic Damage and read:
(2 items) Adds 129 Weapon and Spell Damage
(3 items) Adds 657 Critical Chance
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Dealing damage with Burning Light twice within 30 seconds creates an Aura on the caster for 5 seconds. While the Aura is active, using an Aedric Spear ability launches a spear at your target and all enemies within 8 meters, dealing 1684 Magic Damage and applying Sundered and increasing your Damage by 300 for 6 seconds.
Aetheric Lancer deals 2% more damage for each Templar ability slotted. And scales off your Damage.
**Damage inserted to replace Weapon or Spell Damage for the hybridization changes.
The Templar class set should not be made as a whack-a-mole mini game, especially with the fast pace of the games movement in combat.
PeacefulAnarchy wrote: »1. The buff works as written it adds your physical resistance and your spell resistance, and takes 1% of that. So if you have 20k res each, that would be 400 w/s damage.@ZOS_Kevin i love the spirit of what’s being attempted with the update to Balanced Warrior, but it’s actually an inadvertent additional nerf.
On live, my PvE Templar Solo hits ~7k spell damage (roughly 420 from balanced warrior) - for solo, this is theoretically a buff to 500 pending the armor requirements being analyzed.
In any group, I’m over 9,000 (cue Vegeta pun). Now it’s another nerf to Plar.
Love the idea, but hoping for some actual oomph in the coming weeks. This is nowhere near the 10% Templar is losing.
2. The buff is a base value buff that is buffed by percent buffs, so that 400 example is 480 with major brutality.
I don't know what all the flat bonuses vs percent bonuses to w/s damage are so I don't know if it's actually a buff or nerf, but the math is not as simple as what you wrote.
Completely fair. I was trying to articulate that it’s kind of case dependent but nowhere near replacing 10% sorcery loss.
Looks more like a side grade than anything else.
I don't understand why they are so averse to give templar a speck of power.
Not to mention, this still isn’t necessarily incentivizing bringing templars in content outside of maybe a second healer (first likely pure Arc/Warden, I’d assume) while using masteries. I guess if that’s their goal, emmmmmm….
Just don’t know why are being continuously subjugated to a ‘supportive role’ when they’ve had multiple identities aside from just supporting for quite a while.
This change is defo a nerf for endgame pve templar. 6% is way more valuable than 500 flat when you get major/minor courage etc from support.
After comparing same setups on live vs pts, assuming solo play, and starting around 4.4k base spell damage unbuffed, triple protective, fully buffed, the changes on pts(both balanced warrior and illuminate) net about 4k extra armor and the same ish spell damage(6k).
Keep in mind you need to overshoot the 25k armor for the max value by about 9k, so 34k resist, since major and minor breach are fairly easy to apply in pvp. Even with the change to illuminate you need to get extra armor from other sources like nord/protective to reach around 34-35k armor.
It's an interesting change but realisticly its another defensive buff to templar, the cap makes it difficult to truly capitilize on building armor for offense. Id propose raising the cap to 750 weapon and spell damage. It may seem like a lot, but it is replacing 6% spell damage and requires stacking a different stat altogether(armor) which comes with its own downsides.
Jabbs_Giggity wrote: »1. Templar is debuffed by Evasion on jabs.