Deinokb16_ESO wrote: »Even they said it would be xxx.xxx.xxx ways to build your character, when you add content like the trials, all that X builds come to 1 or 2 viable per class, it's in that moment when you see the weaknesses and the opnesses of classes. From my point of view, Templars have been relegated to their heal branch and I think they will remain like that during the whole game.
There are so many other issues with templar. I can't believe all the rage as if this would sort out anything.
The problem here is not nerfs. The problem is that ununderstandable nerf went to the wrong class, which was in need of a big boost, not any kind of nerf.
And for all who put their money/hopes into Templars or NBs, I'm sure they'll all agree it's better 4 OP classes than 2 OP and 2 "balanced".
Even though I love Templars, I've been swearing the day I decided to keep leveling a Templar and not a DK, in hopes by the time I reached v12 the obvious gap between the classes would have been fixed. Sorry, I didn't leveled a Templar to be a healer. Yes I could heal ok - and so do the rest of the classes as good as Templars. The difference is they can be top of the tops in other areas like survival and dpsing, while I can't.
And no, there's no way I'm going through all that exhausting leveling again just because the fix is not coming. I refuse to think the current state is "right" to the eyes of devs. I mean, you have to be blind not to see it. But, I just don't understand why is it taking so long.
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Hum, far as I can tell 99.99% of complaints about sorcs is bolt escape.
I guess they will nerf that into the ground so it's useless and then we can all just play DKs instead since they are a better 'sorc' than a real one. Bolt escape is the sorc's class defining skill so once it's gutted there will be not much left. GG.
Misery loves company and QQ rules balancing after all!
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Nox_Aeterna wrote: »Hehe , well i still got 8 days left :P.
Zen clearly got nearly no idea what the hell is going on in their game , reason they went after bitting jabs on templars , while DKs and Sorcs keep their place at the top.
If you read the latest patch notes for the next patch you would see they are fixing the lag issue with biting jabs because it was a bug and not intentional.
I'm sorry, but I do disagree with you. They did the nerf intentionally. They said the mistake that they made was doing it by stealth and not putting it in the patch notes, That was not intended. Also the new cost in manna is going to be an intentional nerf as well. It really defies logic, doesn't it.
WilliamTee wrote: »Sorry, but sometimes nerfs are necessary.
Better 4 balanced classes that find VR content a challenge, than 4 OP classes that make all content trivial.
Our little community is hurting, quite a few people have already left and a lot of others are just riding out their current sub. The reasons are too numerous to list and range from bad customer service to lag in Cyodil and the VR content being very powerful with thousands of problems in between. I want ESO to grow a happy player base where people work together to get things done but that is not what ESO is promoting.
We are now getting to the point where the developers are trying to balance the classes. I think we can all see what two classes are strong and what two are on the short end of the dps list. Every leaderboard and list states it clearly.
The dev's have so far tried to do a balancing act (and very badly) by nerfing whatever they thought was too powerful. First before anything in a skill line is nerfed the line itself should be fixed. The Vamp line for example, it has had a pretty serious nerf to its stages and mist form but the line itself is still broken (just one example).
Next when they slammed the hammer down, they hit one of the weakest skill lines out there. Melee Templars comes to mind with biting jabs. Yes they are going to revert the global cool down back to where it was but they are still going to nerf the cost of it. Why? It defies all logic. I ask again why nerf one of the weakest classes at all?
Now when they get around to nerfing the strongest two classes what is going to happen? I can tell you what happened with the Templar nerf, there was a lot of rage quit and unsub. That nerf still defies all logic. I suspect Sorc and DK's will experience the same thing. When you change a skill where it doesn't allow a player to do what he could do the day before all you do is make people mad.
I have a suggestion for you in your balancing act:
1. Stop the nerfs! Just stop them, let the player base feel confident that they wont have to respec or reroll every patch. Stop the cycle of rage/quit/unsub
2. Fix the skill lines before you start adjusting them. Yes all of them.
3. Use buffing to adjust the classes instead of nerfing them. The VR content is pretty tough to solo and could withstand this with no problem.
I know this is a strange concept for developers but think of the difference it would make in our little community. I believe we would have a happier community of players and you might be able to stay P2P longer.
If you continue this path you will loose a lot more players.
My two cents.
@AlexDougherty Thanks, but the way it is right now is the same way you described it, just roll a DK or a Sorcerer and you are very effective, while the ones who rolled NB had just bad luck, because their class is/was broken because the last major update bugged alot of stealth skills.
Here I can agree with you completely, the attributes and the associated costs have been badly implemented.I just hope that Zenimax do a revision at stamina costs in dodge rolls, blocks, etc... because who play more based on stamina is suffering because of that, because who play with magicka based have more advantage than the ones who play with stamina.
Ah. We seem to find ourselves here again. I don't really want to derail this thread, nor do I particularly want to argue with someone with a Wizard's Rule in their sig...but.AlexDougherty wrote: »@Heitor The reason for having the classes is simple, if all the skill lines were available to everyone, then there would only be on or two builds that wouldn't get you killed in seconds.
I must not be understanding you, because that seems to me the way it should be. Builds shouldn't all be good at everything. There should be some situations you just aren't all that great at, and might need to call in some help. (You know, assuming you could call in help. But that's a different debate right there.)Because every other build would sacrifice something stronger for something weaker, and the game would reflect that.
Um, simple math doesn't back this up. If you have 12 potential skill lines to draw from, that's more than 3. Even if it's a system where you pick 3, and are forced to stick with them, that's still 3 out of 12. Your 3.So by restricting class skills to one class they actually increase the potential builds available to us. Counter-intuitive though it is.
What I don't understand is, why would someone support the idea not to nerf classes, there are things that just simply need to be done:
[*] Slightly Nerf Dragon Knights and Sorcerers.