Attorneyatlawl wrote: »Question, @ZOS_GinaBruno / @ZOS_JessicaFolsom / @ZOS_KaiSchober
Champion System: Physical builds only need to maximize one star in The Ritual, "Mighty", to get a 25% bonus to all physical damage, and additionally get the extremely valuable Exploiter passive for the flat 10% early on for a cost of 100 champion points and the 12% critical chance passive. Spell builds, however, not only need to invest in the Mage section (30 points in) for their respective critical chance), but also have their attacks split into two sets of damage types which each take different champion investments (100 points maximum per star) resulting in a cost of 200 points to get the same benefit. For primarily elemental-based spell builds, they do not get the Exploiter passive in the process until much later in. Physical builds, meanwhile, can instead take the second 100-points' worth of investment and use it to boost their penetration, and critical damage stars, or move into immediately placing 30 points in The Atronarch section to get the Riposte and Retaliation passives long beforehand, in addition to a fairly small damage benefit in terms of overall DPS from the light/heavy attack boosts in that section.
Is there a potential change to merge the Thamaturge and Elemental Expert stars into one star under The Apprentice section to address this issue? While with enough champion points it can be worked around ultimately, it's an issue on the live servers and the upcoming DLC as it is since the vast, vast majority is nowhere near the rank to do so yet.
I'm also interested as far as... this:
The Apprentice mundus stone is being changed to spell power rather than spell penetration. Overall, medium armor passives exceed light armor ones significantly already, and with this change combined with the much slower ramp-up in spell boosts from the champion system, spell builds will be behind by a large margin on bypassing/reducing resistances on enemies and remain much lower on critical chance. Is this something being looked into to be changed, and if not, can we get a clarification as to the balance reasoning behind it?
For comparison:
-Light Armor drops to 25% of the mitigation amount of Heavy Armor versus 75% that Medium Armor provides
-Light Armor has the same cost reduction (3% per piece equipped) as Medium Armor
-Light Armor has no spell power bonus, while Medium Armor has a five-piece bonus providing 12% weapon power
-Light Armor gets what amounts to roughly a 15% spell penetration bonus (which is overtaken by Maces in the weapon skill lines which provide up to 20%) on most targets from the Concentration passive, leaving it shy ~5% typically off the bat. (Destruction Staves have 10% that only applies to skills in that line, and only brings it a scrap ahead even then).
-Light Armor has a spell critical chance bonus of 10% on Light Armor with a requirement of five pieces equipped vs. a 21% physical critical chance bonus on Medium Armor with no minimum piece requirement that scales at 3% per piece to the maximum.
-Light Armor has a very small amount of spell resistance that is much lower than what wearing Medium Armor provides. Medium Armor also grants a large sneak cost reduction, dodge roll cost reduction, sprint speed boost, etc. to boot.
EDIT: -Additionally, there are only two magic weapon types (Destruction and Restoration staves) which have limited flexibility, and lack significant bonuses such as the flat 5% damage while still keeping your main resource's light/heavy attack available such as Dual Wielding swords, or the option to swap off to daggers for a flat 10% critical chance bonus, at the sacrifice of the extra penetration rating from maces that has them above staves in the first place. I did notice that there are a lot of itemization changes that will help bridge the long-standing gap between spell-oriented and physical/weapon-oriented sets, so at least on the Penetration end of things I'm more interested if this was taken into account when making them and may be tweaked depending on how PTS plays out.
The gap between Light and Medium's protection and raw power from passives is, however, a concern.
EDIT: Another question: The "Resistant" champion passive currently reduces incoming critical healing instead of just damage, a very negative side effect from its bug. Has this been fixed in this patch? I did not see a note regarding it .
tinythinker wrote: »Then they can do what they did to Scales and limit the number of projectiles it absorbs in the (longer) duration. Simpler solution.tinythinker wrote: »But if we have a high recast cost (as mentioned on a recent "ESO Live!") and use this to catch projectiles why nerf the time the ball lasts?Ball Lightning (Bolt Escape morph): Reduced the duration of the orbs from this ability to 1.5 seconds from 6.5 seconds.
Because it's being used effectively as an even stronger version of Reflective Scales (6.5 seconds vs 4 seconds). Bolt not to run away, but to hide behind the orb, completely nullifying a large portion (or potentially all) incoming caster damage.
Joy_Division wrote: »• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
- WW now also only gains it's recovery bonus while having the WW ultimate on its bar.
- Nerf? You now only take 25% bonus damage from fire as opposed to 40% (was 50%). If only the class I played got such "nerfs."
- If you are going to cite Lore, be sure to mention what happened when your Vampire in Oblivion took a walk on a nice sunny day. *Poof*.
Joy_Division wrote: »• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
- WW now also only gains it's recovery bonus while having the WW ultimate on its bar.
- Nerf? You now only take 25% bonus damage from fire as opposed to 40% (was 50%). If only the class I played got such "nerfs."
- If you are going to cite Lore, be sure to mention what happened when your Vampire in Oblivion took a walk on a nice sunny day. *Poof*.
Attorneyatlawl wrote: »
MisterJimothy wrote: »Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%.
Leave it to ZoS to hear feedback on something and screw up the implementation. Maxing this ability out (along with other changes) makes it just as bad. If it's for anti-zerging, it should have no max or an extremely high max. With that change, it still gives zergs the advantage against a smaller force (even more so with insta-cast).
It's base ability is being nerfed......
Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate
Demonically_Angelic wrote: »What about the exploiting of low pop bonus by traveling to player in a none home/guested campaign in cyrodiil?
I swear that was mentioned on other lead up posts/eso live >.<
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
- not being able to weaponswap when taking damage.
Yeah, I was really hoping Argonians would have racial passives that were improved, but I'm REALLY disappointed. Unless you're a healer Argonians STILL have the single worst passives.mordridub17_ESO wrote: »I really assume the Argonian racial passive was a simple error. A 2% increase to the bonus from potions... every 45 seconds. I assume they also doubled our 3% hp bonus to 6% like they did with Nords and with Wood Elf stamina??? Please??? AT LEAST????
To be honest, I was expecting a meaningless change to Argonian passives, alongside something like "Increased swim speed boost to +53% from +50%", but I was really, REALLY hoping to be pleasantly surprised. <Sigh>
Yeah, I was really hoping Argonians would have racial passives that were improved, but I'm REALLY disappointed. Unless you're a healer Argonians STILL have the single worst passives.mordridub17_ESO wrote: »I really assume the Argonian racial passive was a simple error. A 2% increase to the bonus from potions... every 45 seconds. I assume they also doubled our 3% hp bonus to 6% like they did with Nords and with Wood Elf stamina??? Please??? AT LEAST????
To be honest, I was expecting a meaningless change to Argonian passives, alongside something like "Increased swim speed boost to +53% from +50%", but I was really, REALLY hoping to be pleasantly surprised. <Sigh>
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
@ZOS_GinaBruno "The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength."
Is that bolded part typo or for real? We have 15% already and 50% on top of that = 65% ?
*fingers crossed*
ok....so.... its the end of stamina nigthblade.....
no problem, back to magika build.
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
Yeah, that is what I am thinking as well bur more in just clarifying. Either ways shields are getting nerfed more than heals, heals getting nerfed more than damage and most alarming to me is if something has 2 of those attributes, they take it double.