It feels awful. I decided to try out the new revamped grim focus too. Then I realized, someone using grim focus AND siphoning attacks gets to recast siphoning attacks every 10 seconds and grim focus every 4 attacks. What fun!
Slightly unrelated, but Grim Focus should require 5 attacks to proc, but casting the projectile should also re-activate the buff. This skill lacks flow, just like how Siphoning Attacks will if it becomes an activated skill.
- Clicking a button every 10 seconds did not fill my life with joy and wonder
If that's the intent, simply lower the amount restored or lower the proc chance. 3% restore on normal attack with a 10% chance on other skills for 1,000 extra resource restore instead of 1,700? 5% chance on other attacks instead of 10%? Anything but making it something to recast.
If you are using Grim Focus and Siphoning Attacks on cooldown, you are rebuffing yourself 540 times an hour. 540 is assuming Grim Focus goes for the full 20 seconds; it takes 4 light attacks before you can utilize the arrow thingy and recast it, so cooldown could potentially be 4 seconds. Combined with Siphoning Attacks, that would make it 1,260 self buffs an hour.
Who on EARTH thinks that's fun or smooth gameplay??
I've played on the pts, and just TESTING it was agonizing. @ZOS_GinaBruno , can you please forward this to the relevant parties so they can have a second look at the change to Siphoning Strikes/Attacks before the patch goes live? I didn't realize until I did the math how annoying this change really is.
If that's the intent, simply lower the amount restored or lower the proc chance. 3% restore on normal attack with a 10% chance on other skills for 1,000 extra resource restore instead of 1,700? 5% chance on other attacks instead of 10%? Anything but making it something to recast.
If you are using Grim Focus and Siphoning Attacks on cooldown, you are rebuffing yourself 540 times an hour. 540 is assuming Grim Focus goes for the full 20 seconds; it takes 4 light attacks before you can utilize the arrow thingy and recast it, so cooldown could potentially be 4 seconds. Combined with Siphoning Attacks, that would make it 1,260 self buffs an hour.
Who on EARTH thinks that's fun or smooth gameplay??
I've played on the pts, and just TESTING it was agonizing. @ZOS_GinaBruno , can you please forward this to the relevant parties so they can have a second look at the change to Siphoning Strikes/Attacks before the patch goes live? I didn't realize until I did the math how annoying this change really is.
While I agree about the quality of life irritation from constant rebuffing (bear in mind that we are probably clicking a button every second during fights either way, possibly 2 if weaving, so it is less number of clicks and more disruption of flow), I would strongly disagree that lowering the amount restored is the right lever to pull for balance.
Previously it was an interesting choice of pretty much permanent sustain vs. damage/healing. The new version, in a different way, gives almost entirely the same result, as you basically spend one cast every 10 seconds (hence losing damage/healing) in return for sustain. In my opinion, to make sure the skill remains interesting, it needs to offer enough benefit meaningfully to change gameplay (permanent sustain while using aoe, for example, is an interesting change - running out of resources slightly more slowly less so), it needs an appropriate cost to maintain balance, and it needs a practical mechanic.
For the benefit, I think it is just a case of tweaking proc rate/amount recovered, which hopefully is something PTS testing can inform. I am certainly going to keep testing with different gear/enchants and see what works well. Personally (and this is purely from a PvE persepctive) I would like this skill to basically take you to a position where you have permanent sustain, but with a commensurate cost (see below). From early tests it doesn't feel like it is there yet.
To balance this, a cost similar to live where you take a flat hit on damage/healing seems sensible. If it is a toggle, this cost would be active when the benefit was active.
I think there is scope to add some more variety to both the cost and the mechanic by saying you get some lower amount of sustain purely for slotting the skill (cost there is loss of the skill slot which you could have used elsewhere) and then can toggle it on for substantially higher sustain at a cost of reduced damage/healing (maybe even have only a damage penalty - this could both boost NB healing and would be a boon for solo players).
t.claudio.usnub18_ESO wrote: »So it's no longer a toggle so whats this mean?
Does this mean that so long as you have it on your bars you will gain this effect?
Is it a passive skill like a Templars Restoring Aura?
Is it a short term buff like like Two Handed Momentum?
It is a standard Buff with a duration of 10s per activation.
Why are you doing this? This Nerf (and yes I consider this a nerf for Siphoning Strikes) killed the reason why I play NB-Tank. I was sooo looking forward to tank more with my NB, thanks to the no-regen nerf while blocking.
I can guarantee that 99% of NB-players will no longer use this skill, not in PvP, not in PvE
t.claudio.usnub18_ESO wrote: »So it's no longer a toggle so whats this mean?
Does this mean that so long as you have it on your bars you will gain this effect?
Is it a passive skill like a Templars Restoring Aura?
Is it a short term buff like like Two Handed Momentum?
It is a standard Buff with a duration of 10s per activation.
I agree about the lack of impact when you have to cast every 10 seconds. At least with a DoT, for example, you see the damage and timing it well gives maximum benefit. I am not a fan of toggles which are on full time (glaring at Inner Light taking a spot on both bars as I type) but do like those where you pick and choose where they help. On live, for example, I run pledges as a magicka tank, and toggle siphoning on when engaging large groups so I can block and heal the group with sap essence, but toggle it off for fights with single targets where only specific big attacks need blocking so I can help the group with more off healing/damage.
To play off your idea as well as to avoid problems with blocking...
Give it a passive effect (when slotted, similar to Molten Whip) that reduces cost of magicka/stamina abilities only by a percentage. Lets call it 5% for example.
Give it an activated effect where attacks/skills regenerate resources at a very low rate and/or power attacks generate significantly more resources. Tack on a damage penalty as necessary.
The trick being to build enough of the power of the skill into the reduced skill cost and/or power attack resource bonus so we achieve...
A ) Weak enough to not sufficiently sustain permablocking.
and
B ) Weak enough to warrant a duration long enough that it is not cumbersome.
ZOS_GinaBruno wrote: »Thanks for all the feedback, everyone. Just to clarify one point, Siphoning Strikes is an activated skill with a duration, so you don't need to put it on both skill bars. That said, we've passed this thread along to the team for review, and will let you know if we intend to make any additional changes to this skill.
PlagueMonk wrote: »I used to swear by this skill when there were damage caps in place because, even with the handicap, I could still come close to cap lvls. With the caps removed however, taking a 22% hit to damage was.....crippling. So I swore off my beloved siphoning strikes many moons ago and this just solidifies my position that it is not worth even considering again.
Honestly, it should remain a toggle with no damage handicap. Done, finished. You are already sacrificing SOOOO much having it take up a place on your bar (or both bars in my case because I ran double melee) that anything more makes it a worthless ability.
ZOS_GinaBruno wrote: »Thanks for all the feedback, everyone. Just to clarify one point, Siphoning Strikes is an activated skill with a duration, so you don't need to put it on both skill bars. That said, we've passed this thread along to the team for review, and will let you know if we intend to make any additional changes to this skill.
ZOS_GinaBruno wrote: »Thanks for all the feedback, everyone. Just to clarify one point, Siphoning Strikes is an activated skill with a duration, so you don't need to put it on both skill bars. That said, we've passed this thread along to the team for review, and will let you know if we intend to make any additional changes to this skill.
I completely forgot to mention, Siphoning Attacks currently doesn't proc on targets with damage shields on live. Anyone know if this is a bug, intended, or already fixed on PTS?
ZOS_GinaBruno wrote: »Thanks for all the feedback, everyone. Just to clarify one point, Siphoning Strikes is an activated skill with a duration, so you don't need to put it on both skill bars. That said, we've passed this thread along to the team for review, and will let you know if we intend to make any additional changes to this skill.