DeanTheCat wrote: »7) Change healing ward to instead of having 300% bonus ward strength on low health targets to 100%, but increase the heal granted when the ward expires by 250%. A healing ward Spammer cannot be executed, and this change will allow enemies to have a chance of executing the caster, but rewarding the caster with an even larger heal should the caster be able to protect the ward till it expires.
8) Change annulment to absorb only half of incoming magic damage instead of 100%, while retaining the current ward strength. Annulment is blatantly overpowered against magicka builds, and is the main reason physical damage is preferred in Cyrodiil due to not having to deal with the horror that is annulment. This change will allow the ward to last longer, and reduces it's effectiveness while not rendering it useless.
9) Turn Proximity Detonation into a high damage delayed DoT with a cast time like flaming oil, while keeping Inevitable Detonation as it currently is. Proximity Detonation is currently the best single target magicka based nuke there is. This ability should only be effective against groups, and not against single targets. Example: "Cast time: 1.5 seconds. After channel is over, inflicts all nearby enemies with a DoT, dealing 2a damage over 6 seconds. Ticks come in at every 2 seconds". "a" being the current damage of Proximity Detonation.
10) Remove the execute component of Steel Tornado, and increase the execution damage of Whirling Blades. Steel Tornado is a huge AoE execute with the highest range of any PBAoE in the game, along with it's low cost and high Base damage has resulted in players spamming this in any situation, from large group fights to 1v1 battles. Removing the execute component and buffing the execute component of the other morph will encourage more variety in morph choices, as well as balancing Steel Tornado.
DeanTheCat wrote: »7) Change healing ward to instead of having 300% bonus ward strength on low health targets to 100%, but increase the heal granted when the ward expires by 250%. A healing ward Spammer cannot be executed, and this change will allow enemies to have a chance of executing the caster, but rewarding the caster with an even larger heal should the caster be able to protect the ward till it expires.
8) Change annulment to absorb only half of incoming magic damage instead of 100%, while retaining the current ward strength. Annulment is blatantly overpowered against magicka builds, and is the main reason physical damage is preferred in Cyrodiil due to not having to deal with the horror that is annulment. This change will allow the ward to last longer, and reduces it's effectiveness while not rendering it useless.
9) Turn Proximity Detonation into a high damage delayed DoT with a cast time like flaming oil, while keeping Inevitable Detonation as it currently is. Proximity Detonation is currently the best single target magicka based nuke there is. This ability should only be effective against groups, and not against single targets. Example: "Cast time: 1.5 seconds. After channel is over, inflicts all nearby enemies with a DoT, dealing 2a damage over 6 seconds. Ticks come in at every 2 seconds". "a" being the current damage of Proximity Detonation.
10) Remove the execute component of Steel Tornado, and increase the execution damage of Whirling Blades. Steel Tornado is a huge AoE execute with the highest range of any PBAoE in the game, along with it's low cost and high Base damage has resulted in players spamming this in any situation, from large group fights to 1v1 battles. Removing the execute component and buffing the execute component of the other morph will encourage more variety in morph choices, as well as balancing Steel Tornado.
@DeanTheCat
7) As a damage shield, Healing Ward is inferior to instant burst heals when dealing with executes. Spamming Healing Ward will only heal for the small instant heal and only if the enemy is not able to break the Healing Ward. Healing, even just out of execute range, by spamming Healing Ward, is very expensive in both time and magicka, compared to Rushed Ceremony. So I can't quite follow your reasoning for this change.
8) Annulment should be useful for and if possible, against any build imo, just like Evasion and Immovable. Currently it is not, because it scales with magicka and only absorbs magic damage. A skill from magic builds against magic builds so to say. And flat out "nerfing" it isn't going to change that.
9) That would make sense as a pulse. A DoT applied as debuff would just be purged, making it utterly useless against large groups.
10) No, Steel Tornado is fine on it's own, buff other AoE instead. Using Steel Tornado in 1v1 is stupid unless you use it to detect a NB. Increase the range of the base ability and Whirling Blades to 9m for example, that is what it's really lacking.
DeanTheCat wrote: »Hmm. Perhaps Annulment can be reworked to this?
Annulment
Cast Mode: Toggle
Surround yourself in a web of energy, dampening the blow of incoming attacks. 30% of incoming damage is dealt to the magicka pool instead of health. While toggled, Magicka Regeneration is halved.
Morphs:
Harness Magicka:
Additional Effect: While active, gain Major Sorcery. Major Sorcery persists for 1.5z seconds after being toggled off.
Dampen Magicka:
Additional Effect: While active, spell costs are reduced by 1z% as well as gaining Minor Intellect.
Z is the number of light armor pieces you are currently wearing.
Basically, annulment becomes a light armor wearer's extra health. At the cost of Magicka, a light armor wearer can increase their effective health pool by 30% when needed. The morphs allow the ability to enhance the damage of spells cast or reduce the cost of spells while the ability is active, allowing the magicka pool to be literally what keeps a light armor user alive.
Forestd16b14_ESO wrote: »So.... does that mean that class balancing is finally in the works just like how they were "in the works" for IC and Orsinium?
All ultimate a scale off highest stat
More stamina heal options not tied to a specific weapon and by extension one bar spot.
PVP skills and skillines disabled outside of Cyrodil and Undaunted and Fighters Guild skill lines disabled while in Cyrodil.
- Undaunted passive a added to assault and support trees
- Stamina based heal, large stamina and magics AOE snare, stamina and magi a movement buffs added to undaunted and fighters guild skill lines
* You have already structured the assault and support passive a to not work outside of PVP areas it's not a stretch for the skills meant for PVP, that you can only earn though PVP play, should only be useable while in PVP. Vigor and caltrops have become such a huge part of PVE play they serve as a competetive advantage in Dragon Star and Malesteom arena and leaderboards. I've advocated for quite awhile giving access to assault and supper in eve you reach Vetern Ranks or creating similar acting type skills in skill lines available to everyone that share global cooldowns. Hugely unpopular among PVP centric players but grounded in logic. It's also one of the reasons PVP goes from enjoyable pre-vet ranks to a complete pain the a** till your max level.