Khivas_Carrick wrote: »Just reiterating what I've said many times before here, as well as a few others, so please don't bite my head off.
1) Remove the spear theme from Aedric Spear line and make it more like an actual Battle Cleric type deal. It's annoying as hell to see a character holding a mace, ax, or sword, then suddenly see them charge into something and stab it a hundred times with a giant glowing spear.
2) Get rid of the Javelin skills as they are, both of them, they're freaking useless. Instead change them into a Melee Damage Over Time for Binding Javelin and make Aurora Javelin into something a Magicka Templar would actually use, like a casted ability that doesn't take three years to hit or increases all friendly damage, something, anything.
3) Sun Shield and it's morphs need love, as stated multiple times. Please stop nerfing it into the ground. Hell, if you don't want us having Damage Shields, then make it into a toggle that will either (A) Reduce Max Magicka to passively reduce all incoming damage by a small amount or (B) Make it a toggle that reduces Max Stamina to increase all outgoing damage by a small amount.
4) The charges should be leaps,/teleports, plain and simple, and obviously one should be stamina based, like that should be a no-brainer.
5) I would suggest making Crescent Sweep's damage slightly higher.
6) Make Power Of The Light do a DoT as it builds up, OR preferably, make it explode the moment that damage cap is reached, as to not waste time and DPS.
7) Make Purifying Light heal as an instant AoE to those nearby instead of it being a damn puddle.
8) Puncturing Sweeps and Biting Jabs: Make these both hit a little harder, like 150% as opposed to the 140% it is now. Also, because spears are lame when you're not holding an actual spear, change the animation.
9) Burning Light should proc on all attacks, all of them. If not, then I suggest a slight increase to the proc chance.
10) Spear Shards should have a DoT in it's base form, that way Magicka Templars get not one but two awesome DoTs to use and a support ability. Make it so Blazing simply increases the damage by adding an additional bit of fire damage.
11) Eclipse is friggun useless across the board, like straight up. Change it to be an honest spell reflect similar to how, you know, Spell Reflects work, or make it something else, like a weapon or spell crit buff, idk.
12) Change Restoring Spirit so it increases Regen slightly in addition to it's current action. That alone would make Templars love the class again lol
13) We need a HoT for Restoring Light imho, but that's just my thoughts. My deal is we have an entire tree devoted to healing but still need a damn Resto Staff to actually heal. Now I know this is born from other classes wanting to and needing to heal as well, but gods damn it, if we have an entire tree taken away from us just so we can heal, we better be the best god damn healers around, either through sheer healing power or immense versatility in our healing. My advice is to put in a HoT via one of the existing skills as an extra effect or to completely change one of them up, like Rune Focus or Radiant Aura.
14) Also, make the passives of Restoring Light more beneficial to Templars as a whole, especially when healing.
15) And as others have said, make Balanced Warrior Increase Spell Damage too. Not much balanced about a buff that's only good for tanks and melee dps.
16) Moving away from Templars for a moment, remake Dawnbreaker. Have it give the weapon damage as a base effect, but have it's morphs do one of two things. First, make it like how Overload works, only instead of shooting lightning everywhere like Darth Sidious, you imbue your weapon to deal an additional X amount of holy damage, with 50% more damage to undead and Daedra, with more Ultimate meaning more attacks you can unleash. That would go a long way for melee/stamina builds in general, especially bow users. The other morph of Dawnbreaker can stay the same tbh, nobody uses it much anyway. And speaking of bows btw....
17) Good god make them hit harder and faster man. Sure in PvP it's one thing, but in PvE bows are fracking GARBAGE man, like come on. Although, to be fair, I like to think that as a Templar, the lack of Bow DPS is more attributed to my class' abilities rather than the weapon itself, so I'll wait on that one.
18) Make Heavy Armor a little more DPS accessible, just a little. I don't know how you'd do it, but I believe in you.
19) Back to Templars for just a moment, Solar Flare. This old thing. Yea, know what? Ditch the AoE portion since people use Sweeps for that, and make it a faster cast with the chance to proc an instant hit and/or a much stronger blow on the next cast, or something. Actually, let's go with Solar Flare being the Templar Caster's Wrecking Blow, with a 1.1 second cast, decent flying projectile, and the next attack to the target that ISN'T a DoT getting that good ol` 20% damage boost. Sounds fair, eh?
20) Lastly, again, REMOVE THE SPEAR THEME DAMN IT! And add in actual spears to the game instead. Again, I don't know how you'd do it, but I believe you all to be a smart enough lot to figure it out.
dodgehopper_ESO wrote: »Khivas_Carrick wrote: »Just reiterating what I've said many times before here, as well as a few others, so please don't bite my head off.
1) Remove the spear theme from Aedric Spear line and make it more like an actual Battle Cleric type deal. It's annoying as hell to see a character holding a mace, ax, or sword, then suddenly see them charge into something and stab it a hundred times with a giant glowing spear.
2) Get rid of the Javelin skills as they are, both of them, they're freaking useless. Instead change them into a Melee Damage Over Time for Binding Javelin and make Aurora Javelin into something a Magicka Templar would actually use, like a casted ability that doesn't take three years to hit or increases all friendly damage, something, anything.
3) Sun Shield and it's morphs need love, as stated multiple times. Please stop nerfing it into the ground. Hell, if you don't want us having Damage Shields, then make it into a toggle that will either (A) Reduce Max Magicka to passively reduce all incoming damage by a small amount or (B) Make it a toggle that reduces Max Stamina to increase all outgoing damage by a small amount.
4) The charges should be leaps,/teleports, plain and simple, and obviously one should be stamina based, like that should be a no-brainer.
5) I would suggest making Crescent Sweep's damage slightly higher.
6) Make Power Of The Light do a DoT as it builds up, OR preferably, make it explode the moment that damage cap is reached, as to not waste time and DPS.
7) Make Purifying Light heal as an instant AoE to those nearby instead of it being a damn puddle.
8) Puncturing Sweeps and Biting Jabs: Make these both hit a little harder, like 150% as opposed to the 140% it is now. Also, because spears are lame when you're not holding an actual spear, change the animation.
9) Burning Light should proc on all attacks, all of them. If not, then I suggest a slight increase to the proc chance.
10) Spear Shards should have a DoT in it's base form, that way Magicka Templars get not one but two awesome DoTs to use and a support ability. Make it so Blazing simply increases the damage by adding an additional bit of fire damage.
11) Eclipse is friggun useless across the board, like straight up. Change it to be an honest spell reflect similar to how, you know, Spell Reflects work, or make it something else, like a weapon or spell crit buff, idk.
12) Change Restoring Spirit so it increases Regen slightly in addition to it's current action. That alone would make Templars love the class again lol
13) We need a HoT for Restoring Light imho, but that's just my thoughts. My deal is we have an entire tree devoted to healing but still need a damn Resto Staff to actually heal. Now I know this is born from other classes wanting to and needing to heal as well, but gods damn it, if we have an entire tree taken away from us just so we can heal, we better be the best god damn healers around, either through sheer healing power or immense versatility in our healing. My advice is to put in a HoT via one of the existing skills as an extra effect or to completely change one of them up, like Rune Focus or Radiant Aura.
14) Also, make the passives of Restoring Light more beneficial to Templars as a whole, especially when healing.
15) And as others have said, make Balanced Warrior Increase Spell Damage too. Not much balanced about a buff that's only good for tanks and melee dps.
16) Moving away from Templars for a moment, remake Dawnbreaker. Have it give the weapon damage as a base effect, but have it's morphs do one of two things. First, make it like how Overload works, only instead of shooting lightning everywhere like Darth Sidious, you imbue your weapon to deal an additional X amount of holy damage, with 50% more damage to undead and Daedra, with more Ultimate meaning more attacks you can unleash. That would go a long way for melee/stamina builds in general, especially bow users. The other morph of Dawnbreaker can stay the same tbh, nobody uses it much anyway. And speaking of bows btw....
17) Good god make them hit harder and faster man. Sure in PvP it's one thing, but in PvE bows are fracking GARBAGE man, like come on. Although, to be fair, I like to think that as a Templar, the lack of Bow DPS is more attributed to my class' abilities rather than the weapon itself, so I'll wait on that one.
18) Make Heavy Armor a little more DPS accessible, just a little. I don't know how you'd do it, but I believe in you.
19) Back to Templars for just a moment, Solar Flare. This old thing. Yea, know what? Ditch the AoE portion since people use Sweeps for that, and make it a faster cast with the chance to proc an instant hit and/or a much stronger blow on the next cast, or something. Actually, let's go with Solar Flare being the Templar Caster's Wrecking Blow, with a 1.1 second cast, decent flying projectile, and the next attack to the target that ISN'T a DoT getting that good ol` 20% damage boost. Sounds fair, eh?
20) Lastly, again, REMOVE THE SPEAR THEME DAMN IT! And add in actual spears to the game instead. Again, I don't know how you'd do it, but I believe you all to be a smart enough lot to figure it out.
I like the spear theme, its in large part why I made my character a Templar. I think if they took that away I'd want to change my character to a Nightblade or a DK and start another Templar. I just wish that Spear+Shield were an actual weapon that I could use. How cool would that be? My other wish would be to make the Jabs skill just smoother and better looking. It could just be that fourth strike that makes it look particularly clunky I don't know, but I agree they could make this animation better. I don't think I'd like to see the spear theme taken away though.
The other thing I wanted to comment on was your idea for Dawnbreaker. I think that idea is really really really cool. Make it so #1! I would love to get the opportunity to fling around some magical champion version of Meridia's weapon the Dawnbreaker as a power. I absolutely love this idea. In its current state it is a little underwhelming graphically speaking, but being able to swing it around and smack things with it would be awesome.
Hi Eric. I think the major blaring problem in PVP combat right are shields that are based off of magicka. What we have now is players running around with no health and all of their points dumped into magicka doing ridiculous amounts of damage. Why spend points on health when you can just keep your small health pool shielded by an ability that is powered by the same stuff that powers your damage abilities?
My suggestion is to make all shields scale off of health. Currently, nothing scales off health, and spending points in health does nothing but add dead weight to your character (one extra burst attack). Shields should be a tank ability, and if they were, that would bring back some of the lost desire for tanking in Cyrodiil. But the main point of this is to make it so that the hardest hitters in Cyrodiil aren't also the most well defended. That is a huge imbalance that needs to be addressed.
Thanks for reading!
Hi Eric. I think the major blaring problem in PVP combat right are shields that are based off of magicka. What we have now is players running around with no health and all of their points dumped into magicka doing ridiculous amounts of damage. Why spend points on health when you can just keep your small health pool shielded by an ability that is powered by the same stuff that powers your damage abilities?
My suggestion is to make all shields scale off of health. Currently, nothing scales off health, and spending points in health does nothing but add dead weight to your character (one extra burst attack). Shields should be a tank ability, and if they were, that would bring back some of the lost desire for tanking in Cyrodiil. But the main point of this is to make it so that the hardest hitters in Cyrodiil aren't also the most well defended. That is a huge imbalance that needs to be addressed.
Thanks for reading!
No. You are taking a huge risk by running a full shield build on a sorc. Since Magicka is your primary DPS pool also, you have to manage the pool and re-apply the shields every 7-20 seconds(depending on which ones). Have poor magicka recovery, your not going to sustain DPS. Get caught by a NB without your shields up, you are one shot dead.
Basically if you know how to counter shields, you can easily kill a shield build. The player with a shield build is managing DPS and shield up time during a fight, it's a risk build, it's fine.
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My suggestion is to make all shields scale off of health. Currently, nothing scales off health, and spending points in health does nothing but add dead weight to your character (one extra burst attack). Shields should be a tank ability, and if they were, that would bring back some of the lost desire for tanking in Cyrodiil. But the main point of this is to make it so that the hardest hitters in Cyrodiil aren't also the most well defended.
If it were based off only health then casters would have a shield and you'd be crippling the magicka Sorc. As a templar who's shield stinks I don't want that for anyone. Templar and DK shields are a magicka sink (based on health) due to the battle spirit nerf to shields with out a cost reductions. They are not large enough to absorb even 1 average attack.
dodgehopper_ESO wrote: »1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are a travesty. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Greetings Marsh Kin @Junkogen
I respect your strong enthusiasm towards the improvement of our people attributes, yet remember we are a regenerative healing based species. Our attributes are best focused around these truths. Of course percentages may be increased and buffs added, the fact is all may petition for that. Comparing others to us is unsuggested because all may do that based on personal desires for character improvement. We are unique and have a niche. It's up to use to wisely utilize our unique stats. I am still learning and applying, defeating and dying.
I am confident, that we will be the dominant type once we apply our environment, inventory tools, skills and weapons in that correct mix of personal pleasure and accurate combat mechanics.
In short, I respect your strong want for us to improve, I encourage you to trust we have what we need and will improve by wise application.
Stay Moist
Kota-Sax-Blood
I disagree strongly. Our passives are absolute kwama poo. You must tell your build if you think it is better than the rest. If you wish to keep it secret then pm me. I just don't see how you can think what we have is anywhere near what the other races have.
I know you're trying to reassure me, but it's having the opposite effect. It irritates me because they read feedback like yours and think everything is okay. It's not.
Also, why do Argonians have to be built around health regeneration? No other races are built around their special racial ability from Skyrim. Do khajiits have night vision? Do Bosmer have an animal affinity? No. In fact, a lot of the passives are departures from previous games because they would suck in an MMO. So why do Argonians have to be soul tethered to one ability from Skyrim? They don't. What Argonians have now is not competitive in this MMO. What works in a single player game does not work here. My suggestions are 110% compatible with lore and would actually make Argonians of some use.
Didn't you have a forum thread that suggested health regeneration that was increased based upon injury level? I thought that was a really cool idea @Junkogen. I love my Argonian, I just wish he had Stealthy and better regeneration. Actually in my view they should have the absolute best regeneration. I find it ironic that Nords, Orcs and Khajiit outdo them in this front, and I find it sad that bosmer and khajiit are empirically more sneaky. My Argonian NB build has changed so much since the beginning of the game, but I will say if I use the right self heals he actually does maintain a pretty strong regeneration rate. I agree with you though that Argonian balancing really isn't done yet.
I have never advocated for more regen. I loathe the idea and curse the histskin ability from Skyrim for ruining Argonians in ESO. Actually, they say Argonians are supposed to be regeneration-centered but then give them no regen. They just gave them passives that make no sense. They screwed up Argonians so hard and show no signs of fixing them. It'll be a hot day in Coldharbor before they admit they messed up.
We agree on some sort of stealth bonus but I envision them as magicka-based assassins. Make them the best magicka NB. They're perfect for it.
However what I would suggest as an overall class change would be:
Implement 3 morphs per class skill, 2x magicka and 1x stamina.. with one magicka morph being clearly utility/support usable by either stamina or magicka if possible.
As an example, daedric caltrops could be a lower damage minefield with a longer duration root and a slow with a lower cost and daedric tomb a stamina morph (illustrative purposes only).
I really would like to see some changes in Green Dragon Blood:
1) the skill should not be effected by the battle spirit reduced healing
2) Major Fortitude should be changed with flat amount of health recovery (scales with magicka and spell damage) min 100 health recovery and max 800 health recovery.
3) Major Endurance should be changed with - restore X stamina every 2 seconds (scales with max magicka and spell damage) min 100 stamina and max 800 stamina.
This change should increase severely the magicka DKs survivability in PvP.