Stonefist heal...No one really know what this is. I punch someone in the face and the nearest guy gets a small heal. I am either going to cast this because something needs to be CC'd and is not immune, or I'm going to cast healing ward because if someone needs a heal larger than a hot can cover and they are out of my range I'm going to ward them, not find and punch the nearest enemy to him.
I can only assume by this heal, and the healing buff from igneous shield that your intent is to give DK's an alternate healing role. I rolled a DK because I thought it would be the buff/support class so I'm all for this mentality. But for this skill to be worth slotting in such a role it needs to heal 2-3 people well enough that I would not just ward them instead. For it to have a place in a healing role it should either be a lesser version of BOL, or provide a group buff on location as well a moderately high hot at a short duration similar in concept to vigor, not but greater than it. In such a role the CC of stone fist is unnecessary and can be replaced for this specific morph. It's unnecessary because you will be firing this for the purpose of the group buff and hot regardless of whether the target is immune or not and removing the fist aspect and subsequent CC may allow a more coherent name and animation for the morph.
For example maybe it's no longer a fist but an earth spike that emerges out of the ground and underneath the target, does a small amount of damage to the target, provides a group buff on location, and gives the party in range a hot attached to any player in the area when the spike emerged.
My name is Eric Wrobel and I’ve had the pleasure of working at ZeniMax Online Studios for over five years now. A lot of my time here has been spent designing and implementing player abilities. As the Lead Combat Designer, my duties include all core combat mechanics, itemization, and new systems relating to combat and balance. In the last update, my team spent most of our time on Grouping Tool improvements, Enhanced Battle Leveling, Champion Point Catchup, and Champion Point Caps.
I’m a long time reader, first time poster. For a long time, my plan was to spend every second of the day working, then reading the forums after work. I’m going to change that stance, however, and be a bit more active on the forums now. I’ll be popping in from time to time to comment in threads and also get feedback. Keep in mind I’m not able to respond to every issue and post, but that doesn’t mean I’m not reading.
Looking forward, we have a lot of new features and updates for you all on the combat side of things. In the next major update, we are looking into ability improvements to all classes. We also plan on updating bleed abilities to apply to every monster type in the game instead of only certain ones – this will include new visual effects for these abilities so you can tell when a robot is “bleeding”. In general, we want you to have a greater variety of successful builds by making all abilities interesting, while retaining the uniqueness and identity. This thread would be the perfect place for you to share your top 3 most desired class ability improvements. The more detailed and specific your feedback, the more helpful it will be.
We appreciate how passionate everyone is about this game; it’s the reason we keep doing what we do. Please continue to post your constructive feedback on our ideas!
RinaldoGandolphi wrote: »It's kind of funny that as a magicka templar the first thing im going to comment on is magicka sorcs.
1) Magicka sorcs are currently way too strong. between high shields and high burst and mobility they are kings of pvp. I propose changes to the shields. either nerf the base amount of hardened ward or make it so you cant spam shields and one shield has to end before another can be cast
2) Magicka Templar's the Toppling charge is often bugged and needs looking at, Sun shield is almost useless now, the duration of 6 seconds and the amount it shields make it useless in both pvp and pve. We also lack magicka mobility, a speed buff would go a long way. Fix jabs issues with shields and the 140% extra dmg not working on them
Ahh another Nerf Sorc...i should have seen this coming...
Seems all us Sorc's are branded villains these days....
Guys! I'm blown away by your creativity, constructive posts, and kind words. My team and I have been compiling all the suggestions for review and while we certainly can't do everything, there is a lot of great stuff here to work with. We’re currently focused on class specific skills for this round… we will have another thread for non-class related abilities soon!
Special call out to @Ffastyl (post #172) for a really well thought out and detailed analysis of problems – bonus for the inclusion of some in game numbers to compare different aspects of balance. Keep up the good work.
Finally, a number of you are eager to talk about AoE caps. We’ll have a focused thread on that subject next week.
Good to have you!
My three skills:
1) Amphibious
2) Argonian Resistance
3) Quick to Mend
GreenSoup2HoT wrote: »@cp5 the damage has been "improved" with the maelstrom bow (volley).
Some suggestions for magicka DK:
1. Fiery grip. As it stand it is too buggy to be viable in pvp. First, fix the z-axis checks. One morph should remain a pull. One morph should always take you to the enemy. Empower for both. Range 24m for both.
3. Inferno. This crit bonus is redundant with inner light. Inner light also gives you 7% mana and is thus always better. Re-introduce the previous incarnation which was a fire DoT to players near you at the continuous cost of mana. One morph should give the DK a major speed buff, the other should give more fire dmg.
7. Dragon Blood. Needs to not be affected by the battle spirit 50% healing reduction.
I forgot one thing:
Let PvP players who want to be tanky, be tanky, for corresponding trade-offs of course.
Possible implementation:
- Increase the armor value of set boni
- Increase the armor/spell resistance cap to 80% at 45k armor/sprll resistance
The biggest issue here would be to make it compatible with PvE, as such resistances would make tanking a piece of cake. As for PvP, where a tank usually has to deal with several high-damage specced players at once, such options would give peelers a viable alternative to blocking. (Which would also be a lot easier to keep track of, thanks to the easily monitored mitigation percentage)
I'll quote myself cause I forgot to add it in@Wrobel
I want to chat about Templars for a bit a very diverse class that has been well thought out overall but could do with some tweaks here and there and some passive changes to make it balanced as it already is. I'd like to mention that I am in no way asking for buffs on the class to truly make it shine out as the most overpowered thing on ESO.
1. Class Skills and Passives
1a. Aedric Spear
Blazing Shield Skill: This has been changed around a lot and currently, it's near worthless to bother using it, I believe the shield on this skill needs to be increased but the damage it deals be decreased it was widely abused in Cyrodill and as a result the skill has instead been rendered useless lowering Templars defensive skills which are honestly little to none now because of this skill being change.
Radial Sweep + Morphs Ultimate Ability: This is probably the most useless of all ultimates within the game considering the ultimate cost I would think this ability would work the same as Incapacitating Strikes causing a knock or Increasing your damage dealt or even increasing your ultimate earned. The Nightblade version of this was done perfectly but this flopped it.
Aurora Javelin + Morphs Skill: So I have a unique idea with this, and I think this skill should completely be reworked no one uses this or has a use for it at all, there is no situation you'd use this skill, ever. My idea would be to rework this into a new ability some what the same as Extended Chains, but with a Light Beam to drag your enemies closer to you, this would balance out the Tanking diversity this game has and bring the Templar class up to the same as Dragonknights.
Balanced Warrior Passive: As pointed out by @EgoRush Currently this bonus seems unclear and it has been around for quite some time, "Increases your Weapon Damage by 6% and your Spell Resistance by 2640" judging from the Passive title, it doesn't seem balanced to only passively increase your Weapon Damage but miss out on your Spell Damage. This would slightly put Templars in line with other high damaging class groups. Could we also see something increasing your Physical Resistance here too?
1b. Dawn's Wrath
Vampire's Bane Skill: This skill is not really used as the travel speed still isn't all that fast, also it deals Flame Damage, while every other skill of Templars deals Magic Damage, this causes the skill to be highly undesirable to majority of Templars due to the Champion System would cause us to put points into Elemental Expert for no real reason, this is why the skill is so weak. Could we maybe have this changed around?
Purifying Light Skill: It's been brought up a couple of times but currently this skill can not land a critical hit on you, I was thinking maybe reduce the total damage it can store up but give it the ability to land critical hits on you for the amount of damage it stores up and total time it's really not worth it.
1c. Restoring Light
Rune Focus + Morphs Skill: This used to be an amazing skill, for Tanking, Healing or dealing damage a great means for survival and sustaining. However the change made to this skill forcing you to be within the circle is against the gameplay style ESO is all about, there is no situations in which you stand absolutely still, again I think you guys went too far with changing this skill around and rendering it totally useless in every situation. I think you should have reduced the time outside of the circle instead of removing it all together.
Master Ritualist:I was thinking that resurrected allies should be revived with a bonus to their Stamina and Magicka also, not 100% but maybe 20% additional, this would increase the need for Templars in a group for a support role or similar.
Also, there has been a lot of talk about Puncturing Sweep and Dark Flare, with my current thoughts on this, I think you should leave these abilities alone, they are key points for Damage for a Templar these abilities should not be changed in any form, keep the knock back that Sweeps allows, it is a great form of defense and the charge up from Dark Flare with Empower is as it should be.
@Strider_RoshinStrider_Roshin wrote: »At the moment, all but one ultimate (Dragon leap) deals either magic or elemental damage. This naturally makes ultimates less powerful with stamina builds due to the champion system. Any chance you could make some ultimates do physical damage, such as death stroke?
I also think there are two passives in the game that are pretty underwhelming. The first is executioner for the Nightblade. Most of the abilities in the assassin tree are buffs or a debuff, on top of that it only gives magicka and not stamina. Can this passive be changed entirely in order to be useful for all builds? Like increase weapon damage and spell damage by 1/2% per assassin ability on loadout?
The other passive I would change is snake blood. No one needs or utilizes this passive. Please change it so that it is. For instance reduce the cool down on potions by 3/5 seconds.
It makes me sigh how everyone is just forcefully assuming that there is no reason beyond what you know why AoE caps were added or were in the game in the first place. Maybe you're right, but maybe some benefit of doubt.... ZoS has hardly been forthcoming on their megaserver technology and it may be that the "checks" are less intensive than actually hitting more targets, or something else. Well, I certainly don't know. And I'm for removing AoE caps too, on the surface of it. Zerg balls suck and NEED to be addressed better. I'm just saying..... and I won't say anymore, because I know that's not what this topic is about. I look forward to Wrobel divulging more info and a discussion on the topic, and I hope that some solution comes from it.
It makes me sigh how everyone is just forcefully assuming that there is no reason beyond what you know why AoE caps were added or were in the game in the first place. Maybe you're right, but maybe some benefit of doubt.... ZoS has hardly been forthcoming on their megaserver technology and it may be that the "checks" are less intensive than actually hitting more targets, or something else. Well, I certainly don't know. And I'm for removing AoE caps too, on the surface of it. Zerg balls suck and NEED to be addressed better. I'm just saying..... and I won't say anymore, because I know that's not what this topic is about. I look forward to Wrobel divulging more info and a discussion on the topic, and I hope that some solution comes from it.
So, right now targets 7-60 are actually HIT. They just take less damage.
There is no plausible scenario where first multiplying a number by a fraction, and then deducting the result from the targets hp pool, is more efficient than simply subtracting that original number from the targets hp pool.
That's why I feel confident in my assumption that targets 1-60 could be dealt full damage without causing any performance degradation.