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Greetings ESO Forum Posters

  • shugg
    shugg
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    This is great news, any chance you can looking into tanking as a role and improving to combat factor in it. Would love to see 2h tanking made viable in end game vet dungeons + trials
  • tinythinker
    tinythinker
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    Armitas wrote: »
    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.

    Yeah, lots of recent comments about Stonefist. It was the first ability I slotted on my first character. It's comparable to Crystal Shard from the Sorcerer line, but it is always instant cast and (last I checked, which has been a long while) it does 41% of the damage Shard does. It also has shorter range than Crystal Shard and its morphs. It's a good knockdown, which is why I liked it in the first place.

    I don't agree with a prior comment about dumping Stonefist, but some other changes would be welcome. As for the Obsidian Shard morph, I always preferred it for the longer range/increased damage before that was changed. A small heal and less damage? Mmm, no.

    I only recently added my DK back into the rotation on a limited basis, and I once ran him as support when no class skills buffed his healing. So I am sympathetic to the idea of adding support stuff. How about something along these lines (info on most recent tooltip from elderscrollsonline.wiki.fextralife):

    CURRENT TOOLTIPS
    Stonefist (Base)
    Instant cast, 20m range

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds.



    Obsidian Shard (Morph)
    Instant cast, 20m range

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. Now has reduced damage and applies a heal to a nearby ally with 8 meters of the enemy struck. Reduced damage and heals a nearby ally.



    Stone Giant (Morph)

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. Also grants Minor Resolve, which increases your Armor by (x) for 15 seconds. Also reduced cost by ~ 20%. Gain Armor after casting and reduced cost.

    SUGGESTED TOOLTIPS

    Stonefist (Base)
    Instant cast, 20m range

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds.



    Obsidian Shard (Morph)
    Instant cast, 20m range

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. The projectile shatters on impact, embedding sharp fragments in the target and causing [y] bleed damage for the duration of the knockdown. An ally within 8 meters of the target is healed for the bleed damage.

    Reason for suggested change: The base damage was previously reduced, and that is kept here or reduced even more depending on the amount of the damage from the DoT/HoT, which would tick once per second for three seconds. With the CC effect in place with the Knockdown, the initial hit could deal far less damage and easily make up for it with the bleed effect added. Obsidian blades are very sharp, and scalpels made from such volcanic glass cut better than metal ones. There is already a planned revamp of the bleed effect, so why not take advantage and have it make just a little more sense how the projectile might extract health from the target? It kind of echoes Blood Craze from the Dual Wield skill line. If you want to go with reducing the initial impact/upping the bleed, you could also have the heal affect two allies rather than one.



    Stone Giant (Morph)

    Slam an enemy with solid rock to deal [x] Physical Damage and knock them down for 3 seconds. Enemies within 4 meters of the target take [y] Damage from the blast and are Concussed. (Concussion would be added for very weak splash damage, not needed for sufficient splash damage)

    Reason for suggested change: The small increase to Physical Resistance from the current version of this morph is nice, and can help buff a DK's mitigation, but the splash damage to enemies close to the target and a 10% reduction in the damage they do from being concussed offers a little more "pow" and is consistent with the name "Stone Giant". As in, you just got smashed. This makes it a semi-AoE attack. It could keep the current range or have it reduced in exchange for higher base/splash damage, making it a quasi-PBAoE attack.


    Edited by tinythinker on November 19, 2015 6:21PM
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  • Kwivur
    Kwivur
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    Fix wall of elements and destructive touch too.
  • hrothbern
    hrothbern
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    Welcome to the forum @Wrobel,

    The only thing I ask for is to give some love and attention to tank features....
    .... and some encouragement for the tank players

    to hearten the tanks... to buck them up
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Xsorus
    Xsorus
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    Wrobel wrote: »
    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!

    By chance are you going to make bleeds actually work on ya know..Shields.

  • Kwivur
    Kwivur
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    Devotion 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....

    If you nerf or take away our shields, you might as well delete the class. A sorc will not survive without them!! I think all other classes should be buffed or nerfed to be brought into balance with the sorc, if that's at all possible.
  • Cinbri
    Cinbri
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    Since finally @Wrobel reading (i hope), thats the thread of templars http://forums.elderscrollsonline.com/en-GB/discussion/161959/templar-skills-bugged-made-useless-ignored/p37
    Every idea and eveything that could be spoken about templars, already told there 10 times.
    Edited by Cinbri on November 19, 2015 9:07PM
  • Minno
    Minno
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    @Wrobel
    I'm going to suggest 3 skills that need review and 3 skill that are perfect or working right now. (Pvp only)

    Here are my (3) Templar skills (one from each skill tree) that could use some TLC:

    1) -puncturing jabs - while its heal based on hits is a very good morph for leveling and tank based builds in pve, it leaves magicka templars with a much needed boost to DPS in pvp. Can we look to add the first morph of jabs with the heal component? This will free up the next two morphs as follows:

    - stamina version to remain as is (biting jabs)
    - magicka version that adds spell penetration for duration of annimation and maybe add crit chance on activate. Maybe remove the stun for this morph? This will give us magicka templars a choice to pump out dps without having to look at other skill lines to compensate. (Since it is a melee skill and easily countered, I feel this would be a nice trade off. High risk high reward.)


    2) sun flare - currently two ranged morphs offer such a crazy cast time it pushes templars to be either a destruction staff build or jabs build. Very stagnant dps options if you build it right and with limited functionality if you go away from the mold.

    Replace first morph with following:

    - sun burst - similar to original morph but with instant cast (or small cast time less than a second), reduced dmg, but still retains empower. The reduced dmg should be enough to give templars a spamable ranged magicka skill. Since passives in this skill line don't add to DPS, the skill is justified in having what looks like OP stats. (Obviously testing to ensure not total domination)

    3) lingering ritual - almost no templars use this skill. They maybe use the ritual of rebirth morph for fast cast times. Instead replace this morph with the following:

    - piercing winds- engulf Templar with solar winds that Pierce enemies spell resistance and increase speed movement by 40% (reduce spell resistance of anyone within radius and major exposition for Templar. Does not stack.) Instant cast.

    This will give movement to the templar, give healers a unique debuff, and magicka DPS melee can gain another way to get their dps in. Can also be a skill against NB if the risk to engage the Templar in melee is super high.

    Here are (3) skills that do not need changing (pvp only)

    1) empowering sweepd- a skill that adds survivability to any build. While the dps is low, for each enemy present it adds overall dmg mitigation. Synergizes with the way templars work : in your face pvp class with tank based or healing.

    2) Radiant destruction (all morphs): we fought hard for an execute. Just needs its current bug fixed (which you confirmed as being fixed!)

    3) breath of life. We can't be templars without if. Instant cast heal that works like a healing execute with our healing passives. You might be able to change the other morph to add another skill for templars, but BOL is so vital, removing it would be a nerf to templars.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Efficient
    Efficient
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    Wrobel wrote: »
    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.

    @Wrobel Out of curiosity, is a thread on AOE caps needed? I mean after all, they were just added to the game when nobody wanted them anyway. http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1

    Your outline above estimates the removal of AOE caps around year 2019. I mean, we are talking about creating a THREAD next week. Then stating you are focused on class specific skills for this round... How long is that round going to take? Since the AOE caps were added in so violently against community recommendations, perhaps before anything happens you could just revert it back to how it was before you implemented this change? Then actually talk about it with the community if needed.

    Thanks,
  • Remdale
    Remdale
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    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.
  • CP5
    CP5
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    From the reddit ama you said volley was buffed and is doing fantastic damage now. What kind of damage or is this something already in game?

    EDIT: In regards to your question toward stamina sorcs, aside from my post earlier in the thread, thundering presence is to expensive to be spammed for the damage buff, and the cut in duration was not needed. It is now a stamina sink and I will never pick that morph and will always use the longer duration boundless storm morph. Also pets only scale off of max magicka, making them useful for only decoys at best, and sacrifices at most. Why is my clannfear more valuable as a heal than a pet?

    With the deadric protection passive change we are motivated to use a skill from that tree, but only using bound armaments is a dull toggle that I don't want to be forced to use. I would also love to be able to use something from the dark magic tree but the heal is so small and all the other skills require a large amount of magicka to use or be useful, but I want to use the blood magic passive.

    In regards to itemization, BOP is not engaging at all. I've gotten 8 shoulders of the pariah and when running the arena only got one piece of the hunt set, one that despite being weak is one I want to use with my derpy clannfear. I put in more time than I should be so this model of helping 'players who don't have time to play all day to complete sets on their own' doesn't seem to work since it is still clunky rng to deal with.
    Edited by CP5 on November 20, 2015 12:45AM
  • Rafishul
    Rafishul
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    Thank you, @Wrobel for reaching out to us for this. I'd like to propose some changes for Nightblade.

    1) Make the DoT from Twisting Path hit a lot harder. For those of us who do PvE content more than PvP, Magicka Detonation is a long ways away.

    2) Increase the duration of Crippling Grasp.

    3) Decrease the time it takes to complete the animation for Funnel Health/Swallow Soul.

    Thanks for your consideration.
    Main: v16 Mag NB DPS
    Alts: v16 NB Tank, v16 DK Tank (ret., crafter), v16 Sorc mDPS, v16 Templar heals

    twitch.tv/theraficast
  • eserras7b16_ESO
    eserras7b16_ESO
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    Jitterbug wrote: »
    Good to have you!

    My three skills:

    1) Amphibious
    2) Argonian Resistance
    3) Quick to Mend

    Had to comment. Please?
    Do it. We need more love Argonians. Just a little bit more and we'll be as good as others.

    Now my own suggestions (I am a templar):

    1) Restoration aura: The morph wich is not Repentance is not being used, it's really usless.
    2) Toppling Charge: After I land I feel my character is stuck (just some miliseconds) and in Veteran Maelstorm arena has killed me some times. The ability somehow doesn't feel good enough because of that.
    3) Dawn's wrath tree: Built many builds with my templar but I don't know, those skills just... most of them are not as good as others. And now i'm talking about both PvE, PvP, group PvE most of the content, they all need a little bit of love (except purifying light and the ultimate)

    And if I may add something more...

    In a game like ESO, in wich many encounters are not melee friendly, melee DPS should have slightly higher DPS than ranged. Talking mainly about Sorcerers having a lot of easy ranged DPS, basically highest DPS in the game and safe in distance.
    Stamina Nightblades going melee should have slightly more damage than magicka sorc, or atleast give it the same. No idea how to fix it thou.
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • GreenSoup2HoT
    GreenSoup2HoT
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    @cp5 the damage has been "improved" with the maelstrom bow (volley).
    PS4 NA DC
  • CP5
    CP5
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    @cp5 the damage has been "improved" with the maelstrom bow (volley).

    Hope that isn't it, else we are in the same situation as we are with shield breaker, can't balance the systems with these placeholder items carrying the skill problems.
  • newtinmpls
    newtinmpls
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    I'm playing around with DKs in IC, and they are not really sustainable as single players, though there are some good synergies. I really liked some of these ideas:
    Ishammael wrote: »
    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.

    Wow that's a really smart idea. I really really like that.
    Ishammael wrote: »
    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.

    I have to agree. I like the looks of it, and admit to using it more because of the role-play of it than because it's useful.
    Ishammael wrote: »
    7. Dragon Blood. Needs to not be affected by the battle spirit 50% healing reduction.

    Again, I agree. So limited that half the time I forget to use it. Even when I do, playability and survivabilty wise it often makes no difference.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • shugg
    shugg
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    Top 3 class fixes for the 2 v16 i have..these are from an end game tank mind who does some pvp.

    Dk stonefist - one morph should be stam as it buffs armour and can be for tanking in the rotation.
    Two - let the shield buff scale off max magic or stam, at the moment it gets knocked down do fast it becomes a wast of a button.
    Three - drsgons bresth hits too few people and hasnt realy got a place, needs to work like a walking bomb or pulse and a snare when it goes off or fracture all around u- return magic or.stun casters is just too impractical.

    For my nb suggestion
    One - agony needs to re worked - it needs to effect boss i suggest it gets changed to a dps dot and the morphs are more damage or cc.
    Two- path of darkness becomes an aura, its hard to tank with when mobs in vet icp when mobs ignore it.
    Three - extend shadow barrier to 20sec abd add a visual as we on consouls carnt tell when its up...

    Weapon/armour changes too three
    One- dizzying swing , change to a tanking buff - after you hit the enermy any blocking in the next 20second mitigates an extra 20% damage and reduced the cost of blocking by x.
    Two - heavy armour need to cap armour pen against you - armour can only be reduced by 25% max.
    Three- deadly bash ... Remove the stun and make it deadly - buff the damage so it hits like a truck and reduce its cost but make it like mage bolt so it carnt be spammed in pvp.

    Well thats all i can think of on my wish list Eric ... Please dont nurf tanking again oh and ps remove armour soft caps or atleast move the cap
  • AngryNord
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    @Wrobel

    Make Heavy Armour viable for other things than just looks.
  • Turelus
    Turelus
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    Missed this one while I was on vacation in post apocalyptic Boston.

    Welcome Eric and this is a good positive change going forwards, I look forward to seeing an increase in developer and player communications on issues.

    Please don't be afraid to tell us we're wrong either, a good developer is one who can listen to cirtic and change when needed but stand firm when the players are just being whiny because they suck.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • hamburgerler76
    hamburgerler76
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    hey welcome!

    Now my 3 top skill choices are are sorcerer pet skills unstable clanfear, summon twilight, and last the support deadric prey.

    my main problem with these is

    1. these pets are way under utilized in the game. Personally I do not know any of my sorc friends who use these pets in there dps builds.

    2. The dps they do is way to low for the amount of bar space need for these skills there needs to be better trade off.

    3. Their mechanic's are iffy at best and you cant even control them on console.

    4. Even with deadric prey and 40k+ max mag I can only get them to hit for about 4k max

    5. The only pet gear set is max v12??

    My suggestion is this make a passive to increase the damg these two do while you have more then 1 pet on the field at a time to make up for lost skills on bar, update/add new sets to help utilize pet builds, improved pet handling mech/AI action improvement's for consoles.

    THANK YOU :)
  • actosh
    actosh
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    Hello Mr. Wrobel, Sir Richard Lambert, the Zenimax Team & the Community on the Forums,

    while we all feel pretty good that u want to consider our feedback there is a lot of Stuff to do.
    I apologize for the following Wall of Text but to Name only 3 Abilities wont get us where we need to be and i just have to say it, since i´m posting for my Guild Members as well. I´m pretty sure that with the next several Patches you will make the core of the playerbase much more happy ^^.

    Since ESO is such a Big Game in Terms of Date ect, we all know that u cant fix/balance all stuff within one Patch. You guys/girls allready said you are going to do minor tweaks instead of big changes wich is surely the better way to deal with, most of the players agree with you there.

    Please keep in mind that all this are just thoughts, and we all know how hard things are to implement or to balance. Also to notice, English is not my first Language, Thanks.

    I tried as good as i can to be objective and consider all the forms of content ingame while i wrote this. I may have done some mistakes. Pretty sure there are more ppl out there with a lot better ideas.

    General Stuff

    BoP vs BoE: We understand the need to have BoP Gear and enough ppl say that if all gear would be BoE they would make more Money right? WRONG! We saw it with Martial Knowledge for Example, in the beginning it was expensive, but after that, it was nearly worth nothin.

    You should keep a Balance between BoP & BoE. Most Important, give a Group(after clearin the dungeon or from the moment they picked it up) the chance to trade BoP-Items to other Grp Members. Just make sure that it cant be abused by reinviting someone else to hand it over to them or sell it. Often enough it happened that the ppl that dont need the stuff got it ^^. I had this once in another Game and it was fantastic cause the whole grp had that success feeling.

    Alliance War Skills: Keep em the way they are and dont hand them out for free. There is a Thread talkin about this stuff. We all have to do something for our Character and if someone wants to play a new char, go earn it. If you would change this, all the FOTM Players will be happy as *** ^^.

    Veteren Ranks: If you ever want to get rid of them, you need to have some decent plan behind it.
    All the gear, the Sets, Crafting ect pp. I dont care if u keep em, or remove them. Everybody is tellin that they need to be removed without thinkin about what that would have for a effect for the game in its current state, and how many things need to be changed then. Ok u could get rid of some materials and stuff, at least this will get us a bit more space in our Inventory laugh.

    AoE Cap Removal: I have read about this as well, and i think this wont make the situation any better in cyrodiil. The best Performance u had, was when all skills where capped at 6 (9 with one nb essence morph) and no downscaled dmg to all other targets around. @Alcast has posted a video where we all in beginning could have huge keepfights without a single lag, man i miss these days.

    Dragonstar Arena & Maelstrom Arena: They both are nice and i hope u continue to give us arenas once in a while that alter skills. What u still need to rethink is that for the One-Hand/Shield Line we may need also in VDSA, Maelstromarena and all the others to come, that we may get a Shield that alters Reveberating Bash. We wouldnt care if it will have the same effect in all Arenas. Just think about it. By the Way, Maelstrom Arena is AWESOME, and just fix bugs in Vet, but dont nerf it!!! I havent completed it yet, but i stuck in Stage 6. Could be because i played as Tank since the Beta´s of Eso and never put on Dps Gear. But i will beat it, and i think you have done great work there.

    VR16 Materials: Keep the amounts of stuff u need to craft a single piece. In the end it is worth the farm and pls dont change it. Sometimes i also swear a lot when i need to farm the stuff ^^.
    Armor Values:
    You Guys need to reconsider the values on armor and there passives. Especially Heavy Armor and the related passivs. For the Active abilities, make em useable if u wear at least 5 pieces of that specific armor (yes i wil laccept incoming hate on this one). The good thing would be that u can make the abilities more armor specific then. 50% on light and 75% on medium of the heavy armors value, is to high in my opinion.

    While Light & Medium Armor seem fine to me, and u have gone a long way since release with heavy armor, there are still tweaks needed. Since u took a lot of nice stuff away from us.

    Heavy Armor passives could be reworked like this (remember there are enough threads and ideas regarding that matter).

    Resolve: Increase the bonus gaiuned from wearing heavy armor by at least 50% per piece equiped based on the actual values. Example right now 2518 with 7 pieces, make this nearly 4k with raised values. Can do a more detailed explanation if needed.

    Constitution: Decent right now, but you either need to reduce the cooldown or raise the values. Even with Black rose it is still lackluster.

    Juggernaut: The hp increase is ok though. Make us hit a bit harder, like 4% more spell/weapdmg or give use a basepenetrationvalue

    Bracing: Ok as it is. But needs 1 more additional benefit. Give us back the break cc cost reduction or make cc´s on us last shorter.

    Rapid Mending: Increase it, as healing taken is nice.



    Crafting Traits: Well, this is a thing were a lot of work needs to be done to make em all desireable.
    I try to keep this short and this is just me and my guilds impression.

    Armor Traits
    Reinforced: Keep it the way it is.

    Nirnhoned: Well, the fix was needed and maybe u should raise the value so ppl consider it more to be used.

    Sturdy: Right now the most stupid trait u can get. Make stury reduce the effects of Armor and Spellpenetration and ppl may consider it. Make it possible to nearly negate enemy penetration since we got nothing in cp to deal with it, wich makes high armor values unworthy.

    Divines: Keep it.

    Infused: Keep it.

    Exploration: well.......no idea how to change this SoB.

    Impenetrable: Maybe raise the value a bit.

    Training: Keep it.

    Well fitted: Usain Bolt may like this, i dont. Do anything with it ^^.


    Weapon Traits:

    Charged: Do anything with it.

    Defending: Keep it.

    Infused: Keep it.

    Nirnhoned: Keep it.

    Powered: Make it reduce the enchantment cooldown by 50%.

    Precise: Keep it.

    Sharpened: Remove the Spellpen and just keep Armorpen. For Spellpen we have Nirnhoned, and raise the Values to Nirnhoned Level. 18% on Gold irc.

    Training: Keep it.

    Weighted: Eiter Raise the speed, or do anything else with it, since animation canceling makes this trait useless, as it was useless before.

    That was just my 2cents on the General Stuff that i could think of for now. The Forum is loaded with usefull feedback by so many ppl. Just take the time to read it and may consider some ideas that this cool community has come up with till now and in the future. We all know u got a plan where u want to go with the game, we just like to help to improve it.


    Cost Increase (aka Bolt Escape treatment):

    There are a few skills that deserve the cost increase treatment just like u did it with bolt escape.
    This would include the following Abilitys.

    Cloak, Mist Form, Talons.

    You can also consider to do this to all skills in the game to prevent spamming abilitys but then u need to reduce the time to 2 seconds instead of 4 and maybe add 1 or 2 new skillslots to our bar. Just a thought and cant be implemented fast since it needs a lot of carefull balancing.

    Ulitmates (Phys/Magicdmg)

    This has been brought up many times by the community. There is a lack of physical dmg based ultimates and we need to keep em desirable for magickabuilds as well as stambuilds. There was a sugesstion by a player to couple this with the weapon used. Its a cool idea and this way u wont need to give more morph choices. Or u go ahead and give all abilitys/Ultimates a 3rd or 4th Morphchoice.
    I like the idea of the Weaponrelated effect way more since it makes your weaponchoice to have a bigger Impact.



    Major/Minor Buffs

    The idea behind this is awesome, but we al lwonder why this dont count for shields. Just add in Major Protection and Minor Protection and rework the shield values or let em scale of health.


    EMPOWER BUFF

    Fix this asap to where it was earlier. Its not healthy for the game that empower is buffing the ability thjat grants it. Like it was earlier. Right now this is way to strong: Wrecking Blow, Ambush!


    Battlespirit ( Cyro )

    Get rid of the 5k Health 4 free. Adjust dmg in Pve Content so that we dont need the 50% healing and dmg decrease in cyro after all. Could be a *** of work, but i imagine it is better.


    Shields
    Make shields scale of health and adjust the values if needed or make em all magicka based. You will notice for yourself that shields are out of control in most cases. Check the forums.

    Skills & Classes:

    Well, this one is a bit hard to do, but ill try it anyway. It would be nice if every Morph would be worth a considaration, but i guess thats hard to do.

    Weapon Skills ->Two Handed

    Cleave & Morphs: Would keep it as it is. The Brawler Morph seems to be the better one. The other one is ok.

    Critical Charge & Morphs: Both are okay.

    Uppercut -> Wrecking Blow: Check the cc bug on this one and make it interuptable again.
    Uppercut -> Dizzying Swing: Make this one INSTANT & REDUCE THE DMG BY 55% compared to Wrecking Blow. Sorcs & Dk´s (stam will have this way a viable option for a instant ability).

    Reverse Slash & Morphs: Both are okay. Consider to raise the AOE range on Reverse Slice to 8 Meters. Skill is pretty underrated.

    Momentum & Morphs: Both are ok.


    Weapon Skills ->One Hand & Shield

    For me the most balnced weapon tree. See no reason to change anything here.


    Weapon Skills ->Dual Wield

    Twin Slashes -> Rending Slashes: Make the bleed apply to every kind of enemy. Rename it from bleed to Poisening Slashes, dealin poisen dmg, so it can apply to everything. Depends on you if u want to give it a heal debuff extra on top of it.

    Whirlwind -> Whirling Blades: give it a fixed value on stam return. Major Endurance we get with Potions.

    Whirlwind -> Steeltornado: The all in one skill......reduce range to at least 8 Meters.

    Blade Cloak: I think both are ok.

    Flurry -> Blinding Flurry: Sucks right now to, make it get some sort of evasion so it fits the name.
    Or rework completly.

    Hidden Blade: tough one. Dunno.

    Weapon Skills -> Bow

    Fine for nearly everything except Trials.

    Weapon Skills ->Destruction Staff

    Impulse ->Elemental Ring: Tweak this ability so that after the first use, each new hit with it wont override the previos dot. >Instead refreshes the duration.


    Weapon Skills ->Restoration Staff

    Unsure if something needs to be done here.


    Armor Skills

    Keep light and Medium as they are, rethink the armor values, since we can tank vwgt/vico in medium right now. For Heavy Armor i mentioned this earlier in my Post.



    World Skills

    Ledgerdemain: ok.

    Soul Magic: ok.

    Werewolf: hell yeah ok! But Make werewolf a toggleable ultimate.

    Vampire: You need to introduce at least 3 new skills to make it a bit better.
    Suggestions are floating around the forum just do a fast search.
    Ideas are basicly, a fear or other form of cc, some aoe besides the ultimates and some other stuff.
    Give MIST FORM the same treatment as you did with Bolt escape, if used within 4 Seconds again the cost raises. Also make it resist ALL TYPES of cc. Thanks. Btw i´m no vamp at all.

    Guild Skills

    Fighters Guild: Remove weapon dmg increase on Flawless Dawnbreaker and rework silver shards axis for the leash.

    Mages Guild: seems ok, except degeneration. Change it so it has a chance to restore a tiny amount of magicka to the caster if he hits his target wih a spell based attack. Its the Mages Guild, so ^^.

    Undaunted:

    Blood Altar: Rework it.

    Rest seems to be ok for now.


    Alliance War – Assault

    Seems ok as it is.


    Alliance War – Support

    Make Flare & GUARD! Usefull. First skill u seen used rarely, the other one NEVER!
    U could give flare the same radius as Caltrops and raise the dmg, but ppl still prefer calltrops i believe.


    Racials

    Breton: Increase the cost reduction on Magicka abilitys, since 3% is to low.

    Orc: They seem ok since the recent changes.

    Redguard: Well they seem fine. To sad caltrops wont proc adrenaline rush anymore. U may reconsider this ^^.

    Imperial: Fine as they are. To sad caltrops wont proc Red Diamond anymore. U may reconsider this ^^.

    Altmer: Seem good as they are.

    Woodelves & Khajit: Good.

    Dark Elves or Dunmer: Pretty okay.

    Nord: Keep em.

    Argonians: Well ZOS, come on. You gotta read the forums and rework those poor guys asap!
    There are a lot of good sugesstions, go read em, put em in.


    Classes – Nightblade
    DONT NERF EM!
    Cloak: Same treatment as Bolt Escape. If ppl Start loading up attacks like wreacking blow, make cloak disappear. I know, pll crying a lot about *** squishy nb is, but on a stam build, they are NOT. Since healing increases with weapon power and crit. So thats no argument for me and yes, i play a nb as well and been laughing my ass of everytime i hear that.

    Give Incapacitating stike another morph (3rd) that deals physical dmg.

    Killers Blade: Let it deal physical dmg.

    Siphoning Tree: Give 1 Morph of their Ultimates the ability to deal Physical dmg. Way to less phys dmg ults in the game.

    All other things on nb seem ok, not perfect but ok. Listen to the community for further improvements on NB.

    Teleport Strike & Morphs: Add in a minimum Range required to use it, just like u have on all other gap closers. Remove the effect that ambush can empower the next ambush as i stated earlier with the empower buff as a whole.

    Classes – Templar


    Way to many things to do, fix/tweak to name em all here. Like stated above, listen to feedback and rework it from there.


    Classes – Sorcerer
    DONT NERF EM!
    They seem fine, make pets more usefull to them, so we may see some Petbuilds that are competitive.

    Make Shield scale of health and adjust the values so that sorcs can have a decent surivability. No need to nerf em to the ground.

    Do something for Stamusers by either make Dizzying Swing (2handed) a instant ability with lowered dmg compared to wrecking blow, or give em a 3rd morph to have some sort of instant skill.


    Classes – Dragonknight

    Banner: Seems ok they way it is, but like other ultimates, make it deal dmg based on the weapontype equipped.

    Chains: Fix the axis and leave one morph so it can pull. Change the other morph to some sort of reliable gap closer.

    Searing Strike & Morphs: Seem ok, but it would be better if the stam one deals phys dmg. Dk Community would like to see 4 Morphs here, since both are nice for each type of build.

    Fiery Breath: Decent and both Morphs are pretty good. In pvp u should give purges a cooldown or treat any Purge skill like bolt escape (cost increase).

    Lava Whip & Morphs well......we all know whats to come, give us dk´s 4 morphs on this ability since magicka users like both morphs, and for stam flame leash would be the way to go and let it deal phys dmg then. If u want us to distribute our cp into mighty and a elemental dmg push do this for all classes, not just one. Flame Leash Stam morph would not be needed if u change dizzying swing to a instant ability with less dmg then wrecking blow. Then wDk´s, Templars, Sorcs would have some options for a instant dmg skill.


    Inferno: Do something about this. Either let the dot deal a decent amount of fire dmg, but remove the dot! Maybe revert it back to where it was in i think 1.3. and raise the magicka return if u kill someone with it or while the ball is active.

    Passive "Kindling": give it a chance to proc "Explosion" like it does on vampires. Be carefull with the value.


    Spiked Armor & Morphs: Keep the dmg return. Remove the dot, and change it to a pulsing thing like bladecloak has. Dmg can stay the same overall.

    Talons: Good as they arew, but give em like mentioned earlier the bolt escape treatment to prevent permatalons.

    Dragonblood: In pve it´s nice, in pvp its the ***. Either remove the battlespirit debuff on it or set it to a fixed value or a scaling value. Green dragon blood could be a stammorph without the 20% stamreg buff, but a little stamreturn upon activation.

    Coagolating Blood still needs some tweaks.

    Scales:......well u nerfed it enough to be honest. Keep it if u cant make it better. I loved the times when *** could reflect all projectiles while being active, just add in that each projectile u reflect cost u the same as the one who thrown it at you. This way u think about it when to reflect. Keep it magicka, no stam morph needed here.

    Inhale: It used to be such an awesome skill in the beginning, no its nearly ok, but it could do better.
    Reduce the delay between inhale & exhale. Remove the 3 Target Cap on it, and lower the heal a bit as long as it can hit up to 6 targets.
    Keep Draw essence as Magicka Morph since it has the return.
    Make Deep Breath Stamina and let it act like the Battlemasters inhale in vdsa where the inhale is a short range aoe pull (6-8 meters). Keep the effect of interupting nearby targets as this would be fit nicely with a stamknight.

    Stonefist & Morphs: Another candidate for being our instant ability if we wont get the much demanded stamwhip ^^. Reduce cost, make both Stamina, and do something usefull with it. Right now the only good thing is the cc, but even for this there are better options.

    Molten Weapons & Morphs: I know there are ppl that like it, there are ppl that hate it. I like the new version andf i liked the old one with the wpn dmg buff for the team. Maybe keep 1 morph as it is right now, and replace the other one with the skill we had before.

    Igneous & Petrify: Both ok, keep em.

    Ash Cloud -> Eruption: Keep the skill as it is, but while inside let it grant Major Evasion. So we get it to a status where it is nearly as good as it was in the beginning.

    Ash Cloud -> Cinder Storm: Would be the perfect ability for a escape tool.
    Something like this: Turn yourself into a Ashcloud and grant Major Expedition. While this ability is actve u wont regenerate Stam,Health, Mag. Lasts 6 Seconds.
    Would be cool and keep us away from vampire ^^. Also would fit nicely ^^.


    If u read until here thanks guys. I tried as good as i can to be objective and consider all the forms of content ingame while i wrote this. I may have done some mistakes. Pretty sure there are more ppl out there with a lot better ideas.

    Have a nice day :smiley:
  • Sublime
    Sublime
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    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)
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • Bashev
    Bashev
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    Sublime wrote: »
    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)

    It will be better if they remove the stamina regen nerf while blocking and either:

    1) while you are holding block all damage that you do is reduced with 80% (if you apply a dot and then block and if it does the full damage it will be some buff for dots and we can think for a DoT tank builds)

    or

    2) while you are holding block all skills are locked (similar to sprinting)

    or

    3) Guard skill from the alliance - while is active the stamina regens even when you are holding block. It drains enough per second and it also drains when you intercept a projectile.

    I think this will lead to more active gameplay.
    Edited by Bashev on November 20, 2015 1:17PM
    Because I can!
  • Strider_Roshin
    Strider_Roshin
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    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.
  • Nifty2g
    Nifty2g
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    Nifty2g wrote: »
    @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.
    I'll quote myself cause I forgot to add it in

    Puncturing sweep heal should have a chance to crit, from maelstrom arena runs I've came to conclusion this heal is very weak as it can't crit
    #MOREORBS
  • Bashev
    Bashev
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    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.
    @Strider_Roshin

    There is one more ultimate which scales with physical damage -- WW.

    Dont you think that if you remove all useless passives from NB it will be super more OP than now. The NB class has the luxury to have its stamina skills scaled by physical damage except the execute which is the only one stamina class based.

    For the balance I think that all damage skills from all classes should scale from different damage types. For example if one stamina skill is physical then the other one should be poison or something else. If one magika damage skill is magicka based then the other one should be elemental and so on.
    Because I can!
  • ShadowHvo
    ShadowHvo
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    First of all, thank you for this great opportunity Eric, I'm sure everyone really appreciate it!

    My most favored ability changes would be as follows:

    1. Leeching Strikes (Morph of Siphoning Strikes)

    This ability seems great on paper, yet is very lackluster in practice. The Nightblade has very few self-healing capabilities, but sadly Leeching Strikes is far from making it. The return in health (Which is what the morph adds) is way too low for it to be viable. No DPS, Tank or Healer wants it due to its low health % return per hit. At the moment the return is 2% per basic hit, but I would really love to see this be increased all of the way up to 5% health returned per basic hit, for it might make the ability viable for self-healing, an aspect many Nightblades really lack.

    That would also be a very cool self-healing, because it wouldn't just be an ordinary ability you use, but you would literally be striking your enemies to death whilst absorbing their life. But more importantly, Leeching Strikes should just have its health returned percent increased to 5%, and no further changes. The current magicka and stamina return is good, and the toggle functions really well with its penalty of 17% reduced weapon/spell power. The only thing that is lacking is the health returned, please fix that to make it viable!


    2. Killer's Blade (Morph of Assassins Blade)

    Killer's Blade is arguably one of the best tools for any Assassin out there, and I feel its perfect as a Stamina ability (So glad for that btw, thank you!) but what sadness me greatly is that the ability actually still deals magic damage, and not physical damage. It literally goes against the principle of Stamina /=/ Magica, which is why I would like to see it changed to co-exist with its Stamina usage, and make the Magic damage into Physical damage instead.

    3. Shadow Cloak

    The very ability I know you guys have been working hard on since launch, due to the many bugs with invisibility. As a stealth player this is a very beloved ability of mine, yet what I would like to see is more of a threat-drop to the ability, something that would make the enemies loose track of you before resetting. At the moment some mobs will outright see you through stealth oddly enough, especially in the Imperial City and Craglorn (As far as I've noticed) Shadow Cloak and its mophs are argueably in a good state at the moment, but it would be nice to make it feel more like you're actually invisible, and mobs won't be able to see, nor know where you're despite of its usage.


    So these are my favored changes to class abilities, personally the 2 and 3 are very minor ones, but I would really -REALLY- love to see the changes to Leeching Strikes come through, it is a great ability in theory, yet it is very lackluster, and not even remotely close to being worthy of its morph over Siphoning Attacks (Which argueably is favored by everyone, due to the lackluster 2% health returned from Leeching Strikes.)

    Seeing Leeching Strikes 2% health returned increase to a 5% health returned, or even perhaps a little higher, while the ability remains as toggle ability with its penalty of 17% reduced weapon/spell power would be my dream change for the Nightblade Class.

    Once again thanks for letting us voice this here Eric, I'm very greatful for it, and I'm sure many others are so too! Thanks!
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • WillhelmBlack
    WillhelmBlack
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    1. Hardened Ward is too big a shield.
    2. Ambush needs the silence removed.
    3. Templar needs an ability/skill/passive to tank with. Purifying Light could tick stamina. Please see my thread. http://forums.elderscrollsonline.com/en/discussion/231030/suggestion-for-purifying-light#latest

    AoE caps need to be removed.
    PC EU
  • jrkhan
    jrkhan
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    Remdale wrote: »
    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 imaginable 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 that targets 1-60 could be dealt full damage without causing any performance degradation.
  • jrkhan
    jrkhan
    ✭✭✭
    jrkhan wrote: »
    Remdale wrote: »
    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.

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