Actually my major issue with this is that you're asking for every class to have it's uniqueness removed and bring the gap in for each class so you're pretty much playing the same thing with different names and different effects.
You are skipping a lot of advantages and disadvantages certain abilities in this OP have
A lot of the stuff mentioned in OP is being fixed and introduced; you're also missing the fact Magicka users get a lot more Spell Penetration than Stamina based characters do which more or less evens out the weapon damage / spell damage argument.
Templars are fine, however sweeps needs to be buffed the damage is not extreme and should take into consideration of it being a cone attack. We need to be able to Critical hit shields, not being able to negates a lot of classes back up to my example of Templars, not being able to critical hit makes sweeps and self sustain nil - but this has been mentioned a lot and I believe is coming. Templars need charge fixed, certain abilities reworked and also OP execute starts at <25% that's when you see the big ticks happen.
Nightblades are out of control but they are in a good spot, their whole class is built around stealth personally I believe there should be more to it and more harder to pull off a one shot combination (require more skills and more internal cooldowns) and their whole stealth mechanic needs work, otherwise it's good but they are too strong for their time, I think this will be adjusted in the new update, which is why we're not seeing nerfs.
I believe sorcerers are in a good spot with how they are, its quite interesting though I'd make bound armor a passive with reduced max magic it gives so they can have more bar slots. There also needs to be several class skill changes which I think ZOS already know and have something in store. STOP increasing the cost of Streak, it's an escape mechanism, not something to be punished for because a bunch of bads run away from their zerg and die to a skill player because they want to be heroes and can't Xv1 a skilled solo player. @Wrobel stop listening and catering to the bads, this is not a general concern, this is outright a silly thing to nerf Sorcerers for, there is also something called gap closers that the other classes have access to in more ways than one.
And lastly Dragonknight a prime example of not knowing how to balance a class and nerfing them into the ground, but at this time you can't buff what you already nerfed, so you need to go back to the drawing board and give it a class overhaul. Admit it, this is where you screwed up by listening to the community. - I have nothing else to say for Dragonknights I just outright dislike what has been done to this class without probable thinking about it for both PvE and PvP aspects.
You're right every class SHOULD be able to heal/dps/tank and personally they can right now, some classes do it better than others, but you are missing a very valuable point, every class should have something unique with them. Sorcerers are solo beasts and actually needs a lot of summoning pet tweaks right now they outright suck, where are flame atronachs, frost atronachs, conjured weapons, proper storm calling etc?
Nightblades are all about stealth and at launch they had a broken skill line since then I feel like this class has been getting stronger and rightfully so, the unique style is to be a full on burst as it is advertised as being a stealth like ninja and all that stuff.
Templars are the healers at heart like it or not, I love being able to heal when I can and switch to DPS or Tanking at ease.
Dragonknights are the tanky debuffers and strong flame skills.
The issue is a lot of players want to be equal and feel like they have the right their chosen class should be able to do what other classes are designed for - which is clearly not what ZOS designed the game for. And I deep down hope they don't stray from that philosophy and make us equals. It would bring the battlefield to a very lack luster cookie cutter playground, more of a shell of it's former 1.5 self
Moral of the story I miss 1.5 and so do you, let's slowly work our way back to it with certain changes and a balanced Champion System (SHOULD HAVE HAD A CHAMPION CAP FROM THE START 1.6 WAS HORRIBLE TO PVP IN WITH BALANCE ISSUES), remove veteran ranks and fix the class breaking skills, fix the lag, introduce battle grounds, remove aoe caps and fix this stacking of snares, give more intensive to PvP for solo and group play, and then we can finally enjoy the game that so many of us are longing for and have been waiting since launch and are still around supporting ZOS HOPING that they will show the games potential we are all trying to give the same feedback to achieve.
You're missing points, Stamina builds typically used Precise on their weapons, Magicka builds use Nirnhoned. This is what helps the balance issues. 18% Spell Penetration is a lot. On average Spell Damage hits harder than Weapon Damage because of the Champion System this is going to be addressed and then we will also have Physical Mitigation (confirmed) to help mitigate. That's a lot of balance comingActually my major issue with this is that you're asking for every class to have it's uniqueness removed and bring the gap in for each class so you're pretty much playing the same thing with different names and different effects.
You are skipping a lot of advantages and disadvantages certain abilities in this OP have
A lot of the stuff mentioned in OP is being fixed and introduced; you're also missing the fact Magicka users get a lot more Spell Penetration than Stamina based characters do which more or less evens out the weapon damage / spell damage argument.
Templars are fine, however sweeps needs to be buffed the damage is not extreme and should take into consideration of it being a cone attack. We need to be able to Critical hit shields, not being able to negates a lot of classes back up to my example of Templars, not being able to critical hit makes sweeps and self sustain nil - but this has been mentioned a lot and I believe is coming. Templars need charge fixed, certain abilities reworked and also OP execute starts at <25% that's when you see the big ticks happen.
Nightblades are out of control but they are in a good spot, their whole class is built around stealth personally I believe there should be more to it and more harder to pull off a one shot combination (require more skills and more internal cooldowns) and their whole stealth mechanic needs work, otherwise it's good but they are too strong for their time, I think this will be adjusted in the new update, which is why we're not seeing nerfs.
I believe sorcerers are in a good spot with how they are, its quite interesting though I'd make bound armor a passive with reduced max magic it gives so they can have more bar slots. There also needs to be several class skill changes which I think ZOS already know and have something in store. STOP increasing the cost of Streak, it's an escape mechanism, not something to be punished for because a bunch of bads run away from their zerg and die to a skill player because they want to be heroes and can't Xv1 a skilled solo player. @Wrobel stop listening and catering to the bads, this is not a general concern, this is outright a silly thing to nerf Sorcerers for, there is also something called gap closers that the other classes have access to in more ways than one.
And lastly Dragonknight a prime example of not knowing how to balance a class and nerfing them into the ground, but at this time you can't buff what you already nerfed, so you need to go back to the drawing board and give it a class overhaul. Admit it, this is where you screwed up by listening to the community. - I have nothing else to say for Dragonknights I just outright dislike what has been done to this class without probable thinking about it for both PvE and PvP aspects.
You're right every class SHOULD be able to heal/dps/tank and personally they can right now, some classes do it better than others, but you are missing a very valuable point, every class should have something unique with them. Sorcerers are solo beasts and actually needs a lot of summoning pet tweaks right now they outright suck, where are flame atronachs, frost atronachs, conjured weapons, proper storm calling etc?
Nightblades are all about stealth and at launch they had a broken skill line since then I feel like this class has been getting stronger and rightfully so, the unique style is to be a full on burst as it is advertised as being a stealth like ninja and all that stuff.
Templars are the healers at heart like it or not, I love being able to heal when I can and switch to DPS or Tanking at ease.
Dragonknights are the tanky debuffers and strong flame skills.
The issue is a lot of players want to be equal and feel like they have the right their chosen class should be able to do what other classes are designed for - which is clearly not what ZOS designed the game for. And I deep down hope they don't stray from that philosophy and make us equals. It would bring the battlefield to a very lack luster cookie cutter playground, more of a shell of it's former 1.5 self
Moral of the story I miss 1.5 and so do you, let's slowly work our way back to it with certain changes and a balanced Champion System (SHOULD HAVE HAD A CHAMPION CAP FROM THE START 1.6 WAS HORRIBLE TO PVP IN WITH BALANCE ISSUES), remove veteran ranks and fix the class breaking skills, fix the lag, introduce battle grounds, remove aoe caps and fix this stacking of snares, give more intensive to PvP for solo and group play, and then we can finally enjoy the game that so many of us are longing for and have been waiting since launch and are still around supporting ZOS HOPING that they will show the games potential we are all trying to give the same feedback to achieve.
I agree and disagree with some of your points:
--First of all 4884 spell pen is not comparable to 20% weapon damage (Agility passive plus Flawless Dawnbreaker)
--As far as shields you are right crits and burning light procs should apply to damage shields but if that's the case they need to buff shields, 50% of my shield which gets crit'ed on would be completely worthless and not worth a skill slot.
ZOS_GinaBruno wrote: »Fuzzybrick wrote: »No, no, no. @ZOS_GinaBruno please ignore this post. Classes SHOULD NOT BE EQUAL. One class should always be better than another. One class should always do something another can't. If all classes are "balanced" as you say there will be no need for any of my alts. I want to roll different characters because they are DIFFERENT!
Well, feedback is just that. It's feedback, and everyone is entitled to it. When we review feedback, it's coming from many different sources and players, and part of our job (the studio) is to determine what changes and adjustments to make based on many factors - including player feedback.
That said, our general philosophy in regards to classes is not to give everyone the same version of a spell with a different name. We want each class to feel unique and have their own special identity.
That makes me feel comfortable, thank you.
Class Abilities
Chart describing imbalances between classes >https://www.dropbox.com/s/bnc7qpewlgwy7pk/ESO balance.docx?dl=0
(Great chart submitted by @GreyBrow )
--Major Resolve needs to be uniform across all classes, specifically the nightblade and the templar which should be able to ingnite the Major resolve buff comparable to the way Dragon Knights and Sorcerer's can.
--Every class should have an intant-cast skill that does immediate damage on cast. Specifically the Sorcerer which has no instant cast abilities that do damage on cast comparable to flame whip, funnel health, surprise attack, or puncturing sweep. Instead Sorcs have to rely on force pulse where the other classes do not.
--Templars need a hard crowd control ability comparable to the other classes. Certain primary class abilities should be uniform across all classes.
Shields
- Every Class should have the ability to play as a DPS, Tank or Healer comparably as envisioned by Zenimax's original game model. Certain classes should have certain advantages and disadvantages when it comes to each role of the game: Tanking, Damage dealing, and healing. And at the same time be able to have similar mitigation, dps, and heals
- Magicka and Stamina users should have separate morphs in class trees this way stamina and magicka users have equal opportunities when creating build and not being penalized for being a magicka or stamina user. Each user should have equal opportunities in thier style of play.
Not exactly the same skill but every class deserves some sort of decent self heal, cc, or inta-cast damage ability. Why is Maelstrom 10 times harder on a DK? Why can't a magicka Templar contend with DK DPS? I am in no way saying every class should have the same exact abilities with different animations just give them something comparable.
OverFlow Damage-"Damage shields in ESO absorb unmitigated damage (don't factor in armor, spell resist, etc). If a player has 1k damage left on their shield, but is facing an incoming attack dealing 10k unmitigated damage, the shield will absorb that 1k while the remaining 9k hits the player directly without factoring in their armor, spell resist, etc. This is not something players can affect (e.g. by relogging) but is how damage shields work in the game. Best way around is to spam your damage shields so they are always refreshed. For the same reason, the damage shield glyphs on weapons are terrible choices because it will likely cause you to take more damage rather than less since the shield is so small virtually any incoming attack will go through mostly unmitigated."
Players want the ability to crit against shields and proc specific class dps passives (*Burning Light) against shields, if this is the case shields need to be buffed in someway to compensate for the extra damage from the crits and procs, maybe a 75% shield in pvp.
http://gamerelated.info/2015/08/25/elder-scrolls-online-long-standing-bugsissues-that-all-players-should-be-aware-of/
Magicka VS Stamina Imbalances
Light Armor Vs Medium Armor - Besides the differences in actual physical armor the passives each type of armor get are not even comparable. The Agility passive gives 12% more weapon damage where the Concentration passive only gets 4884 Spell Penetraion. The Concentration passive needs to get buffed by offering more Penetration or Spell Damage
Spell Damage Vs Weapon Damage - More or less Weapon damage users have about 1000 more raw damage over magicka builds. This is a huge imbalance especially when it comes to aoe's that have more range
Elemental Ring Vs Steel Tornado - Steel Tornado has a range of 12.5 meters which actually hits for 490 square meters and Elemental Ring has a range of 6 meters which hits at 113 sq meters. The imbalance in range and coupled with the imbalance in raw damage makes magicka users half as effective than stamina users in aoe situations. Besides that Stamina users also get there damaged buffed by the ruffian passive as well as the Duel Weld execute while while both morphs of elemental ring get purged!!
Flawless Dawnbreaker - 8% more raw damage for Stamina users where Magicka users have no equivalent that comes close to this. This skill needs to be changed or give something comparable to magicka users.
Champion Points
Spell Damage Mitigation VS Physical Damage Mitigation - We have 2 perks that mitigate spell damage which are Elemental Defender and Hardy. But when it comes to physical mitigation we only have the armor perks which gives us diminished returns specifically on light armor/magicka users
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Well what I mean is exactly what Gina posted@Nifty2g , I agree with most of your post except:
"The issue is a lot of players want to be equal and feel like they have the right their chosen class should be able to do what other classes are designed for - which is clearly not what ZOS designed the game for. And I deep down hope they don't stray from that philosophy and make us equals. It would bring the battlefield to a very lack luster cookie cutter playground, more of a shell of it's former 1.5 self"
Firstly, ZOS told us they were designing the game that way & didn't.
Secondly, it's already a very "lack luster cookie cutter playground" full of wrecking blow & steel tornado spammers.
I agree heavily that is how it is now, it used to be different but there is not so much diversity going on, a lot of the classes have been nerfed and a lot of players were lucky enough to follow their class through with the buffs, so many Dragonknights got nerfed and at this point the average player probably plays 2-3 of the classes or has a fully leveled one so they don't deal with the nerfs.ZOS_GinaBruno wrote: »That said, our general philosophy in regards to classes is not to give everyone the same version of a spell with a different name. We want each class to feel unique and have their own special identity.Fuzzybrick wrote: »No, no, no. @ZOS_GinaBruno please ignore this post. Classes SHOULD NOT BE EQUAL. One class should always be better than another. One class should always do something another can't. If all classes are "balanced" as you say there will be no need for any of my alts. I want to roll different characters because they are DIFFERENT!
ZOS_GinaBruno wrote: »Well, feedback is just that. It's feedback, and everyone is entitled to it. When we review feedback, it's coming from many different sources and players, and part of our job (the studio) is to determine what changes and adjustments to make based on many factors - including player feedback.
That said, our general philosophy in regards to classes is not to give everyone the same version of a spell with a different name. We want each class to feel unique and have their own special identity.
Because that's what we were promised when we bought the game.
Classes shouldn't be uniform...That defeats the purpose of Classes..
However....One class shouldn't be vastly better then another.
ZOS_GinaBruno wrote: »Well, feedback is just that. It's feedback, and everyone is entitled to it. When we review feedback, it's coming from many different sources and players, and part of our job (the studio) is to determine what changes and adjustments to make based on many factors - including player feedback.
That said, our general philosophy in regards to classes is not to give everyone the same version of a spell with a different name. We want each class to feel unique and have their own special identity.
My man right here gets it exactly.
And lastly Dragonknight a prime example of not knowing how to balance a class and nerfing them into the ground, but at this time you can't buff what you already nerfed, so you need to go back to the drawing board and give it a class overhaul. Admit it, this is where you screwed up by listening to the community. - I have nothing else to say for Dragonknights I just outright dislike what has been done to this class without probable thinking about it for both PvE and PvP aspects.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Hmm I think 1.6 was rise of the Templar DPS with their new found Sweep ability and utilizing their Burning Light passive, the thing which caused this to lack was this newest update with the damage reduction, healing reduction and shields. I hit so weak against shields with Sweeps the only way I can get rid of a shield is with Dark Flare but that sucks when I tried to cast it yesterday in a duel I just kept getting interrupted by crushing shock so that made it useless unless you have immovable potions.MaxwellCrystal wrote: »@ZOS_GinaBruno Yeah Feedback is Feedback but look at what it has done to the templar class and the DK class (Specifically the DK class) you rarely have any DK in PvP using their class skills (unless they're magicka) and you have severely nerf'd/changed skills e.g. FLAMES OF OBLIVION (Use to be a FANTASTIC ability till all the QQs came in). ZoS nerf'd almost all DK skills either changing the skill entirely,lowering damage,Increasing cost,removing buffs/reducing debuffs it gave/or completely breaking the skill and then call it "working as intended". By breaking skills look at DKs Chain and don't get me started on the reflective ability (There are a boat load of videos on youtube all about that already).
Templars have broken jab hit boxes and they can't hit all the time (I'm not a templar and have never played one but I've fought a few and I see it happen). You nerf'd a lot of templar skills to make them more of a healer class instead of allowing what you've stated "Play as you want" or something like that.
ZOS_GinaBruno wrote: »...not to give everyone the same version of a spell with a different name. We want each class to feel unique and have their own special identity.
Refuse2GrowUp wrote: »Simply, don't expect all classes to be equally versatile and fully capable of doing all things. It is easy enough to level alts. So what if templars and DKs have a harder time clearing vMSA. Most view them more as utility classes. Leave them as such. Play them for their utility or put together specialized PvP builds. You are not required to play only on toon in this game and expecting a single class to be as capable at everything as every other class seems a bit silly and stubborn.
Run Caltrops with SA and then tell me it's not OP:)
@ThatNeonZebraAgain
Maybe it's just me but I don't see SA & caltrops making a NB tank 10 average players in pvp. 5 horrible players maybe, but it's not a "i'm going to run into this zerg & not die because I'm sapping" considering the heal on sap was nerfed.
Solo 1vx it's not bad & serves it's purpose but you also have to practice using it (I wouldn't consider it easy) & if you're a magicka user then you may not have the stam for it.