Warden - minor protection will be bad as it means that set won't work at all for those of nb,templar,sorc who picked class skill moprh with this buff, Better grant to user Major Evasion bonus while inside of sphere coz set usefull only for tanks and most of them don't use Shuffle.. Or change it to add 10k both armors as was before. Or make is as version of old Black Rose - each blocked attack while inside has 10% chance to restore stamina.Contraptions wrote: »Just some feedback on the monster helm sets as they are now after the latest changes:
Blood Spawn, Engine Guardian, Molag Kena, Spawn of Mephala: fine as it is.
Lord Warden: Suggest increasing the radius of the orb to 5 meters, and letting it grant Minor Protection (8% less damage taken) instead.
Maw of the Infernal: the increased mobility is great, but proc chance of Daedroth should be increased to at least 10% for the damage output to be significant. Daedroth's damage could also be increased further. Give daedroth CC immunity as well.
Nerien'eth: Damage and proc are fine, but add a short 1 sec stun to all enemies hit by the explosion.
Bogdan: The increased base heal amount is good, but suggest increasing the radius of the totem to 7 meters, and let it grant Minor Vitality to all players within the radius as well
Scourge Harvester: Suggest allowing the beam to stun the target as long as it holds and grant Major Vitality to the wearer.
Valkyn Skoria: Proc rate and damage increase is good, suggest adding a short 1 sec stun to all enemies damaged by it.
Warden - minor protection will be bad as it means that set won't work at all for those of nb,templar,sorc who picked class skill moprh with this buff, Better grant to user Major Evasion bonus while inside of sphere coz set usefull only for tanks and most of them don't use Shuffle.. Or change it to add 10k both armors as was before. Or make is as version of old Black Rose - each blocked attack while inside has 10% chance to restore stamina.Contraptions wrote: »Just some feedback on the monster helm sets as they are now after the latest changes:
Blood Spawn, Engine Guardian, Molag Kena, Spawn of Mephala: fine as it is.
Lord Warden: Suggest increasing the radius of the orb to 5 meters, and letting it grant Minor Protection (8% less damage taken) instead.
Maw of the Infernal: the increased mobility is great, but proc chance of Daedroth should be increased to at least 10% for the damage output to be significant. Daedroth's damage could also be increased further. Give daedroth CC immunity as well.
Nerien'eth: Damage and proc are fine, but add a short 1 sec stun to all enemies hit by the explosion.
Bogdan: The increased base heal amount is good, but suggest increasing the radius of the totem to 7 meters, and let it grant Minor Vitality to all players within the radius as well
Scourge Harvester: Suggest allowing the beam to stun the target as long as it holds and grant Major Vitality to the wearer.
Valkyn Skoria: Proc rate and damage increase is good, suggest adding a short 1 sec stun to all enemies damaged by it.
Bogdan - i agree but we also need to increase percentage of healing and remove Battle Spirit heal reduction from this set .
Scourge - i think stun will be too much, and vitality buff you mean its to stack with current buff, so 30%+30% healing buff?
Contraptions wrote: »Just some feedback on the monster helm sets as they are now after the latest changes:
Blood Spawn, Engine Guardian, Molag Kena, Spawn of Mephala: fine as it is.
Lord Warden: Suggest increasing the radius of the orb to 5 meters, and letting it grant Minor Protection (8% less damage taken) instead.
Maw of the Infernal: the increased mobility is great, but proc chance of Daedroth should be increased to at least 10% for the damage output to be significant. Daedroth's damage could also be increased further. Give daedroth CC immunity as well.
Nerien'eth: Damage and proc are fine, but add a short 1 sec stun to all enemies hit by the explosion.
Bogdan: The increased base heal amount is good, but suggest increasing the radius of the totem to 7 meters, and let it grant Minor Vitality to all players within the radius as well
Scourge Harvester: Suggest allowing the beam to stun the target as long as it holds and grant Major Vitality to the wearer.
Valkyn Skoria: Proc rate and damage increase is good, suggest adding a short 1 sec stun to all enemies damaged by it.
TheM0rganism wrote: »Contraptions wrote: »Just some feedback on the monster helm sets as they are now after the latest changes:
Blood Spawn, Engine Guardian, Molag Kena, Spawn of Mephala: fine as it is.
Lord Warden: Suggest increasing the radius of the orb to 5 meters, and letting it grant Minor Protection (8% less damage taken) instead.
Maw of the Infernal: the increased mobility is great, but proc chance of Daedroth should be increased to at least 10% for the damage output to be significant. Daedroth's damage could also be increased further. Give daedroth CC immunity as well.
Nerien'eth: Damage and proc are fine, but add a short 1 sec stun to all enemies hit by the explosion.
Bogdan: The increased base heal amount is good, but suggest increasing the radius of the totem to 7 meters, and let it grant Minor Vitality to all players within the radius as well
Scourge Harvester: Suggest allowing the beam to stun the target as long as it holds and grant Major Vitality to the wearer.
Valkyn Skoria: Proc rate and damage increase is good, suggest adding a short 1 sec stun to all enemies damaged by it.
*Sees the scourge harvester suggestion*
Calm the **** down, Satan.
This. Each class has at least one great healing/ward ability except nightblades.potirondb16_ESO wrote: »@Ruben , answer : how does a nightblade heal !
Vampires do need some love.hammayolettuce wrote: »Elusive mist - increase speed back to 40% minimum. Actually be immune to cc affects.
Invigorating drain - can't be interrupted.
As it stands with the 25% physical damage redux cp you will likely HAVE to take 5 Piece medium to compensate for the severe damage loss. My tank sorc will likely not work anymore as he can barely achieve enough damage at the same time as the necessary defensive stats and most of the time neither my defensive stats or offensive stats are fully adequate.
Rather than a flat damage buff for heavy you might also consider a large damage buff that functions as a mechanic of taking damage. Something like: when you take damage you gain the minor 10% damage buff for 10 seconds, and for every 1000 dmg you take your damage increases your damage by 1% up to say a max 30% for 3 or 4 seconds, refreshing every time you take damage. That way you can't just burst people from stealth, but when shots are fired you can fire back. I get that the numbers might need to be adjusted but the general concept is what I am trying to get across. I could see how that might be a bit excessive for pve. From a pvp perspective though, if a player outputs 30,000 damage on you and you are still standing, you arguably probably in a situation where you need some leverage to even the odds.
This would also create a dynamic response to being focus fired by many players at once and the subsequent aoe damage you could output - perhaps better burst than leather armor yes, but when you consider it is damage-in dependent and also how much more expensive heavy armor is to make, I think that is fair.
Also let's not forget that medium gives a significant damage advantage in terms of stamina sustainability and critical chance. Even withough a competitive damage bonus, medium armor would still easily retain the top slot for overall dps.
The problem with this style of damage buff for heavy armour is in ESO you have no way to force someone in pvp to attack a heavy armour wearer. And if they can't do damage without being attacked they are no longer a threat. The only real way to counter this is to make them a threat through good base damage and high survivability with some decent melee control. If you leave a heavy armour wearer standing on your healer on attacking your dps they will die etc.
I've seen the above suggestion in a couple of different MMOs and it doesn't work without pvp focus fire and that sort of thing is hated more than CC by most pvpers.
Dan_Fazzyub17_ESO wrote: »Put a minimum distance on Teleport Strike and it's morphs. This snare on gap closer thing doesn't fix anything. The problem was, and still is, Nightblade's casting their gap closer over and over and over on someone while right on top of them. They can still do this and snare over and over and over again. This change fixes nothing. The root caused by casted gap closers was never the problem.
Anyone have the impression of game became a more dps race more than it ever was? People in duel spot mostly die to the initial burst and they are not bad players at all. I know people are trying new things etc but those are mostly theorycrafted builds, not yolo builds. Even my tooltips got just skyrocketed without even trying. Everthing hits way too much. Idk but something is wrong somewhere.
Very Concerned about Championsystem I really hope you are going to take a look:
So you made it so Elemental Expert basically increases all Magicka based damage now. This is really good for Magicka builds. They will have all their damage increased. Be it Magic / Fire / Frost or Lightning Damage. There is pretty much no ability that Scales with Magicka and deals Physical Damage except for the Dragonknight's Dragon Leap.
BUT
Stamina builds that have different sources of damage don't get anything. A Stamina DK gains a lot of his damage from Fire Damage. And he still needs to split points between Mighty and Elemental Expert. A Stamina Nightblade will have similar issues because of the Magic Damage he does. Same goes for Stamina Templars and Sorcerers. To me it sounded like they wanted exactly this to be gone. Apparently only in favor of Magicka builds.
They should have just made:
Elemental Expert: Increases all Magicka based Damage
Mighty: Increases all Stamina based Damage
Both Stamina and Magicka builds need Thaumaturge.
Both Stamina and Magicka builds need Penetration
Both Stamina and Magicka builds need Critical Damage
Both Stamina and Magicka builds need Elemental Expert
Stamina builds need Mighty
Magicka builds do NOT need Mighty because they don't do any Physical Damage.
So to increase DPS Magicka builds need 4 different passives and Stamina builds need 5 different passives. This is hurting Stamina builds a lot especially given the fact we only have 167 CP to spend. Magicka builds need 100 CP to increase all their Damage by 25%. Stamina builds need 200 CP to increase all their Damage by 25%.
For the love of god, please please think about changing it to what I suggested.