ZOS_GinaBruno wrote: »Just to clarify one point, we did not make the change to Breath of Life by watching streams - these streams were after the fact as @lordrichter suggested on page 1. The feedback we've seen from livestreams (in addition to some forum posts and other avenues) show that Templars running through the new Trial and testing the ability change with their build are still able to successfully heal and have a positive impact on their group.
ZOS_GinaBruno wrote: »Hello everyone!
[*] Magelight: We plan on making a few changes to this ability based on some feedback we’ve seen including reducing the radius of the reveal, and increasing the cost of the ability. Ultimately, we want it to be a little more difficult to find stealthed enemies unless you specifically use the Radiant Magelight morph, and want it to be more expensive to get the Major Empower buff from toggling Magelight.
I wanna ask same question but a little bit rephrase:Few questions to Wrobel:
1. What is Your vision for templar as class, do you see them only as healbots?
2. When stamina templars gonna get mobility and damage boost?
3. Why do you hate templars?
First of it is not true as other people pointed it that overload is reflectable too On top of that I want to add that Meteor is the only ultimate that you cannot dodge. But you didnt change it to be in line with the other ultimates.ZOS_GinaBruno wrote: »Hello everyone!
[*] Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
ZOS_GinaBruno wrote: »Hello everyone!
On this Friday’s ESO Live Twitch show, we’ll be joined by Lead Combat Designer Eric Wrobel to discuss some of the ability and balance changes going into the Thieves Guild base game patch. This will include what’s been done so far, some upcoming changes we plan to make, and answering some of your questions live. First, we’d like to address a few popular topics we’ve seen over the past week from the PTS forums:
- Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.
- Magelight: We plan on making a few changes to this ability based on some feedback we’ve seen including reducing the radius of the reveal, and increasing the cost of the ability. Ultimately, we want it to be a little more difficult to find stealthed enemies unless you specifically use the Radiant Magelight morph, and want it to be more expensive to get the Major Empower buff from toggling Magelight.
- Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
- Siphoning Attacks: We plan on increasing the resources provided by this ability in the next incremental patch.
- Leeching Strikes: Also in the next incremental patch, we plan on increasing the amount of health restored from this ability, based on your feedback.
- Alliance War Skill Line: Rich Lambert posted a very detailed response in this thread that we encourage you to check out, but in short, we based our changes on what we found to be the average amount of AP gained based on our data. That said, what’s currently on the PTS is lower than intended, and will be fixed in the next incremental patch.
- Templars: We’ve been reading your feedback across the forums. We understand your frustration, and do appreciate you taking the time to let us know about your pain points. We have some additional changes going in for you in the next patch including increasing the duration of the damage reduction from Empowering Sweep, increasing the bonus to the initial hit from Crescent Sweep, and adjusting the buffs from Rune Focus to stay on you for 8 seconds after leaving the rune.
With all that said, please post any combat or itemization-related questions for Eric in this thread, and we’ll do our best to answer as many as we can on Friday’s show. Remember to check today’s PTS patch notes first as we included a few fixes in this most recent update.
Thanks, everyone, and we look forward to talking with you later this week!
Really nice constructive post. But I am afraid that it is too late for it. The decisions were done, and we can wait and see how it will be. The next big changes will be probably with the next DLC. This is how ZoS works.Hello @Wrobel, @ZOS_GinaBruno !
My question in short:
"Since the appearance of competitive PVP dedicated Guilds, guild leaders request rightfully everyone to wear light (and since 1.6 possibly medium) and use magicka (and since 1.6 possibly stamina) and even demand people to change or leave if using Heavy Armor + Stamina. This is how bad Heavy Armor + Stamina has been and still is in PVP. Do you have plans @Wrobel for this setup ? What is your position on Heavy Armor Stamina PVP, especially for DK and do you consider the setup "good enough" to be competitive in Cyrodiil but also at a lesser extent in Veteran Maelstrom Arena leaderboards ?"
(Sad) Heavy Armor Stam PVP DK here.
I am fond of competitive PVP games, including MMOs in which I have made several "frontline fighters" in heavy armor in WOW, Warhammer Online and others. However I fail to enjoy my character at the same extent to let's say my Blackguard (Warhammer) or my Warrior (Wow) since I seem not to have the tools to support my playstyle (apart from scales), or they are magicka only (inhale, flame lash, burning embers...), or they are inefficient PVP wise (Brawl), or they are stamina but leave me with a magicka pool I don't know what to do with (contrary to magicka users who always take advantage of their stamina pool) and/or the buffs I need are split in so many abilities that I need more slots (like some NB abilities for example that activates so many buffs and debuffs with the push of one single button (...)). In short, I feel the Heavy Armor PVP Stamina DK design is lackluster, clunky, at best highly inefficient for the fronline "stand your ground" playstyle.
1/ Heavy armor provides less protection than light or medium since active protections (dodges, bolt escape, damage shields...) are far superior in this game to passive protection. Additionally the passive protection is cut in half due to armor penetration or completely negated in the case of corrosive armor.
2/ Fighting in the frontline requires to be able to somehow be able so lessen/mitigate/deal with lots of CCs (soft and hard), what heavy armor is incapable of due to having less resources available (constitution passive is much too low). No reduction to dodgeroll means blocking is required, cutting stamina regeneration, a resource we already desperately lack of, especially as stam heavy armor DK. Did I mention that Assault passive "Continuous Attack" benefits only to regen stackers and are therefore utterly detrimental to PVP Tanks who usually go cost reduction ?
3/ The current PTS patch notes seem to offer absolutely no recomfort to my despair/niche play, and the previous threads I wrote got no official feedback. Considering the few players sharing my setup (others have already been pushed out of this setup but I have personally not the time to reroll nor the envy to play in dress for RP purposes), I think it's time to make another contribution:
Let's make an easy and elegant skill redistribution of DK abilities among the trees !
Ardent Flame:Draconic Power:
- Fiery Grip -> Earthen Heart
- Inferno -> Draconic Power
Hearthen Heart:
- Talons -> Earthen Heart
- Inhale -> Earthen Heart
- Stone Fist -> Ardent Flame
- Obsidian Shield -> Draconic Power
- Ash Cloud -> Ardent Flame
-- Arguments --
_ Hearthen Heart is a tree design around stamina returns and weapon buffs
Fiery Grip and Talons [/i]are often the only magicka abilities in Stamina setups. They would use better the stamina return from Helping Hands and the weapon buff from Mountain blessing. Inhale is an iconic ability of the DK to "stand his ground", a situation where block is necessary meaning noStamina Regen. Placing Inhale in Hearthen Heart allows stamina return from Helping Hands and longer tanking. It seems so elegant this way.
_ Draconic Power is a tree taking advantage of lasting effects
... (which Talons and Inhale are not) with Burning Heat 12% additional healing received which is useless for Talons and Inhale, abilities that currently do not benefit from the passives of the tree (!). On a sidenote "Elder Dragon" passive should be modified to percentage of health/2s (1,5/3%) while a Draconic Ability is active since close to no one uses health regen in PVP and End Game (if not for Engine Guardian). Inferno (keeping its slow effect) and Obsidian Shield are lasting abilities that would take advantage of those two passives, benefiting from additional healing even if Obsidian Shield expires or better a redesign of the ability keeping major mending but reducing the next 7 hits by 5/10% of health (2,5/5% in Cyrodiil). I will add that Obsidian is currently counter productive with Heavy Armor "Constitution Passive" currently since it prevents being hit, this change would allow the (too) small resources from Constitution to proc. Inferno could be redesign to taunt and apply a debuff like minor fracture (less armor), minor breach (less spell resistance), minor protection (8% less damage from target) or minor maim (less damage dealt) fitting it's new tanking tree perfectly and providing diversity to tanks setup. I would love the Inferno ability to be PBAOE again (like at launch).
_ Ardent Flame is the DPS tree, the place of flame/fire damage
That's the reason why Stone Fist and Ash Cloud belong to that tree taking especially advantage of all the passives: Stone Fist would slow additionally after the stun and could proc kindling, Ash Cloud would take advantage of Wold in flame (additional damage), warmth meaning at casting and for 2 seconds, target is rooted (70%+30% slow) or almost if computation is multiplicative (some inconsistency/obscurity in the way combat elements in general are calculated in TESO sadly)
-- Conclusion --
I do believe those changes would make a more coherent and more elegant Dragon Knight design, more enjoyable to play too, with now exciting and logical combos.
- For stamina DKs, those changes would make us feel more like DKs and less like "weapon abilities" users, with better coherency.
- For magicka DKs, those changes would allow two new damage dealing options, especially an instant and range one: Stone Fist and a range CC: Ash Cloud with a two seconds range root
- For tanks, the addition of much a needed stamina return on Inhale would be so welcome, especially in PVP tanking, since you know we cannot avoid combat... and modifying Obsidian to still receive hits to proc not only "Constitution" from Heavy Armor but also all those sets bonuses that require you to get hit (Blood Spawn, Sourge Harvester, Warrior's Fury, etc.) would be coherent
- For the other classes and balance, no direct buff just displacement of 7 skills in our already existing trees.
- For the developers, easy elegant and beautiful changes.
The former distribution has been made at a time when no class ability was stamina, stamina regen was on while blocking, heavy armor was not taken into consideration for PVP (so obvious, cf forums and reddit). I thank you @Wrobel in advance to consider this proposal which addresses several incoherences (stamina vs magicka, regen vs cost reduction in "Continuous attack" and other demultiplication effects like GDB, potions...) and imbalances brought up with time (block change, class stamina abilities, Inferno and Ash Cloud evasion nerf...), in hope to bring pleasure to a gimped archetype design and enjoyment in competitive play.
With love
--
Writing on the dwindling state of Stamina Heavy Armor PVP Stam DK balance since 2015
http://forums.elderscrollsonline.com/en/discussion/246221/dk-abilities-redistribution/p1
http://forums.elderscrollsonline.com/en/discussion/209592/heavy-attack-mechanics-and-bonuses-are-unfair-to-melee-weapon-characters/p1
http://forums.elderscrollsonline.com/en/discussion/148711/1-6-pts-heavy-armor-feedback/p1
hobicabobjob wrote: »ZOS_GinaBruno wrote: »Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time.
No players really believe this.
The Uninvited wrote: »hobicabobjob wrote: »ZOS_GinaBruno wrote: »Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time.
No players really believe this.
Well, most tanks didn't believe we would manage with the "no stamina regen while blocking". Yet, we did.
The Uninvited wrote: »hobicabobjob wrote: »ZOS_GinaBruno wrote: »Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time.
No players really believe this.
Well, most tanks didn't believe we would manage with the "no stamina regen while blocking". Yet, we did.
In the PvE friendly environment you can manage, but in PvP you cannot. People CC you every 8 seconds, they animation cancel and do 3 attacks per second. You just cannot manage your stamina anymore if you block. The penalty should be there for DPS but not for Tanks. If you wear 5 heavy you should take more advantage from blocking. The 20% reduction passive is not enough.
The Uninvited wrote: »The Uninvited wrote: »hobicabobjob wrote: »ZOS_GinaBruno wrote: »Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time.
No players really believe this.
Well, most tanks didn't believe we would manage with the "no stamina regen while blocking". Yet, we did.
In the PvE friendly environment you can manage, but in PvP you cannot. People CC you every 8 seconds, they animation cancel and do 3 attacks per second. You just cannot manage your stamina anymore if you block. The penalty should be there for DPS but not for Tanks. If you wear 5 heavy you should take more advantage from blocking. The 20% reduction passive is not enough.
True, I was talking about PVE. But then again, they are also changing the animation prioritization. So maybe this was done for the PVP side?