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Gameplay Updates and Q&A with Eric Wrobel

  • MrJagermeister
    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.

    If you're gaining feedback on how players use BoL in a 12-man trial, it really makes me question your feedback. If you were trying to get feedback on healing springs, that would be a fantastic way to get it.

    Personally, I'm more concerned with the difficulty in healing a group spread across a large area of space, that all takes damage at the same time. Molag Kena in WGT, for example.

    As for ritual of rebirth/lingering ritual, I'd like to see it changed to "charge up" a temporary damage shield rather than heal. Give it a whole new purpose.
  • Sarousse
    Sarousse
    ✭✭✭✭✭
    How about you stop ignoring your stam sorc player base ?

    We are the only class left without any instant stamina instant melee skill, it's about time you do something, we're tired of having to spam wrecking blow as our only viable melee choice.

    As a stam sorc since this game started, with your total lack of communication on the subject, you give me exactly 0 reasons to buy your new dlc or to get a recuring eso plus.
    Edited by Sarousse on February 10, 2016 7:01AM
  • BigMac_Smiley
    BigMac_Smiley
    ✭✭✭
    While I can understand the nerf to barrier, why did you decided on it only effecting 6 people? I feel 12 would be more reasonable, making it so if you are in a 24 man group only two people need to run it. By it only effecting 6 you would need 4 people to cover a full group. IMO if this change stays barrier will be a dead ult. Any thought on adjusting this?
  • Didgerion
    Didgerion
    ✭✭✭✭✭
    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.

    Sounds good, but can we have 2 stamina morphs of the magelight in the fighter's guild skill line as well?

  • Lettigall
    Lettigall
    ✭✭✭✭✭
    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?
    Some men just want to watch the world burn... I just want a cold beer!
  • Frenkthevile
    Frenkthevile
    ✭✭✭✭
    Lettigall wrote: »
    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?

    +1
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
    ✭✭✭✭
    Just revert the nerf to bol nobody asked for it especially not templars which have been nerfed to the ground since day 1. And either remove the cast time from healing ritual and adjust the healing accordingly or replace it with some other more useful ability because CHANNELED ABILITIES ARE MOSTLY USELESS IN PVP.
    You buffed dk's quite a lot ...i think its time for some templar buffs, dont you think?
    Member of the glorious Zerg Squad
    Rip Banana Squad

    Lheneth -- Sorc PvP Rank 31
    Ellynna -- Templar PvP Rank 50 (No Bleaker's roleplaying involved)
    Smellynna -- Templar PvP Rank 28
    and many other chars


  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Lettigall wrote: »
    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?
    I wanna ask same question but a little bit rephrase:
    1. "What is the meaning of class in PvP that don't have any proper tools like aoe cc/roots/burst damage/strong ultimates/damage mitigation skills/escape/synergy with passives; and now left with entire healing tree that heal worse than resto-staff skills?"
    You literally transformed Dk into Dk 1.0 and thats good, but only noticeble thing templars(most weakest class) got - nerfs.
    Edited by Cinbri on February 10, 2016 8:41AM
  • Soulac
    Soulac
    ✭✭✭✭✭
    ✭✭
    Could I get a reliable defense ability as nightblade?
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • Swernik
    Swernik
    ✭✭✭
    Isn't overload ultimate also reflectable?
    This makes no sense to make meteor un-reflectable !
  • potirondb16_ESO
    potirondb16_ESO
    ✭✭✭
    Hi guys,

    Today, I also wonder about class but in a different perspective, I don't know if any of you notice but ... There's no friendly Templar, Nightblade, Dragonknight or Sorcerer in this game !

    Yes I do mean it. All the Templar, Nightblade, Dragonknight and Sorcerer I've met in this game, despite my comrade were all evil *** who tried to kill me ? All those NPC around Tamriel who have joined my class and who've learn the same thing I did are all evil ***... Man that's harsh to believe that so few of us actually turn up alright :sweat_smile: !

    Don't you think it's actually time to let us meet with our founding father, the great master who taught us about the ways of the dragon, the way of the shadow and all that good stuff ?

    Let's be serious. You guys have to let us know if there's a vision for what's up ahead. We've been talking a lot about posponded items, new content, calendar and stuff like that, but we never actually heard about what was actually the evolution of this game. So here's some question:

    Are we going to see new class ? Is there going to be a way to customize some more those we currently have ? Is there going to be Class specific item ? Is there going to be an end-game adventure or are you going to scale all the new content in the future ? Is there going to be a non-evolve class skill that actually use stamina right from the start ? Is there going to be additionnal content in Cyrodill in the future (actually this one I know but I still want to hear about your vision @ZOS_BrianWheeler !

    So now for the player who play this game if you want to know the actual answer to those question pls like the comment. I think I want to receive hope ! :smile:

    Thank you !

    EDIT // 3:42 AM,
    Edited by potirondb16_ESO on February 10, 2016 8:47AM
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
    ✭✭✭✭
    Soulac wrote: »
    Could I get a reliable defense ability as nightblade?

    Go away soulac :trollface:
    Member of the glorious Zerg Squad
    Rip Banana Squad

    Lheneth -- Sorc PvP Rank 31
    Ellynna -- Templar PvP Rank 50 (No Bleaker's roleplaying involved)
    Smellynna -- Templar PvP Rank 28
    and many other chars


  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    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.
    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.

    But I think that it is better that we can accept all the stupid decisions without making so much noise because you never know. Eric can decide to make overload unreflecatble and undodgable as meteor to be in line with it. We all know that he took his love form stamina Sorcs and gave it to his beloved magicka Sorcs.
    Because I can!
  • Erondil
    Erondil
    ✭✭✭✭✭
    One single, simple question
    When do you remove AoE caps?
    ~retired~
    EU server, former Zerg Squad and Banana Squad officer
    Dennegor NB AD, AvA 50 Grand Overlord 24/05/2016
    rekt you NB AD, AvA 32
    Erondil Sorc AD, AvA 23
    Denne the Banana Slayer NB EP, AvA 14
    Darth Dennegor lv50 Stamina NB DC, AvA 19
    Youtube Channel
  • exiledtyrant
    exiledtyrant
    ✭✭✭
    1. Will there be any changes to the Blade Cloak morph Deadly Cloak and the Hidden Blade morph Shrouded Daggers?

    They both feel like they are competing against other Dual Wield skills in a losing battle.

    2. Will there be additions to the Soul magic line?

    3. Critical Surge now only heals off of direct damage. Is it possible to revert this change with the current state of DOTs?

    It would be nice to heal off of DOT critical hits again. DOTs are in a much better place now and would more than likely heal better than they did previously.

    4. The Flurry morph, Blinding Flurry, has always felt unreliable. Would it be possible to link this morph to a combo that guarantees the off balance debuff instead?

    5. Will Thundering Presence's enhanced damage receive a duration increase?

    6. What are your thoughts on heavy armor?
    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    ✭✭✭
    I would like to ask if all decisions in the future will be made based on what you see on twitch streams? If so I'll just leave now and be done.
  • Barlthump
    Barlthump
    ✭✭✭
    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!

    Hello! Could you please explain the thought process with the funnel health nerf as well please? I'm still at a loss for that nerf as it is a HoT and not nearly as good as BoL yet it was still nerfed. @ZOS_GinaBruno , @Wrobel
  • Jar_Ek
    Jar_Ek
    ✭✭✭✭✭
    What about STAMINA SORCERERS @ZOS_GinaBruno @ZOS_GinaBruno ?
  • olsborg
    olsborg
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    ✭✭✭✭✭
    Couple of questions for Eric here:
    1. Is it intended when a NB is marked or otherwise revealed and kept from stealthing that they cant even use the cloak spell to even gain the minor protection effectively making the skill slot on your bar redundant for the duration of mark or reveal(detection potion or radiant magelight etc) ?
    2. Are sorceror pets not affected by battlespirit in cyrodiil defencively? The twilight matriarch specially, has only 10k or so hp and dies in a split second if focused, you cant refresh hardened ward on it either if it still has a small shield left from last time.
    3. Cant you make it so sorc pets only need 1 slot on your bar to keep effective? Like a 5-15 sec grace period so if you switch back to the bar where it is slotted it wont desummon?
    Thank you

    PC EU
    PvP only
  • altemriel
    altemriel
    ✭✭✭✭✭
    ✭✭✭
    When will you fix the "Carnage" passive of Khajiits?
  • Niaver
    Niaver
    ✭✭✭✭
    @Wrobel
    http://forums.elderscrollsonline.com/en-GB/discussion/225175/heavy-armor-needs-buffed-already/p1

    What is concept behind Heavy Armor if people wearing light and medium armor can be more tanky than people in HA?
    PC EU - Daggerfall Covenant - @Niaver
    Erazar (main) - Khajit DK tank

    Proud owner of Maelstrom Sharpened Bow
  • EnOeZ
    EnOeZ
    ✭✭✭✭
    Hello @Wrobel, @ZOS_GinaBruno !


    My question in short:

    "Since the appearance of dedicated competitive PVP Guilds, guild leaders request 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 the guild 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 and at a lesser extent for Veteran Maelstrom Arena leaderboards ?"


    Analysis and wishful proposals from a (sad) Heavy Armor Stam PVP DK:

    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 (which is a loss of opportunity 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 (compared to 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 overall 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 is 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:
    • Fiery Grip -> Earthen Heart
    • Inferno -> Draconic Power
    Draconic Power:
    • Talons -> Earthen Heart
    • Inhale -> Earthen Heart
    Hearthen 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 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 a much 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... "cannibalism" of fossilize over stone fist, etc.) 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 <3

    --
    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
    Edited by EnOeZ on February 10, 2016 11:13AM
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    EnOeZ wrote: »
    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:
    • Fiery Grip -> Earthen Heart
    • Inferno -> Draconic Power
    Draconic Power:
    • Talons -> Earthen Heart
    • Inhale -> Earthen Heart
    Hearthen 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 <3

    --
    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
    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.
    Because I can!
  • wrathofrraath
    wrathofrraath
    ✭✭✭
    Questions from a long time Dragonknight:

    Are Molten Armaments and Igneous Weapons supposed to override each other when cast from multiple DKs ? Seems like a loss for stam builds to constantly have their Major Brutality buff overridden by Major Sorcery.

    And chance to have Cauterize heal the caster if their is no other player grouped with the caster for solo instances such as vMA ?

    Even with 100 points into Blessed from CP, the heals from Cauterize and Obsidian Shard feel like they could be a little stronger. Any plans to buff these heals for dedicated DK healer builds rather than just off heal support builds ?
    Vokul Lovaas - V16 Magicka Dragonknight
    Vokul Vol - V16 Magicka Nightblade

    Order of Mundus - NA DC

    DK heals OP
  • The Uninvited
    The Uninvited
    ✭✭✭✭✭
    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.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • Jhunn
    Jhunn
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    Soris wrote: »
    Do you have any plans allowing stamina recovery while blocking?
    Please <3
    Gave up.
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    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.
    Because I can!
  • The Uninvited
    The Uninvited
    ✭✭✭✭✭
    Bashev 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?
    Edited by The Uninvited on February 10, 2016 10:24AM
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Bashev 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?

    The animation changes are not because of the animation canceling. You still do 3 hits. You just see the animation of the skill which is not canceled. And it works differently for different skills. It is kind of strange now.
    Because I can!
  • The Uninvited
    The Uninvited
    ✭✭✭✭✭
    Agreed, feels weird at first. Took me about 3 hours on PTS to get used to it.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
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