eventide03b14a_ESO wrote: »@ZOS_GinaBruno @Wrobel Overload can be reflected, so Meteor IS NOT the only ultimate that be reflected. Can we get that changed to follow the new "no ultimate reflect" policy?
I assume trolling?
making overload light attacks unreflectable would be far worse than meteor because you can do far more damage with it to a single target. it is simply unbalanced in that respect.
Everything needs a counter.
Ground-based ults can be moved out of
Conal ults can be dodged completely (bug on dawnbreaker?)
These give strong ults but with an ability to avoid them if you are quick.
Meteor is now being changed to have no real counter. It is an ult which regens ult when it (is guaranteed to) land. This means that 1 v 1 will be a race to who launches meteor first and raid vs raid will be a meteor spam fest.
surely this is obvious?!
Overload is very very strong and making it unreflectable takes away a counter that should be there to balance the skill. 99% of sorcs can cast more overloads than DKs can cast wings and everyone else can cast defensive posture.
It should continue to be reflectable as should meteor.
bowmanz607 wrote: »eventide03b14a_ESO wrote: »lordrichter wrote: »timidobserver wrote: »ZOS_GinaBruno wrote: »
- 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.
Thanks for the honesty in admitting out who caused the nerf. At least the Templar community can see straight from ZOS who is getting them nerfed. They can clearly understand whose feedback is more important(the massive detailed threads posted by regular players or the word of a few streamers.) Basically, you've said here that streamers are the reason for this knee-jerk nerf being given a higher priority than properly fixing focused charge which has been bugged for years.
I would honestly be okay with the nerf if the changes you gave us were good enough to balance out the nerf.
I think they mean they have been watching PTS live streams to see how the changes have impacted Templars.
I don't think that's what they meant at all.
that is exactly what they meant. The statement was based off of some of the feedback they saw on live streams on the pts. The overall changes to BOL before they were on pts did not come from watching streams. Mereley the confirmation that the ability is still usefull on the pts came from streams. There is a comment some where to this effect also.
eventide03b14a_ESO wrote: »I'm being dead serious. Who exactly are you to be calling someone a troll? I have said all along making meteor non reflect is a bad idea but if their "logic" is that ults shouldn't be reflected then they should stick by that or they should rethink meteor. Calling me a troll doesn't help the conversation and it's rude.
eventide03b14a_ESO wrote: »I'm being dead serious. Who exactly are you to be calling someone a troll? I have said all along making meteor non reflect is a bad idea but if their "logic" is that ults shouldn't be reflected then they should stick by that or they should rethink meteor. Calling me a troll doesn't help the conversation and it's rude.
I referred to the act of trolling not to your being one.
the only thing achieved by making ultimates match is making the conditional formatting match on their spreadsheet at the expense of gameplay.
if that is their goal then no doubt they will achieve it.
As an experienced player, i fail to see why you would encourage this approach, except if 'tongue in cheek'.
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: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 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
--
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
Could I get a reliable defense ability as nightblade?
Will you edit this description since NB is the only class in TESO which gets a new counter that completely negates the use of a core class distinctive skill?Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades and speed, they thrive on conflict and misfortune trusting to their luck and cunning to survive.
ZOS_GinaBruno wrote: »[*] 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.
driosketch wrote: »This doesn't sound right, but I don't know enough about the sorc ult Overload to dispute it.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
@ZOS_GinaBruno[–]ZOS_Finnigan 2 points 2 months ago
We do plan to offer VR16 rewards for completing the weekly Trial/Arena in Thieve's Guild. We won't be increasing their level but if it is the weekly Trial, you should get gear of your level.
PvP wise, this changement to Magelight infact alters completely the description of this class and it's an unicum in game.
Shadow Cloak spammed, mainly by magicka builds, was surely an issue that required an action but this changement doesn't limit it, it nullifies a skill.
Probably some players "abused" of it but we can say something similar about every other core class skill.
Many other NB players like me uses and used this skill for skirmishing, as a defensive and repositioning skill.
Couple of questions for Eric here:Thank you
- 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) ?
- 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.
- 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?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
James-Wayne wrote: »PvP wise, this changement to Magelight infact alters completely the description of this class and it's an unicum in game.
Shadow Cloak spammed, mainly by magicka builds, was surely an issue that required an action but this changement doesn't limit it, it nullifies a skill.
Probably some players "abused" of it but we can say something similar about every other core class skill.
Many other NB players like me uses and used this skill for skirmishing, as a defensive and repositioning skill.
It doesn't nullifie it, Magelight needs to be slotted to start with, second it needs to be cast and has a timer plus it also just got a reduced radius and higher cost. You can still shadow cloak everywhere you just need to be more aware of who is running Magelight now because just like how NBs can pop up anywhere at a moments notice now so can magelight be suddenly activated at a moments notice.
I love this change for PvP, it evens the battlefield for all players, Stamina or Magicka. Your a NB with shadow cloak so you need to start being more sneakier and smarter that is all.
Questions for @Wrobel, taken from this thread (which seems to be being avoided like the plague):
Wrobel has said before that they are investigating making ranged abilities more effective at damaging large groups of players. And I have three direct questions that I hope he would answer:...
- What is the rationale behind the 6 people damage falloff cap?
- What is the rationale behind the 60 people hard cap?
add heavy attack damage to igneous weapons morph. This would make it more appealing. I don't see why you constantly make almost useless morphs for noone to use. A huge example of this is crystal blast... make it a stam move for stam sorcs. It could be a storm hammer or something. You need to give stamina better options, because stamina is getting very boring.
WalkingLegacy wrote: »Wrobel,
I love heavy armor. I love the way it looks. I want to wear it just because I personally think it looks awesome. Problem is you don't make it viable to wear as dps.
Is the team looking at how to make the passives more revolving around to the type of role we want to do? IE tank, heal, dps?
Speaking of roles...
Has anyone looked at making it more cut and dry on what role we are? So when we pick our skills and morphs they're more helpful to that role? We have 2 morphs but three roles and sometimes we have to admit that it's either for healing or dps only.
And in regards to the above, the more we spec passives into that role, the more effective we are at that role?
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
A stam morph of chains would be fantastic as well. I think it would be really good for build variety as well. It makes sense as well because you are hurling a chain at the enemy. I would also like some updated passives for the DK. They are some of the worst as a whole compared to every other class. 5% health regen? seriously???
@Wrobel @ZOS_GinaBruno
When it comes to class balance I am curious as to why Stamina Sorc's are the only class that do not have a class skill that attacks (Magicka templar have Puncturing Sweep, Stamina Templar Biting Jabs Javelin, Magicka DK Whip, Embers Stamina DK Unstable Flame Magicka NB Concealed Weapon Stamina NB Surprise Attack Magicka Sorc Crystal Frags) ?
IC update you gave them buffs and solidified them as class but that's really it. I think it is pertinent to this update to buff Stamina Sorc's but I wouldn't even call it a buff. Give them something to look forward to as a class. Give them a skill to call their own. At the very least I hope @Wrobel and the rest of the ZOS crew addresses the Stamina Sorc issue of being ignored for a while now and talks about his/their vision for that class.
At the very least give them something.
Please.
Thanks.