Dan_Fazzyub17_ESO wrote: »All 3 armor types must be desirable.
This right here is pretty funny considering you've just made Medium Armor the best and most appealing armor in the game. Even further reduced roll dodge costs with Well-Fitted, great damage with the Agility Passive (no other armor type in the game gets that or ANYTHING near a 12% increase to their main damage stat), great sustain with increased regen and reduced cost of abilities from the armor passives, and NOW a damage shield which functions the same way as Hardened Ward. Stamina builds were already able to mitigate a lot of damage or flat out avoid it with roll dodge and Shuffle, now you've just made it so they can roll dodge more and have a shield to eat damage if they need it on top of another way to avoid it in Shuffle.
Silver leash (not other morph) was niche and a cool way to get an individual to us. & CC replaced with a 40% snare? Gutted the skill completely. We all have access to gap-closers which do more than this.
Definitely taking this out of my repertoire
PS: News flash, excluding Meteor, Mage Guild skills were/and always have been extremely niche unless you count Entropy which was entirely used for Major Sorcery and Empower(for those who couldn't get them elsewhere)
Damage Shields
Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
Damage Shields
Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
Are you sure sure that buffing shield stacking(and enabling it for ALL classes rather than just sorc with Annulment change) and giving stamina builds their own Hardened Ward on top of (endless) rolldodge and Shuffle is going to make players sacrifice defence in order to go offence?
Because in my eyes it's going to do the exact opposite.
Also, class balance. You seem to want all classes to basically be able to do everything while still staying unique in some way. For instance I actually really liked the healing changes in TG, BoL got nerfed but templars got Major Mending, sorcs finally got a class heal etc...that was fairly cool and it did not kill templar heals due to BoL being independent on pet hence still somewhat better+Major Mending+stamina restoring skills.
But now you're basically giving every class their own Hardened Ward, something that used to be unique to sorcs, and you're NOT giving sorcs anything in return(yes I did see the full list of sorc changes, the only change of value is Negate which dps sorcs can't afford to use anyway because we MUST use Overload to do at least somewhat competitive dps). So what is it that's unique and special that sorcs have going for them now, especially PvE-wise? What are those skills that'd make me think "omg, this is just so cool, I should totally roll a sorc just to try those out!"?
For templar, that'd be BoL, Shards, Repentance, free Major Mending. For DKs the tankiness, Battle Roar, great CC, also Major Mending. For NBs Cloak and any of the long list of spammable OP attacks+siphoning attacks resources return(+great passives).
For sorc... ... .... ...? And please don't say pets, 6 second Ward duration all but destroys pet builds(including healing ones, Twilight has 10k health, it's not worth babysitting her with a 6 second Ward; might as well just come on templar and spam BoL instead), not to mention where the AI still kind of sucks and most people don't like sacrificng 2-4 slots total for toggles. Overload also doesn't cut it, too buggy, requires 1k ulti to be used efficiently, is purely burst dps and can already be outdps'd my other classes who do not have to save 1k ulti to do it.
Tyrannitar wrote: »Reposting for visibility from sorc feedback thread:
Firstly, if you're a dev and you're reading this: thank you for the work you put in. It's not gone unnoticed. This game is amazing and I've loved it since the day it dropped. Hell, before that even! There's only one aspect of this patch that really bothers me, and judging by the wall of text that follows, I hope you can see how important this is to me.
For a game that focuses so heavily on build viability and diversity, it's kind of saddening that stamina sorcs got nerfed again.
I've run a khajiit stamina-sorc for literally years now, and I'll break it down to the devs why this PTS patch sorely nerfs one of the lowest end-game dps classes.
The thundering presence morph is great. It really is. BUT: it doesn't proc crit surge, it's an aoe that scales off of weapon damage and stamina now, which is nice, but when your main heal is derivitive of spike damage only (this needs to change as I can't even run rapid strikes on dw because of it), and saps us of major expidition, you can see why it's kind of a nerf... in a pvp setting at the very least.
Nerf in the sense that that "buff" was a trade-off for this class. We didn't get anything to compensate for a morph most of us won't use. After the wrecking blow nerf, we now also have to choose between the ONLY hard stamina cc we have available, or not coming in last place for any dps race... which we're still liable to do. I'm in the guild that completed vet maw, and pretty much every specialization besides stam sorc is able to push 28-32k dps. Sustained. I simply can't maintain/ compete with that even as is.
I don't even have empower available on any of my skills. Major Brutality galore! It's a shame though, because those don't stack. WB is still currently the only skill available that grants empower, which is still currently the only reason I can compete in any endgame content...
A possible solution I see to this issue is something that I feel is too commonly shrugged off.
Stam-poison-weapon-damage-scaling-crystal-frags-morph that grants empower when it's proc'd. Make it close-range only, and mimic the old wrecking blow...
Keep the CC, allow empower to only proc when the insta-cast is available. (Allow the insta-cast to proc off of stamina based skills). Or alternatively some kind of scaling where both morphs were based off of your higher stat... Like an overload scaling... Speaking of which, overload should do poison or physical damage for a stam sorc. Having to split CP in awkward ways to sustain end game dps #s is an eternal struggle for me in the current state.
It'd give us a good dps spike and CC in pvp, and it wouldn't cripple us in PVE. It wouldn't be spammable in pvp, either. Without a stamina CC, stam sorcs will be forced to choose between CC ing or having our main dps boon/ heal active. Even then, one bolt escape every 10 seconds won't change the tide of any fight. It'll force me to run magicka regen drinks.... which take a cut into my dps yet again...
The thundering presence morph, bound armaments, and crit surge stam morphs are all great, don't get me wrong, but we're the only class without a single target dps stam morph.
Read that again. The *only* class without a single target dps stam morph.
Not that it's necessarily viable to do so for their dps, but literally any other class could wb->stam jav/ jabs, or wb-> suprise attack, or wb-> stam whip/ unstable flames. Sorcs only have one option as is: wb-> wb
Or a heavy attack-> wb weave.
Point being, stam-sorcs just took a HUGE dps loss, and migrated some of our remaining dps into an area that won't proc our heals... We're going to be the jokes of DB, (esp. in IC and pvp settings ) and for such a fun playstyle... and being that it's my only main, I'm not even sure I'll be able to compete endgame content anymore. It's very disappointing and I'm not certain I'd continue to play if the natch potes don't get a little bit reworked for stam sorcs at the very least...
Hell, make the stam frags a copy cat of the old wb as far as scaling and functionality go! 1 second cast, knockback, empower, close range
I'm not sure how you guys will go about this, but I NEED to be able to run trials on my main...
Every class got stamina spec buffs.... Why don't stam sorcs ever get any love? We're build diversity personified! Whatever happened to the sword-wielding casters of elderscrolls past? Plz rework wb... Give me a stam curse/ frags combo or *something* for pvp.
I love this game and really don't want to get left behind in buffs/ take unintended nerfs. Thank you for your time and I hope I didn't sound disrespectful. I really appreciate the work you guys do.
Other on HA:
How about newbies that want to pick up a Tank Role and that have no or little CP's, playing the old Raids. Do you feel comfortable that that will be fun and they can grow into that role ?
If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
Only viable way? really mate? There aint a damn piece of content in this game that requires anything more than 15k DPS from any individual damage dealer. I can get that JUST by hard casting frags and weaving in velocious curses.
If by "viable" you mean "must meet some arbitrary minimum contrived number someone decided was pro, but is totally overkill and unnecessary" then sure, sorc doesnt have many options. But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
The Uninvited wrote: »
If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
Only viable way? really mate? There aint a damn piece of content in this game that requires anything more than 15k DPS from any individual damage dealer. I can get that JUST by hard casting frags and weaving in velocious curses.
If by "viable" you mean "must meet some arbitrary minimum contrived number someone decided was pro, but is totally overkill and unnecessary" then sure, sorc doesnt have many options. But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
It won't make sorcs unviable in PvE(...if nothing else then because PvE is so damn easy and they're nerfing it moar with DB, but whatever), you're right there.
But it will take away the one unique great thing we had going for us in PvE. Shields are great in PvE. They let you keep dps-ing without ever needing heals, allowing your healer to go full dps and tank not worry about an ad that ran loose. They let you stay alive when a boss bugs out, ignores taunt and comes to give you a pat of love. They let you stand in red and res safely(yes, some people still die...it happens ). They let you underman/solo stuff with ease, or carry bad groups through. It lets you focus on dps(which is already rather mediocre compared to other classes) rather than avoiding damage. We have no good group utility, no reliable selfheals(Surge is great...when the heal procs. When it doesn't, you die. That's not what I call "reliable"), no spammable dps skill, no group heals that don't depend on a pet with 10k health(babysitting her with 20 second Ward is alright, babysitting her with 6 second Ward is just ridiculous)...
Will we still be able to compete content as a sorc? Oh yeah sure. But why would you want to if virtually any other class can do it better(=faster, more efficiently and with providing better utility to their group) in any role?
In this thread, we would like to give you some insights for some of the major combat changes in the Dark Brotherhood update. We are excited to get these changes into your hands, and hope you’ll hop on PTS to see them in action for yourself! When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.
Heavy Armor
A pillar of the ESO experience is freedom of exploration and being able to play how you want..
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Tyrannitar wrote: »Reposting for visibility from sorc feedback thread:
Firstly, if you're a dev and you're reading this: thank you for the work you put in. It's not gone unnoticed. This game is amazing and I've loved it since the day it dropped. Hell, before that even! There's only one aspect of this patch that really bothers me, and judging by the wall of text that follows, I hope you can see how important this is to me.
For a game that focuses so heavily on build viability and diversity, it's kind of saddening that stamina sorcs got nerfed again.
I've run a khajiit stamina-sorc for literally years now, and I'll break it down to the devs why this PTS patch sorely nerfs one of the lowest end-game dps classes.
The thundering presence morph is great. It really is. BUT: it doesn't proc crit surge, it's an aoe that scales off of weapon damage and stamina now, which is nice, but when your main heal is derivitive of spike damage only (this needs to change as I can't even run rapid strikes on dw because of it), and saps us of major expidition, you can see why it's kind of a nerf... in a pvp setting at the very least.
Nerf in the sense that that "buff" was a trade-off for this class. We didn't get anything to compensate for a morph most of us won't use. After the wrecking blow nerf, we now also have to choose between the ONLY hard stamina cc we have available, or not coming in last place for any dps race... which we're still liable to do. I'm in the guild that completed vet maw, and pretty much every specialization besides stam sorc is able to push 28-32k dps. Sustained. I simply can't maintain/ compete with that even as is.
I don't even have empower available on any of my skills. Major Brutality galore! It's a shame though, because those don't stack. WB is still currently the only skill available that grants empower, which is still currently the only reason I can compete in any endgame content...
A possible solution I see to this issue is something that I feel is too commonly shrugged off.
Stam-poison-weapon-damage-scaling-crystal-frags-morph that grants empower when it's proc'd. Make it close-range only, and mimic the old wrecking blow...
Keep the CC, allow empower to only proc when the insta-cast is available. (Allow the insta-cast to proc off of stamina based skills). Or alternatively some kind of scaling where both morphs were based off of your higher stat... Like an overload scaling... Speaking of which, overload should do poison or physical damage for a stam sorc. Having to split CP in awkward ways to sustain end game dps #s is an eternal struggle for me in the current state.
It'd give us a good dps spike and CC in pvp, and it wouldn't cripple us in PVE. It wouldn't be spammable in pvp, either. Without a stamina CC, stam sorcs will be forced to choose between CC ing or having our main dps boon/ heal active. Even then, one bolt escape every 10 seconds won't change the tide of any fight. It'll force me to run magicka regen drinks.... which take a cut into my dps yet again...
The thundering presence morph, bound armaments, and crit surge stam morphs are all great, don't get me wrong, but we're the only class without a single target dps stam morph.
Read that again. The *only* class without a single target dps stam morph.
Not that it's necessarily viable to do so for their dps, but literally any other class could wb->stam jav/ jabs, or wb-> suprise attack, or wb-> stam whip/ unstable flames. Sorcs only have one option as is: wb-> wb
Or a heavy attack-> wb weave.
Point being, stam-sorcs just took a HUGE dps loss, and migrated some of our remaining dps into an area that won't proc our heals... We're going to be the jokes of DB, (esp. in IC and pvp settings ) and for such a fun playstyle... and being that it's my only main, I'm not even sure I'll be able to compete endgame content anymore. It's very disappointing and I'm not certain I'd continue to play if the natch potes don't get a little bit reworked for stam sorcs at the very least...
Hell, make the stam frags a copy cat of the old wb as far as scaling and functionality go! 1 second cast, knockback, empower, close range
I'm not sure how you guys will go about this, but I NEED to be able to run trials on my main...
Every class got stamina spec buffs.... Why don't stam sorcs ever get any love? We're build diversity personified! Whatever happened to the sword-wielding casters of elderscrolls past? Plz rework wb... Give me a stam curse/ frags combo or *something* for pvp.
I love this game and really don't want to get left behind in buffs/ take unintended nerfs. Thank you for your time and I hope I didn't sound disrespectful. I really appreciate the work you guys do.
Damage Shields
Damage shields are extremely powerful because they allow you to build your character fully towards offense while still retaining a strong defense. When adjusting damage shields, it was important to us that they remained powerful abilities that players love to use. We also wanted to maintain the diverse range of shield strengths in the game to avoid homogenization. Some damage shields like the Tri Focus Frost Staff passive give small damage shields, the Magma Shell ultimate gives an entire health bar, and Steadfast Ward gives a dynamic value based on the target’s health
Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
The problem is a NB for example does not let their guard down while playing offensively. Aswell as a templar or DK. They all have reliable high passive healing associated to their main DPS abilities.
If you have a reliable steady heal having reactionary defenses works (or an instant burstheal...).
However a sorc does not have that. Their defense is a shield with no reliable healing mechanics compared to other classes (no the pet is still unusable in pvp especially with the new ward changes).
This now results in sorc being the only class being 100% vulnerable when on the offense.
Alongside this sorcerers are the only class without access to strong DOT abilities (those reduce the need to be offensive constantly as they keep pressure on the enemy even while defensive abilities are casted) - as a consequence sorcerers need the highest offensive uptime to kill an enemy.
I agree that sorc burst builds were a little too potent (i have not played deto dawnbreaker myself as i don´t like 1 shotting ppl). But nerfing burst builds and then taking away the ability to constantly pressure aswell is a little over the top imho.
Why would a play a sorc now when i can just play my NB that has better burst, a better teleport, better CC and is safer to play at the same time?
If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.
I really get the impression that you are considering this only from a PvP point of view. I dont' know whether you are a PvPer yourself and I understand that many PvPers consider PvE as "easy mode", but please please please, keep PvEers in mind as well. So people have been complaining about Sorcerers stacking shields in PvP? Then make shields unstackable (at least in Cyrodiil), but don't take a sledgehammer to a class-defining ability. Besides, you are not giving Sorcerers anything in return for this huge nerf. You made Negate viable again maybe, sure. But what's the point? Sorcerers need to keep their ultimate for Overload anyway, since that's the only viable way they have of contributing to DPS. Please take a moment to get out of the PvP mindset and consider PvEers as well.
Only viable way? really mate? There aint a damn piece of content in this game that requires anything more than 15k DPS from any individual damage dealer. I can get that JUST by hard casting frags and weaving in velocious curses.
If by "viable" you mean "must meet some arbitrary minimum contrived number someone decided was pro, but is totally overkill and unnecessary" then sure, sorc doesnt have many options. But for realistic achievement and completion? (15 minute vCoA run, for example) 15k DPS on both damage roles is more than enough.
It won't make sorcs unviable in PvE(...if nothing else then because PvE is so damn easy and they're nerfing it moar with DB, but whatever), you're right there.
But it will take away the one unique great thing we had going for us in PvE. Shields are great in PvE. They let you keep dps-ing without ever needing heals, allowing your healer to go full dps and tank not worry about an ad that ran loose. They let you stay alive when a boss bugs out, ignores taunt and comes to give you a pat of love. They let you stand in red and res safely(yes, some people still die...it happens ). They let you underman/solo stuff with ease, or carry bad groups through. It lets you focus on dps(which is already rather mediocre compared to other classes) rather than avoiding damage. We have no good group utility, no reliable selfheals(Surge is great...when the heal procs. When it doesn't, you die. That's not what I call "reliable"), no spammable dps skill, no group heals that don't depend on a pet with 10k health(babysitting her with 20 second Ward is alright, babysitting her with 6 second Ward is just ridiculous)...
Will we still be able to compete content as a sorc? Oh yeah sure. But why would you want to if virtually any other class can do it better(=faster, more efficiently and with providing better utility to their group) in any role?
Thing about shields is though, they can be anim canceled. They are pretty cheap, especially harness in PvE (most crap thrown at you is magicka based bar the occasional WB or Snipe spamming npc.... sounds like PvP a bit here...) and that just keeps that sustain going, Hardened and healing ward arent even essentials.
Like dont get me wrong, I am a hardcore PvPer, I only PvE when I need something (undaunted, a drop, some XP, a skillpoint from an undone vet dungeon quest, etc). I may not be a paragon of knowledge of all things Dungeon, but what I do know, is the few times a month I run dungeons, I barely ever have to cast my shields except v bosses and only if healer sucks. Otherwise its just DPS spam and dont stand in stupid (usually overload/curse/procfrag/entropy shenanigans). I really dont see how a six second shield is honestly going to hurt PvE at all. All dem dere pro 30k DPS sorcs just throw hardened ward on their overload bar, hit it in between overloads, no real DPS loss.