ZOS_GinaBruno wrote: »Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
There will be a few more revisions before this stuff goes live. Maybe they'll bend on a few things.
ZOS_GinaBruno wrote: »
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
Rainwhisper wrote: »ZOS_GinaBruno wrote: »Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
As a PvE-only player, I don't see how this is possible. Occasionally I will read a PvP post about the skills they use, and I don't even understand the shorthand they are using, much less the rotation. I know that my fantasy of a PvE-only game will never come to pass in any MMO, but I don't think the idea of unified game mechanics is a viable development model.
Also, I think I may have been the only PvE player who leveled by using CC mechanics to manage fights. Made perfect sense to me, but apparently everyone else just waded in and AoE'd.
ZOS_GinaBruno wrote: »We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.
First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management.
With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game.
Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played.
Side note: I main a Mageblade and I knew this patch would have resource recovery nerfs, but I wasn't worried because of the siphoning attacks ability. Well... You nerfed that, wasn't expecting that at all and I'm honestly a bit disappointed cause mageblade didn't need nerfs. This skill made sustain easier but through light attack weaving.. Which takes some learning. So sustain was only easy with mageblade if you could weave, which takes skill and thought (kinda like how you guys want the game to be). Also I'm pretty sure you guys said you would change merciless resolve but I didn't see that at all.. So mageblade didn't get better this patch.. It got worse somehow. Very sad day
lordrichter wrote: »@ZOS_GinaBruno ... ask the Dev team whether they would be as happy with the Warden class if they swapped with the Templar. Force the Templars to have to heal low health people to get major mending, and let the Wardens get it by just doing a heavy attack with the resto staff.
Vercingetorix wrote: »Unifying the game? By keeping PvE and PvP together every time you nerf something because one side of the house has a problem, you greatly affect the other side with its change. The biggest example was the Sorcerer shield duration nerf. It was fine in PvE at 20 secs (only form of defense for sorcs), problem in PvP b/c it blocked crits (duration wasn't the problem).
PvE and PvP are vastly different environments that have different skill and gear demands. You cannot reconcile the two together. It is impossible - you waste more manpower devising "solutions" that break more stuff on one side of the house or the other. GIVE IT UP.
Separate the two and use Battle Spirit (that was its original purpose, remember?) to enact the adjustments needed to PvP when players enter it. Stop making global changes to the core game that hurt one side or the other.
Taking away the core identity of a class because a few bad apples can't adapt in PvP is a poor solution. Templars HEAL - they SHOULD have access to Major Mending, you know, to MEND. Dragonknights should have a flexible suite of resource management options to TANK. Sorcerers should have long-lasting magical wards to shield their frail bodies from physical harm since they have NO ARMOR. Nightblades should have high regeneration and burst to be able to GANK - soul stealing power and attacking from the shadows.
Alchemical wrote: »If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"
Catches_the_Sun wrote: »Alchemical wrote: »If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"
Sorry, I don't do this "flavor of the month" nonsense. I have a character that I've invested years of play into, that has high end achievements that I had hoped to continue to build on. Getting everything I needed for this character has been a daunting task for me. I've put way too many hours into this character to just sideline him and pick up another healer because ZoS decided to nerf me to hell & back to sell their DLC class.
Our 4-man group has just completed some nice vet dungeons with only Ruins of Mazzatun remaining...and now I am to be told that we have to just suck it up with these changes, learn to how to respec our builds, farm new gear, learn new rotations, etc, just to continue to maybe be able to do the same content in the future that we're already doing today? Our tank will have to relearn how to block, have to farm new gear, have to manage resources that I can no longer give him. Our Stamblade DPS will decrease drastically, and he'll be out of resources too, likely also have to farm new gear. I think I'll pass on that. It's taken us months to get to this point. To start over does not sound at all appealing to me. I thought we really were accomplishing something, and I'm not sure I have the energy or motivation to start that process over again.
It's akin to being in an abusive relationship...ZoS comes back in this thread after smacking us down and says "hey, we still love you, honest!", but it doesn't feel right to continue to throw money at them. The crazy thing is that I've already preordered Morrowind, and planned to check out the Warden as an alt...but not at the expense of losing my beloved main character's strengths & identity.
The cute thing is that ZOS thinks people actually use healing ritual... My god how detached can you be.Blackfyre20 wrote: »ZOS_GinaBruno wrote: »With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time.
@ZOS_GinaBruno I just want to give the TL;DR version of the requirements needed to be met for major mending:
DKs - need to have a shield active that disappears after one light attack
Everyone else, including the traditional healing class with a healing dedicated tree: equip a resto staff, complete a fully charged heavy attack during which you can't cast anything else to get the buff for 3 seconds, most of which is needed to complete another heavy attack to get the buff again.
Warden - you will get it whenever you actually need it
masterbroodub17_ESO wrote: »Catches_the_Sun wrote: »Alchemical wrote: »If you play Templar because it's the objectively strongest healer and/or it was easy to play, well, then go play Warden for your easy mode flavor of the month. Then in a few patches it'll get nerf'd back into line and people will cry "Why even run a Warden when Templar is so much better now?"
Sorry, I don't do this "flavor of the month" nonsense. I have a character that I've invested years of play into, that has high end achievements that I had hoped to continue to build on. Getting everything I needed for this character has been a daunting task for me. I've put way too many hours into this character to just sideline him and pick up another healer because ZoS decided to nerf me to hell & back to sell their DLC class.
Our 4-man group has just completed some nice vet dungeons with only Ruins of Mazzatun remaining...and now I am to be told that we have to just suck it up with these changes, learn to how to respec our builds, farm new gear, learn new rotations, etc, just to continue to maybe be able to do the same content in the future that we're already doing today? Our tank will have to relearn how to block, have to farm new gear, have to manage resources that I can no longer give him. Our Stamblade DPS will decrease drastically, and he'll be out of resources too, likely also have to farm new gear. I think I'll pass on that. It's taken us months to get to this point. To start over does not sound at all appealing to me. I thought we really were accomplishing something, and I'm not sure I have the energy or motivation to start that process over again.
It's akin to being in an abusive relationship...ZoS comes back in this thread after smacking us down and says "hey, we still love you, honest!", but it doesn't feel right to continue to throw money at them. The crazy thing is that I've already preordered Morrowind, and planned to check out the Warden as an alt...but not at the expense of losing my beloved main character's strengths & identity.
Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
It's the nature of the beast in a game like this, suck it up buttercup.
masterbroodub17_ESO wrote: »Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
It's the nature of the beast in a game like this, suck it up buttercup.
ACTUALLY, the sorc pet heal is stronger now, with NO CONE restrictions too. How ironic, sorc better at healing too now?ZOS_GinaBruno wrote: »Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them.
And not a single word on homogenizing Spear Shards, potentially the biggest nerf of them all.. what more can you expect though, this company lol.
Northern_Eve wrote: »masterbroodub17_ESO wrote: »Every game goes through major shake-ups throughout it's lifespan. In a game like this it's felt much more because of the amount of freedom you get. It has a price, and that price is that when even one skill is changed by something as small as 2% the entire meta shifts.
It's the nature of the beast in a game like this, suck it up buttercup.
Unfortunately this "shake-up" affects Templars in too many purely negative ways. Nerfing is one thing. Nerfing to the ground and making practically useless/generic is another.
If I had nothing else to do than to play this game, maybe in theory I could start from scratch with a new character and ignore all the progress I've made with my Templar healer. But since I work, take care of my family etc it just isn't possible.
The templar has all my achievements, she is my main crafter, she has done all the quests and expoloring etc. I also do vet trials etc with her. I enjoy all those aspects of the game and would very much like to continue them with my main character.
I was really looking forward to Morrowind - a new area to expolore and quest, fond memories from the original Morrowind etc. Now that positive anticipation has turned to apprehension and disappointment. And I'm not alone in this. I've talked to so many guildmates etc, and most of them are feeling the same. Practically nobody is talking about Morrowind with excitement atm because majority of their characters are about to get gutted. Not just nerfed - believe me, I have had to get used to nerfs during the past three years of playing my templar.
ZOS_GinaBruno wrote: »all classes have to meet conditional requirements to gain Major Mending [...]
DK’s need to have their damage shields up [...]
Wardens have to heal low health targets [...]
Resto Staff users have to complete a fully charged heavy attack
Just want to tell you from a Progress PvE raiding orientated persons view that's been to pts and the new trial, that templars still work @ZOS_GinaBruno is right on that, but Warden had both higher sustained heal, higher burst heal and requires less skill.
I don't know where the NDA ends so I'm gonna shut up now.
Just want to tell you from a Progress PvE raiding orientated persons view that's been to pts and the new trial, that templars still work @ZOS_GinaBruno is right on that, but Warden had both higher sustained heal, higher burst heal and requires less skill.
I don't know where the NDA ends so I'm gonna shut up now.
NewBlacksmurf wrote: »On a serious note....I'm done with this game.
I need to figure out how to cancel Morrowind possibly as well.
If y'all need anything I'll read the forums but moving to Elite Dangerous and some GR Wildlands off and on