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PTS Patch Notes Full in dept review (Updates Ongoing! ZOS PLEASE READ!!)

crusnik91
crusnik91
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[ @ZOS_RichLambert , @ZOS_BrianWheeler ]
Hi guys, before I go on to all the changes from the patch notes I would just like to mention that I've been playing ESO since 1.6 era (give or take 2 years) in PVP or in PVE at the highest level. Besides that, I have 6 max level characters and thus all my judgement will be as non-biased as possible towards each class whether in PVP or PVE.
Reminder: This thread will get updates until the official release of Morrowind

FULL REVIEW VIDEO v3.0.0:
https://www.youtube.com/watch?v=jge4FMpIORo

v3.0.1&2 + Item Sets:
https://www.youtube.com/watch?v=SGBrm7kp3pU

Timeline of video:
PVP Battleground - 1:20
Problem with Crafted Sets - 5:09
Cyrodiil Rewards - 8:40
Combat & Gameplay changes - 12:24
Dragon Knight - 21:10
Nightblade - 28:30
Templar - 31:20
Weapon, armor & alliance skills - 37:28
Races - 41:35
CP changes - 43:18
The Tower CP tree (MAJOR FLAW) - 48:53
Item Sets - 52:44
Outro - 57:14

As I mention in the video there are quite a few changes I agree upon & some game breaking changes that I am totally against of. I will only be mentioning the changes that are detrimental to the state of the game. Remember that this post is not a rant post but a constructive post with facts & reasoning given. On top of that I will be giving the best solutions to all the problems to backup all my argument.

***VERY VERY IMPORTANT***
Major Issues:
I. The Tower CP tree
A total review to this CP tree is required! This is the most detrimental change to the game
The Tower
Magician:
Renamed this passive to Siphoner.
This passive ability now reduces the enemy’s Health, Magicka, and Stamina Recovery for 3 seconds when you damage them with a Light or Heavy Attack, instead of reducing the cost of your Magicka abilities.
Note: This is now the antithesis of Healthy, Arcanist, and Mooncalf.
Warlord: This passive ability now reduces the cost of Break Free, instead of reducing the cost of your Stamina abilities.

I believe giving resource sustain a nerf is necessity but with the
a. Reduction of effectiveness on all resource CP tree (15%: Mooncalf, Arcanist)
b. Nerf of resource sustain on ALL types of armor
c. Overall cost increase of ALL stamina skills (vigor by 30% as well)
d. Removal of Mag & stam reduction (Magician & Warlord)
e. Introduction of Siphoner which reduces enemy's recovery (Built in Poison that reduce ALL 3 form recovery for 3 SEC?! please think about it, that is 1 CP tree to counter 3 CP tree!!)

it will be an overkill to resource management. This will make sustaining in PVE & PVP will be extremely hard especially at the highest level.

For PVE: in vet maelstrom arena non top-tier players will suffer tremendously and in vmol or in the latest trial even the best guild will be getting a big big hit in terms of sustain
For PVP: It will be almost impossible to go up against outnumbered opponent because players can now use poison (30% cost increase) & siphoner CP tree (15% recovery reduction) against a solo or small scale group. Bear in mind break free & roll dodge is in different CP tree now so sustaining stamina will be even harder than ever. End of the day small scale/solo PVP will be dead in cyrodiil, zerg vs zerg will be the only option and cyrodiil performance will go downhill like usual.

MY SOLUTION:
Either 1)Keep the 15% reduction of Mooncalf & Arcanist, keep Magician & Warlord CP tree but nerf the % of cost reduction for both of them & remove 5% cost increase for stamina abilities
[This will be the best option for both PVE and PVP]
OR 2)Keep the 15% reduction of Mooncalf & Arcanist, remove the nerf of all armor cost reduction (constitution could use a small small nerf), remove Siphoner cp tree and replace it with something else [Siphoner CP tree has NO PLACE in the current state of PVP!!!] & remove 5% cost increase for stamina abilities
**Both of my solution will make sustain significantly harder since there are nerfs to all 4 mag&stam sustain CP tree. Addition to that by taking away other unnecessary cost reduction nerfs and the broken siphoner CP tree, sustain will be challenging but not to an extreme level.

II. Imbalance of Magicka VS Stamina Build
Magicka will definitely outperform Stamina builds in many many different aspects(in PVP and PVE). Reasons are stated below
a) Resource management & sustain
Stamina abilities are now universally 15% cheaper than their Magicka counterparts, originally being 20% cheaper. This includes class abilities that morph into Stamina abilities, in addition to the Weapon Skill Line passive abilities which reduce the cost of abilities in that Skill Line (Balanced Blade, Controlled Fury, etc.)
PVP: 5% increase for all stamina ability with the current nerf to all cost reduction(armor & CP) will make stamina build to run out stamina extremely fast. Do remember that stamina builds has less option towards reduction and recovery after the nerf to bone pirate. Magicka builds on the other hand has many good sets such as lich, amberplasm & the access to minor magicka steal which provide 600 magicka recovery.
PVE: This will further open up the gap between magicka and Stamina end game DPS. Magicka is already 90% preferred over stamina and with the current changes it will defo be 100%. With a heartbeat end game PVE guilds will only pick Magicka DDs anyday over Stamina DDs.

b) Shields will outperform ALL forms of healing
Reasoning due to
1) nerf to access to major mending classes
2) Increase of 30% cost of vigor
3) Bastion remains at 25% in CP tree while Quick Recovery, Blessed & EVEN HEALTH?! receives a nerf down to 15%
4) Shields are still affected by Major&Minor Protection (especially from pirate skeleton). 30% from major protect and shields are still non-critable as well!!
SOLUTION:
Either 1) Reduce bastion to 15%, remove cost increase of vigor & remove major and minor protection to all forms of shield
OR 2) Keep bastion at 25%, increase Quick Recovery & Blessed to 25% and remove major and minor protection to all forms of shield
No matter what major & minor protection should never be able to apply to shields (many players already agree to this and many forum posts has been written as well)

III. Class Balancing
Dragon Knight
Earthen Heart
Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).

Helping Hands: This passive ability now restores Stamina based on your character level instead of your Max Stamina.

Igneous Shield (Obsidian Shield morph): The Major Mending buff granted by this morph is now tied to your own damage shield. If the damage shield is removed, the Major Mending bonus will also be removed.
All the passive nerfs from dragon knight is uncalled for. Both magicka and stamina dragon will be the worst class compare to other classes if the current changes are made. (I've played this class as my true main so I am pretty confident to mention this)
Overkill Nerfs affecting DK:
a) BIG BIG resource issue

The bread and butter of sustaining on a DK is via battle roar, helping hands & ignoues shield. When ALL of them are nerfed DK are left with nothing for sustain
comparing to other classes:
- Mag Templar has minor magicka steal + rune focus + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Stam Templar has repentence passive&active + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Mag Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Capacitor passive (10% Mag recovery) + Dark Exchange (OP resource skill for morrowind) - CRAZY SUSTAIN
- Stam Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Dark Exchange (OP resource skill for morrowind)
- Mag Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%)
- Stam Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%) + relentless focus (8% stam regen)
If you check all the skills and passives of DK... the only thing left for any form of resource sustain is green dragon blood and that skill itself is a joke since the buff is available from potions...

b) Healing & surviving issue
- Igneous shield has to be up to obtain major mending. This change is one of the worst because the shield provided by igneous is around 2k to 3k in cyrodiil which means 1 light attack or any DOT damage or any ground AOE damage could easily remove major mending from DK INSTANTLY. Bare in mind the only reason why any dragon knight would run igneous shield is to obtain major mending and passive from helping hands. With that being totally nerf down to the ground is like playing a stamina sorcerer without dark exchange.
[In simple words, NB has cloak and shadow image, sorc has streak and dark deal, templar and dk has major mending. If u take any of these away you disrupt the balance]
- BTW, vigor cost 30% more & ALL stamina abilities cost 5% more which hung stamina DK totally out to dry.
- Block cost is increase by 100% from 0.5secs to 0.25secs made life for magicka & stamina DK from bad to worst as well because DKs rely the most on blocking to reduce damage taken due to class passive.


SOLUTIONS:
Must DOs

- Remove 3 of the nerfs from stamina DK and just reverted them to their original form or nerf all sustain passive passive and skills from other classes [I don't see the point of nerfing only 1 class but letting others have the same sustain skills and passives]
- Remove vigor 30%cost increase (reasons are mentioned in The Tower CP tree content as well)

Optional but recommanded
- Remove 5% cost increase for all stamina abilities
- Increase stamina block cost charged from 0.25 secs to 0.4 secs (still a nerf to blocking but reasonable)

Templar
Restoring Light
Mending: This passive ability now increases the healing done by Restoring Light abilities by 6/12% based on the target’s missing health, up from 5/10%.

Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.

Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.

Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Big blow on healing capabilities too much restriction and reduced effectiveness. Reliable CC for magicka templar is still not available.
a) Major Mending
I truly believe major mending is a MUST HAVE for templars especially stamina templar since templar has a FULL skill tree line focusing on healing. Another very strong argument to that point is to compare warden to templar. Warden has such easy access to major mending yet templar has to put down a SMALL AOE ground buff (channel focus) to get only 4 secs of major mending when u leave it. The balance of it is simply not there.
In both PVP & PVE (vet trials) major mending is ESSENTIAL for any sort of serious healing! templar would lose too much of healing capability especially after the BIG nerf to both Quick Recovery & Blessed CP tree. To prevent a detrimental chain reaction it is a must have.
stamplar forum post: https://forums.elderscrollsonline.com/en-GB/discussion/335916/side-effect-of-templars-nerf-good-bye-pvp-stamplars
[In simple words, NB has cloak and shadow image, sorc has streak and dark deal, templar and dk has major mending. If u take any of these away you disrupt the balance]

b) CONE + 180° aoe healing from Rushed Ceremony
This is going to be a big nerf in PVP and PVE
PVE forum post: https://forums.elderscrollsonline.com/en-GB/discussion/335930/the-jokes-on-you-not-the-templar-healers-lol
basically healers in PVE (End game vet trials) has so much to do (buffing, keeping everyone healthy, avoid red and 1 shot etc etc) to be effective in healing. So, when the restriction to quickly heal a teammate is limit only to 180° + CONE front facing is applied, healing a 12 men group in trials just got 10 times harder since positioning to avoid certain mechanics is already troublesome enough.
PVP on the other hand force templars to stay behind every party members to be able to heal effectively... It just forced templar to play the role as a healer in a group which is such a shame for everyone that wants to play a mix role templar(healing+doing damage). Playing templar as a killer while supporting teammate is practically impossible because puncturing jabs is totally out of the window since it is a melee skill.
SOLUTION:
Picture for explaination:
7TcTbDB.png
Either 1) Remove CONE and 180° nerf
OR 2) Remove CONE nerf and keep 180° nerf
Implementing both is too big of a nerf to that skill.

c) Reliable CC from Luminous Shards needed
Magicka templars have no reliable hard CC (Stun). Changing the disorient from Luminous Shards to stun solves this issue easily
Read my full post on this issue before the nerf from last patch: https://forums.elderscrollsonline.com/en-GB/discussion/311783/please-do-not-remove-the-stun-from-blazing-spear-skill-pvp-pve-point-of-view

d) Highly recommended changes
I. Return repentance to its original form. No questions needed because it is one of the unique and effective skill for group play sustain for templar(FOR PVP & PVE!).

II.
Aedric Spear
Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
What is the point of having 2 skills that do the same thing?
Players want to choose which resource they need to restore by pressing certain synergy not by percentage
Necrotic Orb =/= Spear shards, Orbs for magicka, shards for stamina, simple as that. Do not change something that is not broken!

Nightblade
Siphoning
Leeching Strikes (Siphoning Strikes morph): This morph now converts the ability into a Stamina ability and causes your Light and Heavy Attacks to restore Stamina based on your character level.
Siphoning Attacks (Siphoning Strikes morph): This morph now causes your Light and Heavy Attacks to also restore Magicka based on your character level.
Siphoning Strikes:
This ability now causes your Light and Heavy Attacks to restore Health instead of Magicka or Stamina.
Increased the duration of this ability and its morphs to 20 seconds from 15 seconds.
The changes for siphoning strikes is a hard nerf for magicka NB sustain on stamina department since many NBs prefer to go max magicka build to compensate the rigid rotation of merciless combo.
SOLUTION:
light and heavy attacks should restore mag & stam like intended before the patch.

Optional improvement for NightBlade:
Increase the duration of Grim Focus to 25 secs to provide NBs a longer burst opportunity or reduce the light & heavy attack counter to 3 to apply Assassin’s Will.

Sorcerer
Just a small tweak needed.
- Remove Major & Minor Protection buffs to be applied to shields (Read The Tower CP tree issue)
- Bastion CP tree should be lowered to 15% since it is an extremely strong CP tree for shield stacking class. This go hand in hand with the nerfs to Quick Recovery, Blessed & Health CP tree (Read The Tower CP tree issue too!)
- Lastly, FIX STREAK BUG!

That's all for me for now. It took me 5 hours to write this post & record this review video. Let everyone know what do u free about the v3.0.0 patch notes. If u disagree on what I mention lemme know as well I would gladly hear u out! Thanks for reading folks ;)



ADDITION:
**Alcast**
https://www.youtube.com/watch?v=fKUBXt4DIOQ
A really solid analysis from @Alcast
only a very few things like pirate skeleton, troll king, Siphoner (RIDICULOUS CP TREE) & Bastion (STILL AT 25%?!!!!!!) were not mention. But all in all a very good straight to the point video! Highly recommended!!
**Gill on resource management(must watch!)**
https://www.youtube.com/watch?v=fK5D32QGsy0
An hour of goodness. Watch it if u have the time to spare. If not start watching from 47:00 It shows all the flaws on PTS about sustaining PVE wise
**TL;DR version**
This patch not only eliminates CP sustain, but Class Defining abilities to help each other and ourselves to sustain.
People were asking to have it toned down a bit. Simply putting the CP damage nodes in the same colored CP archetype as the sustain nodes would have resolved much of the problem. But that wasn't good enough. Instead of cutting the grass to maintain the yard, you took out your gas canister and a match to it.
By austinwalter87ub17_ESO on April 19, 2017 10:31PM
Link to thread: https://forums.elderscrollsonline.com/en/discussion/336920/year-1-sustain-issues-were-not-fun-zos-is-taking-us-back-to-year-1/p1


Edited by crusnik91 on May 2, 2017 10:44PM
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  • crusnik91
    crusnik91
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    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races. 1.2k stamina per 5 secs to 475 stamina per 5 secs... Oh god why
    Edited by crusnik91 on April 18, 2017 9:35PM
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  • Enslaved
    Enslaved
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    I disagree about redguard part. Or you think Nord is better stamina race? Redguard is still better than Orsimer and Bosmer in PvE and better than Nord/Imperial in PvP, out of all stamina races. Only race I think is better in both PvP and PvE if these changes goes live will be Khajiit, and I am ok with that.
  • Didgerion
    Didgerion
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    crusnik91 wrote: »
    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races.

    Why would they - that's free money on race change right there.
  • crusnik91
    crusnik91
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    Didgerion wrote: »
    crusnik91 wrote: »
    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races.

    Why would they - that's free money on race change right there.

    Don't break my tiny hope for it pls :(
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
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    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
    Crescent Singu-rarity - V16 MagTemplar AR33
    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • Didgerion
    Didgerion
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    Enslaved wrote: »
    I disagree about redguard part. Or you think Nord is better stamina race? Redguard is still better than Orsimer and Bosmer in PvE and better than Nord/Imperial in PvP, out of all stamina races. Only race I think is better in both PvP and PvE if these changes goes live will be Khajiit, and I am ok with that.



    LOL

    Oh man nord is much better than red-guard now. 6% reduced incoming damage is way better than getting 475 stamina back every 5 seconds on melee damage.
    Edited by Didgerion on April 18, 2017 10:41AM
  • leepalmer95
    leepalmer95
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    Basically you dont agree with 90% of the changes?

    Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Enslaved
    Enslaved
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    Didgerion wrote: »
    Enslaved wrote: »
    I disagree about redguard part. Or you think Nord is better stamina race? Redguard is still better than Orsimer and Bosmer in PvE and better than Nord/Imperial in PvP, out of all stamina races. Only race I think is better in both PvP and PvE if these changes goes live will be Khajiit, and I am ok with that.



    LOL

    Oh man nord is much better than red-guard now. 6% reduced incoming damage is way better than getting 475 stamina back every 5 seconds.

    We had like 9000 threads that proved that 6% damage reduction is not 6% at all. But ok, my main is DK Nord, so I will inform him he is superior to redguards from next patch. He will be glad to hear that.
  • crusnik91
    crusnik91
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    Basically you dont agree with 90% of the changes?

    Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.

    I only disagree about 60% ~ of the changes and I wrote them in the post. The stuff I agree upon are all mentioned in the video
    And I skipped part of the PVE stuff too so yeah I could agree on more but the video will be then 2 hours long if i read every single changes
    Edited by crusnik91 on April 18, 2017 10:40AM
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  • LadyDestiny
    LadyDestiny
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    crusnik91 wrote: »
    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races.

    Oh but you can get a race change from the crown store......lol. All joking aside, race change should be free everytime they do a major change to classes. Paying hard cash for Zos screwed up nerfs is just wrong.
  • Didgerion
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    I disagree on 100% of it. This is the wrong way balancing the game. They should not touch things that work properly. They should get rid and fix the extensions that really causes those imbalances like certain sets or champion system and maybe few passives here and there.

    They screwed with skills, Champion system, armor passives, class passives in one shot.

    That's not how you reach balance.

  • crusnik91
    crusnik91
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    Didgerion wrote: »
    I disagree on 100% of it. This is the wrong way balancing the game. They should not touch things that work properly. They should get rid and fix the extensions that really causes those imbalances like certain sets or champion system and maybe few passives here and there.

    They screwed with skills, Champion system, armor passives, class passives in one shot.

    That's not how you reach balance.

    They took it too far when they implement recovery reduction CP tree... while removing every single cost reduction possible :s
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  • crusnik91
    crusnik91
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    Quick bump for edits
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
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    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • Tommy_The_Gun
    Tommy_The_Gun
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    92b80d6708c29fb6f22cb63259856839.jpg
    Fellow nerfed Nighblades
    (After all this nerfs I simply stopped caring about it xD
    ;)
  • WillhelmBlack
    WillhelmBlack
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    Over the moon with all of these changes.
    PC EU
  • Turelus
    Turelus
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    Like the Borg I will will adapt, then I will add your builds and metas to my own distinctiveness.

    regeneration_651.jpg


    Also on a serious note nicely done OP, I disagree with a lot of what you've said but I am happy to see a well done bit of feedback.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • SnubbS
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    What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.

    The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.

    This is the only balance resource change that was needed in ESO

    Heavy Armor

    Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.


    And we got it—we actually got it.
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • leepalmer95
    leepalmer95
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    SnubbS wrote: »
    What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.

    The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.

    This is the only balance resource change that was needed in ESO

    Heavy Armor

    Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.


    And we got it—we actually got it.

    ... Did you just actually say stam dk is the worst stam class in pvp currently?

    Its the best...


    Stam dk will live but you'll have to go medium and run like 2k regen in order to sustain, regen is that thing which makes sure you don't run out of resources you may have forgotten about it after 1.5 years of 600 regen heavy builds.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • WillhelmBlack
    WillhelmBlack
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    ✭✭
    The changes to Hircine and Worm are completely relevant btw. They are now great sets for Battlegrounds, Trials and open world PvP given the (necessary) nerfs to resources. I will be wearing one of those sets to boost my group, we'll need it.

    Also Redguard Stam DK isn't immortal, so that's nice.
    PC EU
  • Lieblingsjunge
    Lieblingsjunge
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    I'm grumpy about the fact that they'll completely destroy the whole point of having a templar in a group. But I do love the change to BoL. That'show healing should be <3

    But I do like the other changes. They have to lower damage output by forcing people to play sustain-sets. That's in line with nerfing Heavy armour and forcing people into light/medium. So it makes sense and I like it!

    But Zeni, dear Zeni, why do you have to go overboard with it? I agree with Crusnik's analysis of the cp-reduction/siphoning.

    One of the changes should remain. 'Cus it's too easy to sustain now. There's no doubt about that.
    Revert the Siphoning-change, just get rid of it and keep the other changes, pl0x.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • Narvuntien
    Narvuntien
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    ✭✭
    I am on my phone i can't watch the video. But your summary seems to be "undo all changes and do the ones i want instead" which just isn't happening sorry :/.

    The cost reduction is being removed, the armor sustain is being removed. People running out of resources is what they want to happen that is the goal. They want people to take damage sometimes when they have to heavy attack.

    Vigor is obviously overpowered compared to all other stam heals the nerfs are needed.

    Okay so Sorcs not getting anywhere the nerfs of other classes is a serious issue though.

    I don't get the anger over major to minor :/. What is so important about it? Warden having it without the conditions of dk is a bit annoying though.

    They should reduce the dps check bosses and the difficulty of some hard content in line with what will be an across the board dps drop. This is the exactly the kind of thing you need a beta to test.

    Can we speed up the heavy attack speed to help with resource regain?
  • idk
    idk
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    OP has been playing since 1.6 era, give or take 2 years, it has only been 2 years since 1.6 dropped.
  • SnubbS
    SnubbS
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    SnubbS wrote: »
    What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.

    The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.

    This is the only balance resource change that was needed in ESO

    Heavy Armor

    Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.


    And we got it—we actually got it.

    ... Did you just actually say stam dk is the worst stam class in pvp currently?

    Its the best...


    Stam dk will live but you'll have to go medium and run like 2k regen in order to sustain, regen is that thing which makes sure you don't run out of resources you may have forgotten about it after 1.5 years of 600 regen heavy builds.

    No—StamDK is currently the worst PvP StamClass in ESO. StamSorcs have better sustain, better damage, better healing, Better utility. Stamplars have better damage, similar healing, similar tankiness, aren't reliant upon DizzySwing—and currently have better utility than StamDK—after the patch they will have the same. StamNBs have higher burst, and higher damage—but actually are balanced in the healing/tankiness department. In my opinion their unqiue playstyle makes them superior to StamDK for open world PvP.

    StamDK isn't good anymore—and it hasn't been good since the dawnbreaker change. That was all StamDK had—Wrecking Blow into Leap. When it had the only physical damage ulti in the game—that's the last time it was a good class. Anything you can do on StamDK PvP damage-wise, you can do that on StamSorc as well—and you can do it better.

    I will never understand why this "Stam DK is duh bestest class in pvp eva" myth continues. Perhaps its because the class isn't unplayable yet—it's the worst StamClass, but it's not awful—it's not like you can't get a kill, or 1vX with it. You can—but on paper, and in practice the numbers do not add up. The only thing the class has is the Rolldodge+Igneous+Vigor combo and then Igneous shield eating an attack while you heal. Take away that—and what does it have? Would you like me to go through every relevant skill and/or passive in the game for Stambuilds, and point out obvious things like CritSurge being better than Igneous? That having 5% physical damage is better than 5% weapon damage? How about 8% overall damage reduction being better than 3300 spell resist? Or perhaps 2690 spell resist + 6% Weapon damage being better than the same 3300?

    tl;dr: It's the worst stam, that doesn't mean it's unplayable—but the fact that it isn't unplayable doesn't disregard the numerical, and practical facts that exist within the game.
    Edited by SnubbS on April 18, 2017 12:58PM
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • David_Zarn
    David_Zarn
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    Good healer will always be good healer, even if you will give him only 2 potatoes besides of healing staff. 3 years healer in ESO since back in 2014 with templar, never had any problems with any "nerfs".
    PS4 EU

    High Kinlord Zarn - Templar
    Black Hand of Zarn - Nightblade
    Grommash gro-Zarn - Warden

    House Zarn
  • br0steen
    br0steen
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    When people complain about resource management nerfs from a PvP perspective I just have to assume they didn't do so well during no CP week. End game PvE is going to be way more difficult now though. Many some of the new sets coming out will help ease the pain.

    I think these are good changes. I didn't think the redguard nerf was necessary though.

    Stam sorcs are going to be very strong because of dark deal which will be inconsistently more effective at resource management compared with other stam classes means of resource management. Although there is a cast time so maybe that's where they see the balance?

    I think a heavy armor warden is going to be ridiculously strong in PvP as well.



    I've said this before and I'll say it again. If people complain enough on the forums about something Zos will change it and probably not in a way you will like. Tons of people complained about "endless sustain unkillable heavy armor builds in PvP.
    Now everyone is complaining that resource management is going to be difficult.

    Don't ask questions you don't want to hear the answer to and don't post about things you don't want to see the nerf for.



    Be careful what you wish for.
  • crusnik91
    crusnik91
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    br0steen wrote: »
    When people complain about resource management nerfs from a PvP perspective I just have to assume they didn't do so well during no CP week. End game PvE is going to be way more difficult now though. Many some of the new sets coming out will help ease the pain.
    https://www.youtube.com/watch?v=jmqtxxmrnDs
    Bad assumption.
    If u read what I wrote u notice that my approach towards resource nerf is different than what ZOS preferred.
    The way they nerf resource is out of the hand and way too much overkill. I rather play non-cp at this rate so I dont get my recovery removed from siphoner CP tree. sustaining in non-cp should always be harder compare to cp where in this patch notes having cp actually hurt ur sustain more than it improve it

    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
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    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • crusnik91
    crusnik91
    ✭✭✭✭
    SnubbS wrote: »
    What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.

    The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.

    This is the only balance resource change that was needed in ESO

    Heavy Armor

    Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.


    And we got it—we actually got it.

    ... Did you just actually say stam dk is the worst stam class in pvp currently?

    Its the best...


    Stam dk will live but you'll have to go medium and run like 2k regen in order to sustain, regen is that thing which makes sure you don't run out of resources you may have forgotten about it after 1.5 years of 600 regen heavy builds.

    False. Read my dk balance notes. Compare to all other classes DK has ZERO cost reduction & recovery passive or skills (Dont u dare mention green dragon blood). So with all these nerfs building a DK to reach 2k recovery will sacrifice ALL your damage and max stamina. The only reliable way to play a dk to complement the lack of recovery is from helping hand & battle roar and both of them got NERF TO THE GROUND so the uniqueness of sustaining on DK is now long gone.
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
    Crescent Singu-rarity - V16 MagTemplar AR33
    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • JDC1985
    JDC1985
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    These people are completely [snip] and I quit this stupid game the second this trash goes live.

    [edited to remove inappropriate comment]
    Edited by ZOS_CoriJ on April 19, 2017 12:42AM
  • crusnik91
    crusnik91
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    Bump for all new edits
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
    Crescent Singu-rarity - V16 MagTemplar AR33
    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
  • KingJ
    KingJ
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    crusnik91 wrote: »
    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races.
    I just want to know how its even possible to have that low amount of stamina. How is that possible to make there passive useless for everyone. Magic tanks have more stam than that.
  • crusnik91
    crusnik91
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    KingJ wrote: »
    crusnik91 wrote: »
    And while you are at it ZOS please reconsider the BIG NERF to redguard as well. It went from being a really good race to practically the worst race comparing to other races.
    I just want to know how its even possible to have that low amount of stamina. How is that possible to make there passive useless for everyone. Magic tanks have more stam than that.

    hmm.. I am a little confused by what you said. So are u agreeing on the big nerf for redguard or are u against it?
    YT channel(Guides/Builds/gameplay)
    ~ Crescent Jayren Gaming ~

    Glorious EP
    Jayren - V16 MagBlade AR30
    Crescent J'renz - V16 StamBlade AR46
    Crescent Lucrecia - V16 MagSorc AR32
    Courageous DC
    Crescent Sephiroth - V16 StamDK AR50
    Crescent Singu-rarity - V16 MagTemplar AR33
    Relentless AD
    Crescent the Tiny - V16 StamSorc AR10
    Crescent-The-Huge-One - V16 MagWarden AR18
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