ZOS, this has turned into Heavy Attack DPS builds.
Since the NDA was partially lifted it would be better to post here
Resource Recovery Changes
Combat in ESO is, and has always been, about 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 key and is a core pillar of the system. Due to the number of balance changes we have made over time, this core pillar of resource management has become somewhat trivial; it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage.
As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Cost reduction & recovery passives - Several of these passives were over-performing and have been adjusted.
Group based buffs/synergies - Several of these abilities were near-mandatory in end-game situations and have been adjusted.
Resource spend/gain rates - Abilities that cost either too much or too little were adjusted to ensure that each class and build type are spending and gaining resources at roughly the same rate.
Our goal with these changes is to have a combat system that reinforces decision making and resource management. Having players make choices between abilities, buffs and gear that provide more damage, or ones that provide more resource sustain, ultimately helps ensure that ESO's combat stays balanced and healthy for years to come.
Sustain Changes - PTS v3.0.0
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.
Mystic Orb: (Necrotic Orb morph): This morph now increases the damage the orb deals.
Necrotic Orb: The synergy from this ability and its morphs now restore Stamina or Magicka to the synergy-user, 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 Spear Shards synergy.
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.
Evocation: This is now a 2-point passive, originally 3-points. It now reduces the cost of your Magicka abilities by 1/2% per piece of Light Armor, down from 1/2/3%.
Recovery: This is now a 3-point passive, originally 2-points. It now increases your Magicka Recovery by 2/3/4% per piece of Light Armor, instead of 2/4%.
Minor Magickasteal: Reduced the amount of Magicka this debuff restores to the attacker to 300 Magicka from 400 Magicka.
Sustain Changes - PTS v3.0.1
Energy Orb (Necrotic Orb morph): Fixed an issue where the Healing Combustion synergy from this morph had no cooldown.
Necrotic Orb: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Sustaining with group synergies is something that makes this game very unique in which it allows team work and team building. It allows players to have great teamwork pay off. That is something where ESO succeeds. Removing that I believe is very damaging. If certain abilities are mandatory, I believe they should be left alone as it really changes around the way this game was built up from (Repentance, Spear Shards, Necrotic Orb, Magicksteal). If your group is well organised there should be a level of accomplishment, having roles dedicated to watching your sustain feels like teamwork. Sustain as it is on Live we can all agree in PvE end game content is over performing, well over performing. I came to PTS tonight with my raid and I was excited to see changes like this it would give a very interesting turn on the gameplay for all roles. But then I realised just how heavily this game really is dependent on resources, there were no skill cost reductions in this patch, sustain got hit everywhere not just the Champion Points which I personally think was way too overboard, especially doing it all at once with a new trial also being introduced, a change like this is so drastic it's really shocking.
So I took my raid into the new trial, on Veteran Mode. We made it past the first boss, which was a very long fight, very different also and incredible amount of movement required (at least how we did it), it took a turn for the worst honestly majority of people were running 3x cost reduction glyphs thinking it would even out sustain. It really didn't, all people were doing were heavy attacking with lightning staves... on a boss.
Tanking is really just not that fun right now either, I assume no one plays a tank the sustain nerf to them was just really awful, I was hoping for some good changes in how I manage my resources. Instead, I can't even control what I get back, I ask for shards and get magicka back because it's my lowest resource pool. I have literally no idea how you guys imagine we spec our characters for this. It really makes no sense.
Healers really can't sustain at all, they spend half their time heavy attacking and because of the amount of movement in this trial the breath of life nerf is really terrible too. Thanks for the PvP community for ruining that for PvE but that's a whole other topic. Not sure how you expect to design a trial on massive amounts of movement and include a change so heavily like that.
All in all, I really think sustain like this is just going to be very boring and very bland, it will grow old very quickly, not being able to do anything and just heavy attacking is a thing of the past, it's a very 1.3ish version of this game that I don't think we should ever revisit.
I think a lot of sustain in other places need to be buffed, magickasteal, orbs, shards, repentance, light armour should have their values changed and adjusted around because this really will not make a healthier game I do not think. I also do not think people will adjust to it to like it.
I'd love to see some cost reductions to skills and also buffs to sustain in other places that make running a group and group roles worth it. Cause right now, everyone in the raid is suffering and resorting to heavy attacks. A possible cost reduction passive to CP would be nice, around 5% or a regen passive somewhere. Maybe in the Mage tree or the Warrior tree.
If you guys want to nerf the damage, attacking sustain is fine, just don't do it this drastically to the point people are not going to enjoy the content. The new trial is so nice but I feel if we stay like this, it's fun and with the others too, will quickly fade out, from what I seen tonight, people do not feel engaged by just heavy attacking, you have taken away their rotation and skill within the game.
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Please also remove the recent homogenisation to sustain! Necrotic Orbs and Blazing Spear should be separate (one gives magicka, the other gives stamina), the fact I can't choose my resource pool I gain sustain in as a tank, is very very silly, and not strategic at all. You are basically telling me to lower my Stamina to less than my Magicka Pool so I can get sustain in it.] - This also kills the uniqueness of classes
As a side note, well done on the new trial. It's very fun.
@ZOS_GinaBruno @ZOS_Finn @ZOS_RichLambert