Doctordarkspawn wrote: »I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.
That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.
One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.
Then balance the two seperate.
PVE will not function in a few patches at the rate this is going, at least not in any way anyone with half a brain would want to play.
According the the Devs in the ESO Live, they don't want to balance the two separate as that will cause us to *** and whine about having to change our setups too often switching from PVP to PVE (as if some don't in some way already, I personally don't).
Current Meta, I was able to (almost) solo a world boss on my Hybrid DK (yess I am one of those guys). I will test in PTS how she does. (also i said almost cause someone came in when I had boss at 2% health and helped me finish it off)
In PTS, I was able to solo a world boss on a magicka warden, probably can do again. Could not do on Stam Warden...
Given that, I probably can't solo a lot of world bosses.
Doctordarkspawn wrote: »I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.
That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.
One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.
Then balance the two seperate.
PVE will not function in a few patches at the rate this is going, at least not in any way anyone with half a brain would want to play.
According the the Devs in the ESO Live, they don't want to balance the two separate as that will cause us to *** and whine about having to change our setups too often switching from PVP to PVE (as if some don't in some way already, I personally don't).
Current Meta, I was able to (almost) solo a world boss on my Hybrid DK (yess I am one of those guys). I will test in PTS how she does. (also i said almost cause someone came in when I had boss at 2% health and helped me finish it off)
In PTS, I was able to solo a world boss on a magicka warden, probably can do again. Could not do on Stam Warden...
Given that, I probably can't solo a lot of world bosses.
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
I suppose that even though the initial 5+5+2 setup was mentioned with stamNB in mind it's still a valid question for magNB setups as well. It's difficult to predict it without testing in raid environment. The initial and highly skeptical ~50% uptime was calculated on avg. Ulti generation ratio with the build however still without taking additional x% uptime from external sources into consideration. BSW with best-case scenario ~65% uptime being virtual ~390 SD alone won't stay close to x=[(+15% base damage done *x% uptime)/100] but then we're sacrificing powerful Ulti - be it Shooting Star or Fiery Rage. While all I said before is simply that the set alone looks promising it wouldn't be also a surprise if War Machine (the stamina version) landed on Warden off-tank virtually spamming Enchanted Forest (75 Ulti with instant +20 Ulti regeneration option) thus serving similar role to how Alkosh buffs were provided. At this moment it's papercrafting theory while 3.0.2 is still downloading.Also, let's not forget that it's a 5pc bonus, so where will you put it? Instead of monster sets? Bad idea, especially since the sustain is nerfed and those proc and don't use resources. Instead of BSW? Don't wanna lose that buff.
beatonthis wrote: »Wow people really need to calm down lol. The changes to sustain are not as bad as everyone is making out to be, I really think more ppl need to actually get on the pts and TEST the patches before claiming the end of the world... it took me maybe 5mins per toon to adjust my spec to be able to self sustain almost as well as live, with only maybe 2 or 3 extra heavy attacks.
My DPS on most classes only drop at most 2k dps over live... granted im not doing the 40k meta-slaves are, but i do more than enough for the content im currently running (i tend to average around 20k on the dummies, in mostly purple dungeon/crafted gear+gold enchants..too expensive to upgrade 12 alts multiple sets to gold lol)
ZOS_GinaBruno wrote: »
General
- Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
- The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.
- Fixed an issue where NPCs would always detect you when you were sneaking around them.
Nightblade
- Assassination
- Death Stroke: Fixed an issue where this ability and the Soul Harvest morph’s damage was being mitigated off the target’s Physical Resistance instead of their Spell Resistance.
- Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
- Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
Developer Comments:While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.
Sorcerer
- Dark Magic
- Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
Developer Comments:Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.- Storm Calling
- Bolt Escape: Fixed an issue where this ability and its morphs could fail to function in some locations.
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
- Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
- Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
Developer Comments:There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.- Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
Developer Comments:Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
- Dawn’s Wrath
- Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
- Restoring Light
- Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.
Weapon
- Destruction Staff
- Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
Guild
- Fighters Guild
- Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.
Champion System
- The Apprentice
- Spell Erosion: Fixed an issue where this Champion passive was not functioning.
- The Ritual
- Piercing: Fixed an issue where this Champion passive was not functioning.
Slight buff to Nightblades from 3.0
Slight nerf to Sorcs
Slight buff to Templars from 3.0
They did do some listening
ZOS_GinaBruno wrote: »Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.
In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so.
ZOS_GinaBruno wrote: »
General
- Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
- The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.
- Fixed an issue where NPCs would always detect you when you were sneaking around them.
Nightblade
- Assassination
- Death Stroke: Fixed an issue where this ability and the Soul Harvest morph’s damage was being mitigated off the target’s Physical Resistance instead of their Spell Resistance.
- Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
- Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
Developer Comments:While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.
Sorcerer
- Dark Magic
- Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
Developer Comments:Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.- Storm Calling
- Bolt Escape: Fixed an issue where this ability and its morphs could fail to function in some locations.
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
- Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
- Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
Developer Comments:There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.- Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
Developer Comments:Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
- Dawn’s Wrath
- Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
- Restoring Light
- Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.
Weapon
- Destruction Staff
- Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
Guild
- Fighters Guild
- Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.
Champion System
- The Apprentice
- Spell Erosion: Fixed an issue where this Champion passive was not functioning.
- The Ritual
- Piercing: Fixed an issue where this Champion passive was not functioning.
Slight buff to Nightblades from 3.0
Slight nerf to Sorcs
Slight buff to Templars from 3.0
They did do some listening
Magplars* meanwhile us stamplars are still sitting here wondering where we went wrong to lose major mending and repent. Really wish they'd just take POTL out of the game and give us major mending or the OG repent back.
Sandman929 wrote: »Sandman929 wrote: »Sandman929 wrote: »ZOS_GinaBruno wrote: »Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.
In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so.
Interesting. What sacrifices will Stamina Sorcs have to make to have high damage, high tankiness, and high sustain?
The constitution nerf hit the ability to sark deal regularly as a main source of sustain massively.
Yeah, now I'll have to invest a few CP into magicka regen...because right now I don't need any CP into regen or cost reduction at all.
You could do that.. But adding a few % won't do anything when the base as already non-existant. You'd have to start by adding some base mag recovery, which probably means losing some weapon damage, or running a sustain set... Which is probably what zos were aiming for..
I think my mag regen right now is around 500....stam regen around 700....maybe I'm wrong, but I really don't think the Constitution hit is going to be crippling enough to make me consider running a whole different sustain set on a stam sorc.
Uriel_Nocturne wrote: »...Nevermind, I know what happened to my last post...
The fact STILL remains that you as a Development company are BLATANTLY ignoring the Feedback of your players.
There is very real rage and concern on these Forums, Reddit, your every Facebook post, and Twitter (as well as a host of other video-game-centric public forums) over the direction that you as a company are moving with these patches.
We, as testers, are; offering suggestions for a different approach, telling you in a litany of different methods that we do not approve of these changes, and are offering up hard evidence and strong, well-calculated numbers to support and defend our positions.
But with every patch you release into this PTS cycle, it becomes more and more apparent that, as an entire company, ZOS is ignoring the very Feedback that they're begging us for simply because it does not go along with their abortive "vision".
This most recent patch, and the notes released about it this very day, took what you had done over the last two patches and made the situation even worse.
Despite MOUNTAINS of evidence and waves of discontent over what changes are coming with Morrowind; there's nothing, NOTHING to address or fix:
- The removal of the Sustain and Cost Reduction nodes in the Mage/Thief CP trees, nor any word about the overwhelming disapproval of such from the Players themselves.
- The removal/sever reduction of Resource Return mechanics supplied by Light/Heavy attacks, nor the sever community disapproval of such changes.
- The removal/reduction of Resource returns/Cost reduction provided for by Light/Medium/Heavy armor Passive Skills, nor the overwhelming Player disapproval of such changes.
- The destruction of the Dragon Knight class (of which the changes are too many to relate in this post), nor the sever community disapproval of these changes.
- The destruction of the Nightblade Class Skills (again; too many negative changes to list in one post) that result in the homogenization of the class, nor any word of the vast Player disapproval of such changes.
- The destruction of the Templar class and any/all Healing builds for this class (which is a core design element of the Templar class), nor the deep and deepening community disapproval of these changes.
All of these bullet points have been accompanied by small NOVELS worth of alternate suggestions and hard evidence over how these changes are going to negatively affect the game; yet you have nothing, NOT EVEN A SINGLE WORD to say about the internet-wide negative reactions to the changes that you're trying to force upon us.
THE VAST MAJORITY OF YOUR PLAYERS DO NOT APPROVE OF THESE CHANGES, ZOS!!!
Yet you can't even afford a simple mention that you're taking our problems, concerns, and alternative suggestions into consideration.
You're just powering on, making changes to the game that; upon being tested by your very own players AS YOU ASKED US TO DO, you are condescendingly disregarding any/all Feedback that doesn't give your changes glowing, god-like praise.
So I'll ask again.
After we've brought up all of these issues, alternative suggestions, issues with the game going forward (directly cause by these changes), and our comprehensive and vast disapproval of these changes; why are you ignoring us?
Because without addressing these concerns that we're voicing, regardless of how negative these viewpoints may be, all we can assume is that you're flat-out ignoring us in order to force unwanted changes upon us.
THE VAST MAJORITY OF PLAYERS DO NOT WANT THESE CHANGES AS THEY STAND RIGHT NOW ON THIS PTS!!!
And you, as a development company, desperately need to acknowledge that vast majority.
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
worsttankever wrote: »I'm really happy with the proposed changes to Templar. To me is sounds like you listened to community feedback, addressing the broken luminous shards (disorient being broken by its own burning light passive) and adding more cc functionality to piercing javelin. Also, I appreciate the developer comments in line with the patch notes to explain the reasoning.
Really looking forward to this release when it comes out on consoles. Good job Gina and team!
DisgracefulMind wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
Wait they took away the restoring resources to the Templar who casts is? .....
You know what, things are just funny at this point, I'm not even mad anymore, I'm just so far in a state of disappointment that I'm not sad or mad, just trying to laugh it off.
@DisgracefulMind - yup, it's completely gone...
Meanwhile Repentance is still gutted - I guess I'm just not going to allow any other Templar in my group to use Repentance.
Maybe this is Zenimax's vision on how teamwork and group synergy should work.
@Joy_Division - yup, you make a very good point.
DisgracefulMind wrote: »@DisgracefulMind - yup, it's completely gone...
Meanwhile Repentance is still gutted - I guess I'm just not going to allow any other Templar in my group to use Repentance.
Maybe this is Zenimax's vision on how teamwork and group synergy should work.
@Joy_Division - yup, you make a very good point.
Yeah, I told this to my friends already, I refuse to play with another Templar in group if they have repent on. I get focus fired entirely too hard to risk not getting that stamina back. Team work and group synergy = we all suffer according to Zenimax.
rhapsodious wrote: »Anyone have a picture/information on the new Siphoning Attacks values? Dare I even ask?
Twohothardware wrote: »This new change to Siphoning Attacks restores around the same amount of Stamina you get back on a single Dark Deal cast AND YOU HAVE TO WAIT 20 SECONDS AND LAND MULTIPLE LIGHT/HEAVY ATTACKS TO GET IT. In that same 20 seconds the Dark Dealing Stam Sorc could of just cast a half a dozen times and gone from zero resources to full resources on top of a huge heal per cast.
ZOS_GinaBruno wrote: »
General
- Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
- The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.]
Stamsorc isn't a stamsorc without streak and crit surge.. They both cost a TON of magica to cast...Twohothardware wrote: »The guy at ZoS that's making the final decision on these changes whether it be Wrobel or whoever must of been a total fail at Mathematics in school or is just lost on logic. This new change to Siphoning Attacks restores around the same amount of Stamina you get back on a single Dark Deal cast AND YOU HAVE TO WAIT 20 SECONDS AND LAND MULTIPLE LIGHT/HEAVY ATTACKS TO GET IT. In that same 20 seconds the Dark Dealing Stam Sorc could of just cast a half a dozen times and gone from zero resources to full resources on top of a huge heal per cast.
All of these changes to Siphoning/Leeching Attacks need to be completely reversed. ZoS seems to have no idea how a Nightblade functions and how you have to rely on both good Stamina and Magicka sustain due to the mix of class abilities that are real resource drains like Cloak and Fear on the Magicka side. On a Stam Sorc all of your main abilities are Stamina based so they lose nothing from giving up all their Magicka to spam Dark Deal for infinite sustain. It is not a trade off. It is not balanced. It is not close.
Learn to math ZoS/Wrobel and maybe get outside of your internal testing at the office where all of you are clearly running MagSorc's.