For me part of this showed when i learned that their current design goal was to adapt the other classes to the warden design philosophy of 1 tank/heal/DD classtree.
Funny thing, what's the DD skill tree in a NB? Siph? No, that's the healing tree. Shadow? No, that's the Tank tree. Assa? Only one dmg skill besides ulti and a buff that procs. And a gap closer.
ZoS has no clue... we know each class and how they work, saddle they are too busy hearing pod cast of thei own ideas instead of paying attention to us.
5 Julianos 5/4 IA or Moondancer w Maelstrom Backbar 1 Kena/Iceheart or 2 Ilambris/Grothdarr/Skoria, always destro, destro, mostly lightning.
5 Hunding/NMG/TFS/WM/VO/Sunderflame, always Maelstrom Backbar, always 2 daggers front bar
Heavy attack after each ability
Much diversity, very variation, such builds!
5 Julianos 5/4 IA or Moondancer w Maelstrom Backbar 1 Kena/Iceheart or 2 Ilambris/Grothdarr/Skoria, always destro, destro, mostly lightning.
5 Hunding/NMG/TFS/WM/VO/Sunderflame, always Maelstrom Backbar, always 2 daggers front bar
Heavy attack after each ability
Much diversity, very variation, such builds!No offense but I think you did not understand the essence of the topic at all. Just like you do not know the question you are talking about.
redspecter23 wrote: »I have to agree. A new patch should be filled with exciting new features, content and tweaks. As it is now, I dread new updates because the only thing on my mind is wondering what nerfs I'll have to deal with. I get that some nerfs are necessary for balance but this is just getting out of hand. Don't make your players hate new updates. That's not good business.
ztyhurstub17_ESO wrote: »redspecter23 wrote: »I have to agree. A new patch should be filled with exciting new features, content and tweaks. As it is now, I dread new updates because the only thing on my mind is wondering what nerfs I'll have to deal with. I get that some nerfs are necessary for balance but this is just getting out of hand. Don't make your players hate new updates. That's not good business.
This update was particularly disappointing for me. The Asylum weapons are mostly junk for PvE (except for the 2 ranged magicka DDs per raid that will use the staff) which is ironic considering we have to do "End Game" PvE to get the weapons. I will try to get in a group to run the trial and get achievements and all that, but I was hoping it would be much more appealing than it is currently.
My poor magicka DK is still reliant on "Off Balance" for any decent DPS and will get pushed out by any Stamina build in a raid since they do more DPS and don't consume "Off Balance" as much with their rotations. Unfortunately Magicka Templars are in the same boat...
I learned that sticking with the class that is in the "dog house" is an exercise in masochism and I might as well switch classes to one of the more effective ones (it may be several months and multiple patch cycles before they address an under-performing class). On the bright side I am finally getting around to using my Stamplar this patch.
I really hope they will take your feedback and it will influence the direction the game is going a little bit.
The nerfs will continue as a long as there is an open-ended buff each patch in the form of CP. Totally agree with Joy though -- nerfing class identity leads to a boring game. The reverse-physcology buffs this patch in particular.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_Wrobel
The OP by Joy and many of the responses in this thread represent thoughtful and articulate feedback regarding the state of ESO and it's current direction in terms of combat balance. If you want to foster a healthier relationship between the dev team and the player base, you need to:
1. Acknowledge that the concerns cited here are something you are aware of.
2. Respond with convincing arguments as to why these concerns are unfounded, or own up to these issues and provide some insight as to how you intend to correct them (hint: asking for and taking ideas from the community is a perfectly good response).
The goodwill of the community could literally be restored immediately if there was a genuine sense of collaboration and transparency with regard to combat balance. Dev notes in the patch notes are a plus. Dev posts like those Wrobel did in each official thread are a plus. But neither of these actually respond to what thoughtful community members are saying. We are being talked at, not talked with. There is no follow-up, no dialogue, and therefore no sense that the community is having any meaningful impact on the decision-making process.
AverageJo3Gam3r wrote: »Sorcs haven't been nerfed since the game was released. They get one small nerf and the forums go haywire. Remember the last time this happened when they proposed changes to velicous curse and it ended up getting a huge buff? The sorc whine game is strong.
Don't worry sorcs. You'll join the legions of DKs and Templars that have been through this before. You'll adapt and be fine.
Well, ZoS make a lot of nerfs, and most of them are needed. If you take the meta in EU it's zerg of 40% templar, with 30% Dk, 10% sorc, 15% NB and 5% warden.
Every one is tanky and have it's poket healer, in zerg NB are just destro machine and sorc Negate one. Even if you take small group, it's 80% of the time tanky player runing togever.
ZoS nerfed wrath, locked shuffle, and it's good things.
The weird point is like you said, about class skills : nobody asked for a fear nerf, a petrify nerf, or a frag nerf.
ZoS is trying making other morph/skills more appealing, that's why they nerfed fear, for make the other better, petrify is nerfed for make stone fist valuable and frag is nerf for make rune cage more appealing.
But well, ZoS should stop nerf class abilities for make other underused better. Buff the bad morph/skill, don't nerf the good one.
But the worst class nerf is the crystal frag one. As a sorc you need to delete your utility skill for slotting rune cage.
Crystal frag was used as the stun of the curse/frag/fury combo, and was used for some nice combo like heavy attack + frag + fury, or as an emergency stun, for going from the defensive to offensive mode.
You need to slot rune cage for making the job of the old crystal frag. You also lost a 1s - meaning 1 foce pulse in your rotation, since the stun is not in your damage anymore.
Some people think it's a buff because rune cage is undodgeable and unblocable, but streak is already undogeable and rune cage was already unblocable.
Well, ZoS make a lot of nerfs, and most of them are needed. If you take the meta in EU it's zerg of 40% templar, with 30% Dk, 10% sorc, 15% NB and 5% warden.
Every one is tanky and have it's poket healer, in zerg NB are just destro machine and sorc Negate one. Even if you take small group, it's 80% of the time tanky player runing togever.
ZoS nerfed wrath, locked shuffle, and it's good things.
The weird point is like you said, about class skills : nobody asked for a fear nerf, a petrify nerf, or a frag nerf.
ZoS is trying making other morph/skills more appealing, that's why they nerfed fear, for make the other better, petrify is nerfed for make stone fist valuable and frag is nerf for make rune cage more appealing.
But well, ZoS should stop nerf class abilities for make other underused better. Buff the bad morph/skill, don't nerf the good one.
But the worst class nerf is the crystal frag one. As a sorc you need to delete your utility skill for slotting rune cage.
Crystal frag was used as the stun of the curse/frag/fury combo, and was used for some nice combo like heavy attack + frag + fury, or as an emergency stun, for going from the defensive to offensive mode.
You need to slot rune cage for making the job of the old crystal frag. You also lost a 1s - meaning 1 foce pulse in your rotation, since the stun is not in your damage anymore.
Some people think it's a buff because rune cage is undodgeable and unblocable, but streak is already undogeable and rune cage was already unblocable.
He's not talking about PVP and 'wah they can one shot me I wanna one shot them too!' He's talking about how the classes are just so bland and boring now compared to launch. PVE and PVP.
IIRC ZOS said a while ago that content releases for the game would follow a pattern:
- 1 ''Chapter'' update, 1 QoL update, 1 Story DLC and 1 Dungeon DLC per year.
This year those would be Homestead(QoL), Morrowind(Chapter),Horns of the Reach(Dungeon DLC) and Clockwork City(Story DLC)
My GUESS is that for the next QoL update they will make some drastic class changes involving class homogenization with the whole 1 heal, 1 tank, 1 dps skill line they mentioned a while ago and that they are slowly starting to change skills/morphs to fit that goal(the agony rework for the siphoning ''heal tree'' for example).
IIRC ZOS said a while ago that content releases for the game would follow a pattern:
- 1 ''Chapter'' update, 1 QoL update, 1 Story DLC and 1 Dungeon DLC per year.
This year those would be Homestead(QoL), Morrowind(Chapter),Horns of the Reach(Dungeon DLC) and Clockwork City(Story DLC)
My GUESS is that for the next QoL update they will make some drastic class changes involving class homogenization with the whole 1 heal, 1 tank, 1 dps skill line they mentioned a while ago and that they are slowly starting to change skills/morphs to fit that goal(the agony rework for the siphoning ''heal tree'' for example).
I find it nearly impossible to make this game "balanced" or to satisfy people considering the amount of options available to customize how you play. Every skills can be morphed into two separate abilities, there's a ridiculous amount armor sets with no class limits, outside of class skills anything else can be used by other players with varying success, then there's the champion point system, mundus stones, enchantments, and traits.
Don't get me wrong. I love theorycrafting in this game. But if I was a developer working at ZoS, especially when it comes to working on balancing skills, I would have quit a long time ago. This game will become more balanced when you not only have class skill trees dedicated to specific roles, but also when players are forced to choose only one of 3 skill lines to use at any given time. Doesn't that sound lovely.
Like.....things really need to change. But I know when they do I'll be gone. I love BGs especially because it is no-CP. But to balance that with CP PvP is extra time and money. And ZoS has invested time and money into a system that a majority favors. I know if both options were available it would take longer to enter no-CP matches because our PvP community is not only small but shrinking.
This is not a traditional MMORPG. That's why we like it. But !@#$%, its nearly impossible to fix without making some serious changes that people will disagree with.
But this just how I feel...
Anyone remembers why they took away softcaps?
And yet, they are homogenizing the game as it is to make all classes the same and thus limiting play styles and gear used and forcing end game players into cookie cutter builds and dumbing down the game.
I would have preferred the soft caps over what we have now and where we are heading next.
Funny that you say that... the game was relatively fine when we didn't have cp and still had soft caps, a few minor changes to certain OP abilities and/or mechanics and it would've been great.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Softcaps actually granted the most build diversity this game ever had because builds would utilize both stamina and magicka abilities. A lot of people like to forget (or just weren't here pre 1.6) but pretty much every build relied heavily on magicka and stamina instead of just solely one resource. The biggest diversity restriction back then wasn't softcaps--it was that there weren't any stamina-based class morphs.
Softcaps actually granted the most build diversity this game ever had because builds would utilize both stamina and magicka abilities. A lot of people like to forget (or just weren't here pre 1.6) but pretty much every build relied heavily on magicka and stamina instead of just solely one resource. The biggest diversity restriction back then wasn't softcaps--it was that there weren't any stamina-based class morphs.
I can agree, though i was a terrible dual weld magplar trying to use mostly DW skills and all my stats were split back then .