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https://forums.elderscrollsonline.com/en/discussion/668104/

PTS Update 17 - Feedback Thread for Combat Balance

  • Adenoma
    Adenoma
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    Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.
    Adenoma-Badenoma-Sadenoma
  • danno8
    danno8
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    Nibelaja wrote: »
    New Zaan monsterset seems to be nice for magicka melees, correct me if im wrong:

    (3440 + 1,5 x 3440 + 1,5^2 x 3440 + 1,5^3 x 3440 + 1,5^4 x 3440)/15 = 3024,33 DPS

    With good weaving you should be able to maintain the uptime flawless.

    It might be even better than that. Often these sets count "0" as the first tick then apply damage on each subsequent tick. So in this case the total number of ticks would be 6 so one more than your calculation.

    Would need to be tested to be sure though. (That last tick would be 26k damage if it is 6 ticks )

    edit: I wouldn't get too excited though. Any set in this game that stands out gets nerfed back in line with every other set. That's part of the reason why new sets usually aren't very exciting.
    Edited by danno8 on January 10, 2018 1:29PM
  • Tommy_The_Gun
    Tommy_The_Gun
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    Since AOE caps are removed on PTS I think ZOS should make a stress - test for Cyrodill - What will happen when a lot of people (like 50) start to fight and all will run some AOEs (Eye of the Storm, Caltrops etc.)
    What will happen if there will be multiple AOEs in one spot and there will be like 50 targets all getting hit by all those AOEs.

    Keep in mind - not so long ago (like 3 days ) EU Cyrodill PvP server crashed because there was a giant fight between all 3 factions... And keep in mind - currently it was with AOE caps...
    So i think since this is a "test" server - this should be on a check-list. ;)
  • Azurya
    Azurya
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    "Nightblade

    Assassination
    Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
    Developer Comments – Gap Closer Abilities:
    Spoiler

    We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.


    Templar

    Aedric Spear
    Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.

    Weapon

    Two Handed
    Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
    Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
    Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    One Hand and Shield
    Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%."


    It would be just fair to decrease the cost at the same marge.
    And to be honest, so much dmg they don´t cause in comparision to their usefullness. The dmg get added by using other skilla/abilities, sets aso.
    Cheap in use they are certainly not, 3442 Stamina or 4050Magicka is not what I recall as an sell-out!(teleportstrike and morphs)
    And it is not clear to see, why using these abilities are looked at as being offering more advantages as for example fragments etc.
    As melee-player in dungeons and trials you need these gapclosers often to get fast to the boss, mobs or whatever to get dmg on them.
    Ranged players can stay at range and put dmg on those opponents, we must close the gap first and after that we can start to put on dmg.
    I read this and think: ah once again melee players get punished for being melee. You at ZOS think it is an advantage to be melee?? Well you are killing us, patch after patch. Why should it be an advantage to get to an enemy fast.
    So it is just predictable that melee-dmg is less wanted once more, in trials(no need there), pledges(oh you are stamblade, stay home) or wherever.

    Think it over what you are doing, just to pls some players in PvP, by killing whole playstyles? Is it really true that you want just one meta for everyone and you support this by devastating whole grps of other players???
    @ZOS_GinaBruno
    Edited by Azurya on January 10, 2018 2:13PM
  • Bashev
    Bashev
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    Since AOE caps are removed on PTS I think ZOS should make a stress - test for Cyrodill - What will happen when a lot of people (like 50) start to fight and all will run some AOEs (Eye of the Storm, Caltrops etc.)
    What will happen if there will be multiple AOEs in one spot and there will be like 50 targets all getting hit by all those AOEs.

    Keep in mind - not so long ago (like 3 days ) EU Cyrodill PvP server crashed because there was a giant fight between all 3 factions... And keep in mind - currently it was with AOE caps...
    So i think since this is a "test" server - this should be on a check-list. ;)

    Removal of AoE caps will increase the performance. Right now more than 50 people take damage. The damage is just reduced. Furthermore more calculations are needed because server should calculate the position of the players and distribute the damage for those who are closer to be more. Now it will be simple. If you are in you take the full damage.

    The server wasnt responsive in the past because we had fight on flags 30 players stacked spamming AoEs. Healing is smart, damage is not. These people cannot kill each other and they just lag the server.

    TL, DR I expect that the removal of the AoE caps will improve the sever calculations.
    Edited by Bashev on January 10, 2018 1:36PM
    Because I can!
  • Animus-ESO
    Animus-ESO
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    Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.

    THINGS THAT ARE BROKEN:

    Puncturing Sweep:
    Missing 50% of the damage on moving targets
    The sounds have changed (not a big deal but makes me uneasy)
    Puncturing Sweep is doing LESS damage now then live
    Puncturing Sweep is not healing while doing damage
    Seems like the cone of damage Puncturing Sweep provides is more narrow now.
    Seems like Puncturing Sweep cone of damage is lagging behind the player casting it(I move faster now but the cone doesnt)
    Radiant oppression:
    This skill is not scaling correctly still, practically worthless as a execute vs players

    Examples:

    No healing on jabs. Along with the sound issues.



    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif
    Dude Where's My Guar?
  • ruikkarikun
    ruikkarikun
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    Hi, can some explain.
    What will be with mana sorc pet build after this off balance change?

    I leveled mana DK this week for PvE, so after this changes it will not work at all or is there alternative build for it?
  • Joy_Division
    Joy_Division
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    Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.

    THINGS THAT ARE BROKEN:

    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif

    Yep. This is busted, though not new. Happens on Live.
    Edited by Joy_Division on January 10, 2018 2:07PM
  • Animus-ESO
    Animus-ESO
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    Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.

    THINGS THAT ARE BROKEN:

    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif

    Yep. This is busted, though not new. Happens on Live.

    its worse now if you can believe that
    Dude Where's My Guar?
  • casparian
    casparian
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    Templars skills still are not performing correctly. I have documented some of the issues on my thread but it keeps getting buried.

    THINGS THAT ARE BROKEN:

    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif

    Yep. This is busted, though not new. Happens on Live.

    its worse now if you can believe that

    Right. This happens regularly on live, but hitting with Jabs/Sweeps is still the norm and not the exception. On the PTS, actually getting the ability to connect with a moving target is the exception.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Dracane
    Dracane
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    Lord_Ninka wrote: »
    I find it interesting how many people imply that a permablock build is the only viable option for end-game pve tanks. I don't have enough experience as a tank to tell for myself, but I can't help wondering, doesn't anyone disagree? Can't you tank end-game stuff without a permablock build?

    If end-game PvE tanks really are forced into a permablock build, then I think that's an issue in itself. In my opinion it would be very bad for the game and the freedom we have in our builds if it's impossible to ever drop your block even for an occasional heavy attack.

    Of course you can. People permablock, because it's OP and they want it to stay.
    There are situations, where you must block alot, for example the Axes in vAA. However, it's not as extreme as people claim. It's not like these axes spam heavy attacks. You don't need to block their light attacks and the heavy attacks are predictable so you can block at that moment instead of lazy permablock. Also, you have a healer and hopefully some self sustain to deal with their light attacks.

    Permablocking is a safe way for everything. But when you know a boss and know his movements, you can block when it's needed and don't need permablock and I hope, this change pushes people into more skillfull play when it comes to tanking. Instead of permablock, people could use the less damaging phases to restore stamina with heavy attacks.
    Edited by Dracane on January 10, 2018 2:27PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

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  • jaws343
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    Does the removal of AOE caps make Devouring Swarm useful again? Imagine a Devouring Swarm bomb paired with VD and Magic Det. You could move at full speed and the heals should keep you alive through the duration of the ultimate. And it is cheaper than the destro ult.
  • ManDraKE
    ManDraKE
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    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif

    yeah, i noticed that *** too, face to face to the target and jabs not hitting. Is happening on live (and seems to affect both magika and stam morphs)
    Edited by ManDraKE on January 10, 2018 3:03PM
  • Toc de Malsvi
    Toc de Malsvi
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    ManDraKE wrote: »
    Jabs not able to hit moving targets or some times stationary targets while you are strafing.

    SZbYVHi.gif

    yeah, i noticed that *** too, face to face to the target and jabs not hitting. Is happening on live (and seems to affect both magika and stam morphs)
    I believe its an issue with all conal attacks. I have similar issues with Arrow Spray and morphs. If I'm anywhere near the target and they are moving in any direction other than straight forward and backwards, then it become neigh impossible to hit them. I end up wasting most of my casts.
    Legendary Archer of Valenwood
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    Templar's are evil..
  • Zer0oo
    Zer0oo
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    A few more suggestion for pve balance:
    • Switch the order of the exploiter peak in the cp to unlock at cp10: This will help new player to reach this important passive faster and will help magicka dds to spread their cp better e.g. not forced to put 75p in this three
    • symmetrize the support sets to support mag and stam dds equally: e.g. night mother/sunder should also give spell resistance reduction, worm should reduce stam and mag cost by 5%....

      This would help with not stacking to many too many dds of one spec because you already have the support sets in your group but would make it on the other hand necessary to run both specs to get the max on support sets if mag dds would actually get a useful support set. (no full mag or stam raids)
    • reduce the cost of all spam-able skill(~20%) to encourage people more to use a light attack rotation and only heavy attack if they need resources. Right now everyone runs some idiotic heavy attack build because light attack rotations are no longer sustain able after the morrowind sustain slaughter. Which actually made sustaining extrem easy since heavy attacks are a fixed part of the rotation you do not longer have to worry about sustain.

    Will there be a class balance this patch? The last few patches it was always said next patch and this game has not really seen a class balancing since morrowind, but morrowind was more about sustain nerfs and not really about class balance.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
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  • ruikkarikun
    ruikkarikun
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    So can someone who test PTS tell me will be pet mana sorc work after off balance changes and what about Mag DK please.
  • OrphanHelgen
    OrphanHelgen
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    Undaunted - Shadow silk:

    I suggest give the damage scaling and damage done to the player who use the skill, not the player who use the synergy.
    Mostly becasue it's poison and physical damage, and 99% of the range players are Magicka and won't get full benefit from the synergy use. This is a "hidden" buff to bow users tho - funfact. I'm still not sure if the synergy scales with wpn dmg and wpn crit, but I'm sure it scales with champion points. When I tested, It always critted for around 30% which was the crit rate my healer friend who used it had, while I had around 60% crit rate on the test. I putted more CP in mighty, and the dmg output from the synergy got boosted for sure.

    In therms of general group dps, it doesn't matter that much. It's a great skill and damage output if the synergy is being activated, and the changes so bosses doesn't need to be snared, was needed for sure.
    I still don't think this skill will be used by many players, mostly becasue they won't get the damage themself, and only range can activate the synergy. While talking about skills not being used, I just want to quick mention Soul Assult skill line as well ;).

    I understand if it's really needed to balance the skill in competitive plays, but this game isn't that competitive and most players play for fun anyway, and this skill just isn't fun to use as it is right now.

    The cast animation for it is also very slow, making it harder and slower to animation cancle. Other skills you can weapon swap immediately after, but this skill you have to wait a bit for the skill to be casted, then swap.
    PC, EU server, Ebonheart Pact


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  • Waffennacht
    Waffennacht
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    So mDKs are getting better in PvP?

    GD, F - it, housing here I come!
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • the_Beard
    the_Beard
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    beetleklee wrote: »
    @ZOS_GinaBruno

    Can we rework MagDK a bit? I think testing the Flame Lash proc on burning instead of off balance would help. MagDK has awful sustain and the nerf to off balance uptime hurts it the most because this is the only build that really relies on off balance for damage and sustain. This would also let it not overperform in PVP where DOTs/burning can be purged.

    Molten Whip can't be sustained either, same with Force Pulse. It'll probably dip to being completely bottom tier for DPS if this change goes live.

    It's just disheartening to have a playstyle I enjoy so much and a character I've worked hard on keep getting indirectly nerfed each update when it needs help more than anything.

    Also wouldn't mind some cost reduction on skills or a buff to Eruption (it costs a ton and could do more damage.) MagDK's sustain is so bad and this is the final nail in the coffin.

    This. Flame lash used to be (and still is) the morph of choice for PvP. All that needs to be done here to avoid the broken 5x power lash in a row is to fix it so that cc immunity post-fossilize prevents multiple follow-up power lashes.

    Why not let flame lash continue to be the morph of choice for pvp, and make it so molten whip is once again not only viable, but the best choice for PvE, via increased damage and reduced cost.

    Molten whip needs to be re-worked. I tested it last night, and I absolutely could not get it to do more dps than flame lash. Using the typical flame lash rotation, I was able to do just a hair under 40k dps on a target skeleton, using bsw/grothdarr/4md, double inferno staves, and my own ele drain. For comparison sake, I am able to pull 43k dps doing the easymode afk sorc double pet heavy attack rotation, and magicka nightblades are still pulling well over 40k dps as well. When I re-morphed to molten whip, I ran into big sustain issues (far worse than getting 1-2 flame lash per rotation because of trap beast), and the increased dps its supposed to give to all other ardent flame abilities did not make up for the lost sustain. IIRC I was only able to achieve 36k dps or so using molten whip, which is pathetic. Perhaps molten whip can be buffed in both base damage, in increased damage to ardent flame abilities, and a cost reduction to make it more on par with flame lash. Because as of right now (and every patch since morrowind), Molten whip isn't being used by ANYONE. Molten whip used to be extremely powerful prior to morrowind, as it could be easily sustained back then. Now because of the horrible sustain, its an automatic dps loss no matter how you try and make it a part of your rotation.

    I also made a suggestion in another thread to make flame lash have a chance to proc power lash IF the target is burning (which on a DK should be quite high), but make it so there is something like a 60% chance to proc power lash if the target is burning, so that it isn't OP. If it were just only based on the target burning, certain builds would be able to proc power lash 80% of the time or more. Putting a percentage on top of the burning could tone it down a bit.

    Eruption also needs to be looked at. It is just far too expensive. Plain and simple. I get that its an 18 second dot, but 4k magicka cost is brutal to our already horrid sustain. The cost needs to be reduced drastically, and the damage needs to be increased, as it sometimes falls to the bottom of damage reports, underneath burning embers, engulfing glames, and sometimes even flames of oblivion.

    I've been playing stam (or ranged magsorc) in every single raid since morrowind launched. I would absolutely love for mDK to be not only viable, but strong once again in trials, so I can sometimes play once again on my favorite toon, and not one my many other alt toons that I've played less time on that do far more damage.

    @ZOS_GinaBruno @ZOS_Wrobel
    Edited by the_Beard on January 10, 2018 8:12PM
    theBeard - PC NA cp1200+
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  • Nihility42
    Nihility42
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    Skander wrote: »
    Just waiting for a warden-passives nerf. For now it has all the good stuff

    Shhh... warden is perfect. Leave warden alone.
  • Cage_Lizardman
    Cage_Lizardman
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    Nerfing block cost seems horribly stupid. My warden tank is not of the permablocking kind, I already do a lot of heavy attacks, and I seriously doubt I'd be able to tank vBF again with the setup I have now.

    The problem isn't just block cost but also the means used to sustain it, abilities that allow you to regain stamina while holding down the block button. And I think only DK's have a really good one of those? I would adjust those instead so they're less useful when blocking.

    If you want tanks to only block heavy attacks, then I would like some way to not block the light attacks coming in at the same time, besides ungodly timing skills and 0 ping.

    There are bosses, for example the ones in vBF, that will oneshot you with no warning in some circumstances. If you dodgeroll a heavy attack, or lose taunt on one and get it back, he will sometimes do a heavy attack instantly without doing the full animation, requiring you to block just in case.

    It's already rare to find a tank who can handle vBF. Only way I can do that one smoothly is with very good dps. I have done it smoothly many times as DD with tanks that can permablock, even nodeath with 3 dd's and no healer. In a random group one tank who had never done it before managed it on his first try because he could just sit there holding block. I fear many tanks who are used to mostly holding block are not going to adjust very well. It will also require more from healers, who will have to pay more attention to the tank. Probably less of a problem in vBF where you can stay stacked but more complicated in fights where you can't.
    Edited by Cage_Lizardman on January 11, 2018 2:33AM
  • Twohothardware
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    Adenoma wrote: »
    Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.

    Needs a cost increase and remove Major Heroism. Shimmering Shield is the only thing on the Warden I agree is imbalanced when a lot complain about how OP Warden is. It's not balanced compared to Wings for StamDK. With the Magicka return you can keep Shimmering Shield permanently up whereas on StamDK a couple of flaps and you're out of resources.
  • Qbiken
    Qbiken
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    My thoughts:

    * Block-cost:
    Can´t say I´m a big fan of the change, but after lurking around a bit I´ve seen experienced tanks being able to reduce their block-cost on PTS lower to what they can on live by sacrificing some magicka recovery. So overall I think it will be doable for PvE. For PvP the "in-killable" builds will remain unkillabe. The issue was never with the block-cost in the first place. Overperforming healing (together with overperforming healing reducing effects) are the villain here. Also the ability to mitigate a lot of damage without the need to block plays a big part here.

    * Off-balance:
    I will speak from a magDK PvE perspective, because they´re those who are most affected by the changes to off-balance. At the moment on PTS, as long as concussion and off-balance is refreshed you can spam power-lash. I feel this is not intended but I would love to see it go live since magDK is in such a bad spot for PvE right now. In PvP on the PTS you can spam up to 4-5 flame-lashes with the new changes. This has caused people to ask for nerfs to magDK and power-lash. MagDK does not need more nerfs. I would´ve preferred off-balance to be left untouched (as it works on Live at the moment) but since that request is pointless I won´t talk about it more, just wishful thinking. The off-balance immunity on bosses need to be significantly lowered. 15-20 seconds is way to long. Make it 10-15 seconds at maximum. My point is that you shouldn´t mess too much with Flame-Lash unless there´re other plans to help magicka DK with their sustain-issues in PvE. I don´t know how many times I´ve written this but I´ll write it again:
    - Revert the changes to Battle Roar and Helping hands to its pre Morrowind state (Will help stamDK in PvP as well)
    - Reduce the cost of several DK skills (Ash Cloud, All ardent flame abilities)
    - Rework combustion passive: It now reduces the cost of your skills against an enemy affected by ardent flame abilities by X%

    With these changes to DK, they´re no longer dependent on off-balance to work in raids and can use molten whip for more damage and flame-lash for more PvP oriented gameplay.
    Adenoma wrote: »
    Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.

    Needs a cost increase and remove Major Heroism. Shimmering Shield is the only thing on the Warden I agree is imbalanced when a lot complain about how OP Warden is. It's not balanced compared to Wings for StamDK. With the Magicka return you can keep Shimmering Shield permanently up whereas on StamDK a couple of flaps and you're out of resources.

    If you remove Major Heroism from this skill you will kill the uniqueness of the skill. I can agree on a cost-increase or removing the magicka return. Another suggestion I´ve had in mind is that all 3 shields need to expire in order for the major Heroism buff to occur. P

    * Synergies:
    Good overall changes, however I feel 30 seconds cooldown is way to much. Leave synergy cooldown at 20 seconds so that you encourage the usage of synergies and group-play.

    * Templar:
    I´ll assume the current state of magplar on the PTS is bugged and will be fixed in the upcoming PTS-patches. Fixing Sweeps/Jabs and Beam should be high priority since they´re so class defining skills that´s been broken since Morrowind. If not then magicka Templar will be even worse state than they´re on live.
  • BohnT
    BohnT
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    Qbiken wrote: »
    My thoughts:

    * Block-cost:
    Can´t say I´m a big fan of the change, but after lurking around a bit I´ve seen experienced tanks being able to reduce their block-cost on PTS lower to what they can on live by sacrificing some magicka recovery. So overall I think it will be doable for PvE. For PvP the "in-killable" builds will remain unkillabe. The issue was never with the block-cost in the first place. Overperforming healing (together with overperforming healing reducing effects) are the villain here. Also the ability to mitigate a lot of damage without the need to block plays a big part here.

    * Off-balance:
    I will speak from a magDK PvE perspective, because they´re those who are most affected by the changes to off-balance. At the moment on PTS, as long as concussion and off-balance is refreshed you can spam power-lash. I feel this is not intended but I would love to see it go live since magDK is in such a bad spot for PvE right now. In PvP on the PTS you can spam up to 4-5 flame-lashes with the new changes. This has caused people to ask for nerfs to magDK and power-lash. MagDK does not need more nerfs. I would´ve preferred off-balance to be left untouched (as it works on Live at the moment) but since that request is pointless I won´t talk about it more, just wishful thinking. The off-balance immunity on bosses need to be significantly lowered. 15-20 seconds is way to long. Make it 10-15 seconds at maximum. My point is that you shouldn´t mess too much with Flame-Lash unless there´re other plans to help magicka DK with their sustain-issues in PvE. I don´t know how many times I´ve written this but I´ll write it again:
    - Revert the changes to Battle Roar and Helping hands to its pre Morrowind state (Will help stamDK in PvP as well)
    - Reduce the cost of several DK skills (Ash Cloud, All ardent flame abilities)
    - Rework combustion passive: It now reduces the cost of your skills against an enemy affected by ardent flame abilities by X%

    With these changes to DK, they´re no longer dependent on off-balance to work in raids and can use molten whip for more damage and flame-lash for more PvP oriented gameplay.
    Adenoma wrote: »
    Have we forgotten about how silly shimmering shield is? Access to one of the best buffs in the game and near invulnerability to ranged abilities.

    Needs a cost increase and remove Major Heroism. Shimmering Shield is the only thing on the Warden I agree is imbalanced when a lot complain about how OP Warden is. It's not balanced compared to Wings for StamDK. With the Magicka return you can keep Shimmering Shield permanently up whereas on StamDK a couple of flaps and you're out of resources.

    If you remove Major Heroism from this skill you will kill the uniqueness of the skill. I can agree on a cost-increase or removing the magicka return. Another suggestion I´ve had in mind is that all 3 shields need to expire in order for the major Heroism buff to occur. P

    * Synergies:
    Good overall changes, however I feel 30 seconds cooldown is way to much. Leave synergy cooldown at 20 seconds so that you encourage the usage of synergies and group-play.

    * Templar:
    I´ll assume the current state of magplar on the PTS is bugged and will be fixed in the upcoming PTS-patches. Fixing Sweeps/Jabs and Beam should be high priority since they´re so class defining skills that´s been broken since Morrowind. If not then magicka Templar will be even worse state than they´re on live.

    Major Heroism shouldn't be gained when you completely ignore a full playstyle. There is one other way of gaining major heroism and that requires you to be at 20% health and it has a very long cooldown.

    Major Heroism needs to be removed from that skill or at least switched to minor. The magregain is completely out of hand aswell you pay 400 magicka per cast while removing all pressure a range build could apply.

    Warden is just completely overfilled with too strong abilities that need to be nerfed
  • Zer0oo
    Zer0oo
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    Can we get a rebalance for snares in pvp? PLEASE
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • LioraValkyrie
    LioraValkyrie
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    xcewd04d1jgy.png
    03vojqdl91dt.png

    There is literally no difference between DPS on the target skeleton, which appears to be using the old off-balance system, and a dungeon boss, which is using the new off-balance system. If a group is struggling to keep up off-balance in a trial, I would suggest that one MagSorc using a charged front-bar staff, whilst losing maybe 1.5k dps themselves, could provide 100% uptime for the entire group, even if nobody else is using Lightning Wall. Each instance of concussion coinciding with a Lightning Wall tick refreshes off-balance, so that it may be maintained indefinitely and the "15-20" second immunity never comes into play.

    It would appear to me that this potential immunity period is intended to penalize groups for losing off-balance due to sloppy rotations as opposed to directly cutting dps across the board. Maintaining off-balance will now become a paramount consideration when organizing groups, as opposed to something that just happens without putting any real thought into it. A tank using a lightning staff back-bar, or a healer using blockade, isn't going to cut it any more - we're going to have to concuss the brains out of bosses.

    HA builds are very much alive, capable of exceeding 40k single target dps with massive cleave and infinite sustain, and I will continue to run one in DB if the current ruleset holds. And I sincerely hope it does. Unless some sort of hysteria takes hold, and the community decides HA builds are dead because... because... I would imagine the only change to PvE dps meta will be to make sure that the "15-20" second off-balance immunity never gets a chance to proc by overloading concussions on the boss through more use of charged and/or Asylum weapons.
    Mistress of Apocrypha - Master PetSorc

    Founder of The Lollygaggers
    Creator of the 1-bar vMA build
    World first solo vFH
    Unchained Altmer Sorc Tank

    Visit me on YouTube! Mistress of Apocrypha ESO
  • Sigtric
    Sigtric
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    beetleklee wrote: »
    @ZOS_GinaBruno

    Can we rework MagDK a bit? I think testing the Flame Lash proc on burning instead of off balance would help. MagDK has awful sustain and the nerf to off balance uptime hurts it the most because this is the only build that really relies on off balance for damage and sustain. This would also let it not overperform in PVP where DOTs/burning can be purged.

    Molten Whip can't be sustained either, same with Force Pulse. It'll probably dip to being completely bottom tier for DPS if this change goes live.

    It's just disheartening to have a playstyle I enjoy so much and a character I've worked hard on keep getting indirectly nerfed each update when it needs help more than anything.

    Also wouldn't mind some cost reduction on skills or a buff to Eruption (it costs a ton and could do more damage.) MagDK's sustain is so bad and this is the final nail in the coffin.

    QFE

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

    Show Me Your Dunmer
    [/center]
  • Minalan
    Minalan
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    I’m overall happy with the changes. Blocking costs. AOE caps. Reduced damage on gap closers. It’s about time. Genius in fact, and I sincerely thank you for listening to the community.

    1. Bad show on the new melee range instant gank proc set. It’s like we didn’t learn anything from Selene, Viper, and Velidreth. Are the same design people working on this? If there was turnover in the group, please explain the history, why all proc damage is unable to crit, and why most of it was converted to damage over time.

    2. Please rethink interrupt immunity. Cut the interrupted skill forced cool down to 1-1.5 seconds and remove all interrupt immunity. The immunity will make some skills such as dark deal/dark conversion completely broken. The whole downside/balance to those abilities is that you have to be smart about if/when you use it. You have to CC the other guy, or LOS, or play smart. Breaking a stun shouldn’t let my Sorc dark deal himself to full resources right in your face.

    That goes for any channel spell. You can’t expect to cast channel heals right in the face of the enemy. The seven second immunity also makes spells like crushing shock pointless. Why bother taking that morph when the enemy can just break free and cast whatever they want?

    3. Please work closely with the MagDK community on fixing the five power lash thing. We all know it’s ridiculously broken, but there are wiser heads that actually play the class who know how to fix it.
    Edited by Minalan on January 11, 2018 8:14PM
  • MyrddinEmrys
    MyrddinEmrys
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    Ill post my various thoughts as I have time but for the moment I would like to make known that I am very dissapointed that the stun was not re-added to Crystal Frags. Perhaps some people did not understand it in PvE, but the stun was as useful as the main damage for me.

    If you wont add the stun back to CFrags, please at least give it Knockback.
  • Minalan
    Minalan
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    Ill post my various thoughts as I have time but for the moment I would like to make known that I am very dissapointed that the stun was not re-added to Crystal Frags. Perhaps some people did not understand it in PvE, but the stun was as useful as the main damage for me.

    If you wont add the stun back to CFrags, please at least give it Knockback.

    I’ll settle for getting 10% damage back...the stun would be nice though.
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