When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
Nerf combat physician and vampire lord.