The maintenance is complete and the PTS is now back online. The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test!
The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
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PTS Update 17 - Feedback Thread for Combat Balance

  • Adenoma
    Adenoma
    ✭✭✭✭✭
    Nerf combat physician and vampire lord.
    Adenoma-Badenoma-Sadenoma
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    I like most of the changes in this latest patch, except for this one:

    - Grim Focus: The stacks you build toward the bow proc for this ability and its morphs will now remain if you recast the ability early, or if the ability expires. The partial stack will be removed if you exit combat.

    - Known Issue: The bow proc will sometimes not play its distinct audio cue.

    Developer Comment:
    This change makes the ability effectiveness more consistent among players of different skill levels. It still rewards more skilled play, but is less punishing when someone makes a mistake.

    It's not about being punished for mistakes but whether the ability can be used from stealth/invisibility when already engaged against another player. With this change, a NB player could simply charge the bow before entering stealth again and keeping it up until an opportune moment to use it as a ganking tool. If the sound doesn't play correctly, this would be even worse.
    Instead of or in addition to the stack being removed out of combat, I would suggest a reset timer after which the stack is set back to 0, that is refreshed on every light attack while the buff is active.
    Edited by ToRelax on January 22, 2018 11:32PM
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Zer0oo
    Zer0oo
    ✭✭✭✭✭
    Toppling Charge and crushing shock should get another secondary effect since you now get the effect from basic game mechanics.
    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.

    Boss lvl enemies off-balance can still be refreshed by the tactician passive(at least it seemed that way).
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Dovjun
    Dovjun
    Soul Shriven
    About off balance :
    I made some tests on PTS today. As far as I see target dummies are not affected by off-balance cooldown, contrary to dungeons and world bosses.

    I think it would be great if target dummies had the same behaviour as bosses, regarding off balance mechanism and cooldown. This would help us to test builds in better condition, and also help avoiding the proliferation of build optimized only for target dummies, which is sometime already a problem.
  • Rugel
    Rugel
    Soul Shriven
    Separate pve and pvp balances

    PvP'ers will just find new ways to get cheap kills, creating the nerf cycle all over again for PvE players.
  • grannas211
    grannas211
    ✭✭✭✭✭
    Lord wrote: »
    *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

    Found Wrobels alt account guys.
  • Brutusmax1mus
    Brutusmax1mus
    ✭✭✭✭✭
    Lord wrote: »
    *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'm so glad you have nothing to do with balance
  • Anhedonie
    Anhedonie
    ✭✭✭✭✭
    ✭✭
    Make every ability deal 1 damage and bring back soft caps.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    Soooooooo....werewolf? Maybe sometime this decade? @ZOS_GinaBruno .
    0331
    0602
  • Tarrocan
    Tarrocan
    ✭✭✭✭
    Lord wrote: »
    *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

    Hehe ,this kind of Community ppl make this Game sooo much better.
    I know why this all happen in this Game.
    AD MagDK 'General Degree <-Main
    AD MagDK 'Kiana
    AD MagDK Kiana The Fire Mage
    AD MagDK General Degree
    AD MagDK 'Tarrocan
    AD StamDK Tarrocan
    AD MagNB GrimKiller
    AD MagCro Som Ting Wong
    AD StamCro 'Som Ting Wong
    AD MagPlar Della Grant
    AD StamPlar R I M M A
    AD MagSorc Nautilus
    AD StamSorc R O M M I
    AD StamNB Iba
    AD MagDen Desi Roots
    AD StamDen Diablo
  • coplannb16_ESO
    coplannb16_ESO
    ✭✭✭✭
    haha omg, that post from "Lord" is hilarious. Guess which class he plays... yeah could be undercover Wrobel.
    max level: mDK, stamBlade, stamSorc, magPlar, mDen, stamDen, magBlade, stamCro
    ESO+
    # of mules: 4 (FULL)
    maxed bank: FULL -_-
    Stop the grind! Get rid of stupid events and daily-quest gallore. Get rid of "have a chance of 1 in a million to get a piece of 1 in 30 to get a stupid motif or pet... wtf..."
    And at this point just remove all classes and have everyone choose their set of skills. then balance accordingly to skills always used vs. skills never used.
  • TheDoomsdayMonster
    TheDoomsdayMonster
    ✭✭✭✭✭
    Adenoma wrote: »
    Nerf combat physician and vampire lord.

    NEVER!!!!!!!!!!!!!

    Any attempts to nerf those gear sets combined with the Destruction of Zion will result in the eradication of the entire Human Race...

    Now...do you really want to risk it all to nerf two of the most OP gear sets in the entire game!??

    :trollface:
    Unyeilding Bias
    PSN TheLordofMurder
    PS4 NA
    Magicka Templar
    DC
    The Combat Physician: https://www.youtube.com/watch?v=ZKaqUVm_8JE&t=142s
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