mr_wazzabi wrote: »Great points, but nothing was mentioned about 2h imbalance in pve. The 2h light attack nerf was unecessary. Was this discussed at all?
Forceful should crit again. What was the reason for removing its crit?
The question Wroebel made about bar space being insufficient actually brings to mind a rather important point.
There's too many skills in ESO whose value comes from being slotted, thanks to the large ammount of "When you have X ability slotted" passives so many classes have. Specially Sorcerers and Templars.
I recently started to play Magicka DD Templar after years playing healer, and the Ancient Knowledge Passive summed to the Piercing Spear, Spear Wall, and Burning Light passives makes my bar setup incredibly restricted. I rarely actually use more than two skills in my bar. I rarely even use the ultimate in my main bar since it's often just there to activate passive boosts.
Giving Templars and Sorcerers more passives that are active at all times could really help.
This was basically the conclusion... You have to slot too many things on too little bar space.
Joy_Division wrote: »@first_kodiak @Derra @SorataArisugawa
OK there is a serious miscommunication here and I can see how that my explanation is the cause of it.
Main point: Sorcerer sustain is a Pain point in PvE is on the list It's there. It's there because we class reps agree Dark Conversion is not a satisfactory solution to this pain point. If I felt otherwise, it wouldn't be on the list.
What I was trying to convey was that I think it was a legitimate question by the devs to challenge us why the sorcerers skill devoted for the sustain wouldn't work. I don't think the devs should just roll over and accept everything the players or we throw at them. They should ask hard questions. They should challenge us. Just because I understand where the devs are coming from does not mean I agree with their assessment or disagree with the very pain point that is on the list. It means I am OK in a discussion where people want to know more or why a readily available alternative is not good enough. In fact, I respect that. I'd be worried if we didn't get push back because that would suggest to me the other side doesn't have an intellectual spine.
That's all I was trying to say. I DONT think Dark Conversion is a end-game competitive means for PvE sustain. I DO think people can make it work to have good (albeit not BiS or great) parse (indeed as I said I've seen them) so I do understand why the devs would challenge us here. So I'm totally fine with them doing that. I can see how in my attempt to say I'm fine with them challenging us, I gave the wrong impression and not addressed your concerns.
So, to sum up:
- I and the other reps do think PvE sorcerer sustain is a pain point
- This was commuciated to the devs
- When the devs challenged us, we stuck to our guns and said yes Dark Conversion is a good ability, however slotting it is going to create other issues and not solve the problem
- Apologize for the confusion
I think it was a legitimate question by the devs to challenge us why the sorcerers skill devoted for the sustain wouldn't work. I don't think the devs should just roll over and accept everything the players or we throw at them. They should ask hard questions. They should challenge us.
rosendoichinoveb17_ESO wrote: »I did not see any mention of pets negatively impacting mechanics in trials. There are a lot of trial boss fights where pets are not recommended.
This causes negative attitude of other players towards pet sorcerers and pushes them away from their preferred play-style.
Trial fights should be changes so that pets don't affect any of the mechanics. Please have that looked into as well.
We gave this list to Devs during the meeting. @stileanima made this especially for Warden Bear but it is basically same thing for all pets including the ones that proc from item sets.
1. The Mage's "Chain Lighthing" (the Bear attracts this mechanic and can easily kill nearby teammates)
2. The Serpent's "World Shaper" (the Bear will die to this if it gets hit, and while you can control it so it moves from it, doing so is a massive DPS loss)
3. Llothis' "Defiling Blast" (if the Bear is hit by 2 or more ticks of this, it will die)
4. Llothis' ground AOE (if the Bear stands in this for any extended period, it will die)
5. Olms' "Storm the Heavens" (the Bear attracts this mechanic and, if mobile while doing so, can kill other teammates that it runs over)
6. Any boss mechanics that stun, knock back, etc., such as the Assembly General's stomp, the Hunter Killers tail swipes, the Pinnacle Factotum's shock AOE. The Bear will become stunned by these and other attacks, resulting in a DPS loss.
•Heavy armor still seen as more desirable for PvP, especially for stamina builds. The idea of moving the critical hit passive from the Champion tree to the Light and Medium armor skills was floated around.
Jimmy_The_Fixer wrote: »When every class in the game feels they're not mobile enough, maybe the problem is all of the roots and snares being thrown around with no diminishing returns.
ZOS_GinaBruno wrote: »[*] Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
Transairion wrote: »rosendoichinoveb17_ESO wrote: »I did not see any mention of pets negatively impacting mechanics in trials. There are a lot of trial boss fights where pets are not recommended.
This causes negative attitude of other players towards pet sorcerers and pushes them away from their preferred play-style.
Trial fights should be changes so that pets don't affect any of the mechanics. Please have that looked into as well.
We gave this list to Devs during the meeting. @stileanima made this especially for Warden Bear but it is basically same thing for all pets including the ones that proc from item sets.
1. The Mage's "Chain Lighthing" (the Bear attracts this mechanic and can easily kill nearby teammates)
2. The Serpent's "World Shaper" (the Bear will die to this if it gets hit, and while you can control it so it moves from it, doing so is a massive DPS loss)
3. Llothis' "Defiling Blast" (if the Bear is hit by 2 or more ticks of this, it will die)
4. Llothis' ground AOE (if the Bear stands in this for any extended period, it will die)
5. Olms' "Storm the Heavens" (the Bear attracts this mechanic and, if mobile while doing so, can kill other teammates that it runs over)
6. Any boss mechanics that stun, knock back, etc., such as the Assembly General's stomp, the Hunter Killers tail swipes, the Pinnacle Factotum's shock AOE. The Bear will become stunned by these and other attacks, resulting in a DPS loss.
Was it also mentioned at all that Sorc/Warden pets don't teleport with the player in certain instances (due to instant-combat activation upon travel), such as Aetherian Archives teleport pads and vSO's Mantikora pools? In almost every instance they have to be toggled off and resummoned from scratch as they never join the player until combat ends.
ZOS_GinaBruno wrote: »[*] Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
of all the ways that you can change incap, that's is probably the worst. A CC needs to be reliable, on PvP timming a CC is pretty much mandatory in order to get a kill agaisnt a competent player, and our other CCs are magika based (fear and stun from cloak, plus agaisnt some builds like a stamsorc, a stun from cloak using meele attacks is pretty much imposible). That healh mechanic is really bad, think another way.
I can see from a mile a away that this "suggestion" came from magblades and non-nighblade players.
Transairion wrote: »Correct me if I'm wrong, but wasn't "Chain Lightning" from the Mage changed to no longer target pets way back in Clockwork City, along with the actually-in-Patch-Notes Warrior's Starfall? Since then people still continue to tell me "Chain Lightning will kill the group if you use pets", which it very clearly did in the past...
mr_wazzabi wrote: »@masel92
Was there any discussion about the unnecessary 2h light attack nerf, which adds more to the imbalance of pve stam weapons?
How about the fact that forceful doesn't crit?
mr_wazzabi wrote: »@masel92
Was there any discussion about the unnecessary 2h light attack nerf, which adds more to the imbalance of pve stam weapons?
How about the fact that forceful doesn't crit?
I agree with what you said, but that point wasn't discussed, sadly. I had to remember so many things and it just slipped through my radar. I will definitely include it in the next one because I really think that 2h nerf was unjustified.
The forceful crit thing is an example of things that they fixed that never needed a fix. It was nice because cleave was the clear advantage of 2h, but that sort of ruined it.
ZOS_GinaBruno wrote: »
Nightblades
- The Cloak-Detect play-counterplay is too extreme. Either cloak is *really* strong if a player can disappear with impunity or is *really* weak when the player can not disappear at all and their main skill feels useless. Need more of a middle ground.
- Obvious/bad morph choices that limit diversity. Debilitate, Power Extraction, and Manifestation of Terror for example. Also, some morphs have good ideas but need a bit more. Dark Cloak is a good heal, but minor protection buff is too short for example
- Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
- Some Nightblades have indicated some non-cloak defense options would help when they do get marked or detect potted.
- Nightblades dominate as DPS, but underperform as tanks pigeonhole them and limit diversity
- The “sap” tank playstyle, for instance, is no longer possible
- Some players would rather have Agony back than Malevolent Offering.
Vampires
- Many have requested an option to toggle off vamp appearance
- People consider vampirism incomplete
- Want more active abilities
- Want more meaning to vamp stages
- Want active and deliberate shifting between stages. Want more decision making
- But people understand that this isn’t a high priority
- Unequal risk/reward between PvE and PvP
- Dawnbreaker is the main ultimate for ⅗ stamina classes, and fire damage is everywhere. Destro ult + Vicious Death are the main kill tools for large scale play, siege and especially oils are in every keep fight, mDKs deal predominantly fire damage, and this patch has shifted magicka builds more to using fire staves than ever before.
- PvPers are shifting away from using vamp, as they find it more punishing than beneficial. They don’t consider it “risky” at this point -- it just hurts to be a vamp because the damage types to which you incur weaknesses are so prevalent. The only archetypes which still widely use vamp are gankers, bombers, and immobile magicka things which need mist form to not be pinned down. Gankers and bombers do not really intend to take damage from players, and mDKs and magplars for example get rekt by snares. Magplars can’t realistically spam that purge like people can spam snares, and wings doesn’t have immunity, leaving mDKs pinned back in place as snares are quickly reapplied.
And also one other thing that i disagree 100%, healers not useful? Dps is the only thing relevant? WHAT?
You do realize that the only reason why dps can do 60 k + st in trial bosses IS because the healers and tank allows it?
ZOS_GinaBruno wrote: »[*] Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
of all the ways that you can change incap, that's is probably the worst. A CC needs to be reliable, on PvP timming a CC is pretty much mandatory in order to get a kill agaisnt a competent player, and our other CCs are magika based (fear and stun from cloak, plus agaisnt some builds like a stamsorc, a stun from cloak using meele attacks is pretty much imposible). That healh mechanic is really bad, think another way.
I can see from a mile a away that this "suggestion" came from magblades and non-nighblade players.
You realize that incap is melee too right? And like you said there are other stuns/ccs that are in your disposal.
GreenSoup2HoT wrote: »No mention how Mass Hysteria is overloaded? Cc/maim and snare. Remove the snare.
ZOS_GinaBruno wrote: »[*] Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
of all the ways that you can change incap, that's is probably the worst. A CC needs to be reliable, on PvP timming a CC is pretty much mandatory in order to get a kill agaisnt a competent player, and our other CCs are magika based (fear and stun from cloak, plus agaisnt some builds like a stamsorc, a stun from cloak using meele attacks is pretty much imposible). That healh mechanic is really bad, think another way.
I can see from a mile a away that this "suggestion" came from magblades and non-nighblade players.
You realize that incap is melee too right? And like you said there are other stuns/ccs that are in your disposal.
You really didn't understand anything i said. Please read again.GreenSoup2HoT wrote: »No mention how Mass Hysteria is overloaded? Cc/maim and snare. Remove the snare.
so when you fear a guy with major expedition he will randomly run 20 meters away from you and you won't be able to land a single hit on him? Great suggestion bro.
ZOS_GinaBruno wrote: »[*] Incapacitating Strike. Seen as an overloaded and does too much. Reverting original mechanic of stunning when target has higher health was a popular opinion.
of all the ways that you can change incap, that's is probably the worst. A CC needs to be reliable, on PvP timming a CC is pretty much mandatory in order to get a kill agaisnt a competent player, and our other CCs are magika based (fear and stun from cloak, plus agaisnt some builds like a stamsorc, a stun from cloak using meele attacks is pretty much imposible). That healh mechanic is really bad, think another way.
I can see from a mile a away that this "suggestion" came from magblades and non-nighblade players.
You realize that incap is melee too right? And like you said there are other stuns/ccs that are in your disposal.
You really didn't understand anything i said. Please read again
You dont understand your own post, your arguement is that a cc should be reliable. Cloak into surprise attack is a reliable cc as you not only cc, but you apply major fracture, apply off balance which means 10% more damage, and can follow up with an incap. Mass hysteria is one of the best ccs in the game, it is unblockable, undodgable, applies a hefty snare, and applies minor maim. Cloak to sa, fear, and incap are all melee range ccs
bloodthirstyvampire wrote: »Stamblades are only good for pvp, thanks for clarifying