Below you'll find the topics we discussed with the Class Reps during our meeting last Friday, with the notes compiled by the Reps themselves. The main goal was to have them present the biggest pain points and concerns currently on the PTS in regards to combat balance (note this meeting occurred before PTS v4.1.2). This is not a list of everything that will be changing, and may not include every piece of feedback that was received. We also want to stress that some items may be addressed during this current PTS cycle, while others may be held until Update 20.
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PVP:
- Incap Strike: ZOS will change in future update (stun if NB has 125 ultimate) to make the skill predictable for users because of wild health fluctuations in Cyrodiil. Reps felt this was worth testing.
- Snares: Lowering the duration is moving in the right direction. Though Class Reps mention something about Major/Minor system if more needs to be done.
- Defiles: ZOS knows some sets are over-performing. Have plans in future updates to make uptime about 50%.
Werewolves:
- Many Players seem to like changes
- We talked about the delicate balance between werewolves having a relative easy time getting good DPS because they only have one bar and the danger in making it overly simplistic with light attack spam.
- We took time to mention some sets are and could overperform with werewolf. Also mentioned how using skills where a DPS lost.
- It was mentioned that actually DPS parses don’t reflect some gameplay scenarios.
- ZOS looking at parses to see how the skill line interacts with item sets.
Set Feedback:
- Balorgh: Set has dynamic potential. Let’s keep an eye out for specific abuse (potentially werewolf). Could bring back bombing; not intended to work with Overload.
- Vykosa: ZOS putting proc on Bash makes it so players are in better control. Good change.
- Haven of Ursus: Feel this set is not usable.
- The synergy spawns behind the boss (actually need to take several steps to reach it) and requires the tank to move boss which is not a good thing. If a DD or Healer tries to get the synergy, they will die because boss cleave.
- The synergy area is extremely small. Need to be a lot bigger as it currently forces players to move to a specific place. Same reason Essense Thief is not a good set, due to there being others that give comparable benefits without requiring the movement.
- The cooldown of the set (12 seconds) doesn't fit the cooldown of the synergy (20 seconds) as you can activate the first synergy but cannot activate the second one due to different cooldowns.
- The proc requirement is way too high. A very situational set shouldn't ask this much to work as tanks don't usually go below 50%.
- The synergy is good for the team but don't do much for the tanks themselves. Shields tend to break almost immediately as a tank while holding bosses because they have no resistances. Something else would be a lot better for tanks in terms of survival. If the synergy stays the same, it should at least proc in front of the tank in a way that it will go to the group so they can use the shield.
- Moonhunter: Magicka characters have a hard time keeping up proc to make it worthwhile.
Pain points from the PTS
Sloads:
- ZOS wants this to be good versus heavy armor blockers
- ZOS will make the proc a dodgeable projectile
- Reps indicate concerns that this will biased against magicka-based characters who rely on shield or block (who are not heavy armor perma-blockers) and thus still make it the default go-to set for things like Battlegrounds. More adjustments probably needed.
Rune Cage:
- ZOS is looking into making it dodgeable
- ZOS is looking long term into adding a better messaging system to warn players.
- Reps are divided about this. Basic problem of max range unblockable stun is still there. Players who manage stamina better off, but again this biases against certain classes more so than others.
- Some suggestions that players brought up are that sorcerers would like options not tied to Rune Cage. Crystal Blast still a hugely unpopular morph, what about giving it an instant proc?
- Ultimately more discussion is needed here. Will look for further PTS feedback to see how players respond.
Siege:
- Mixed bag. More effective at defending outer keep walls (good). Players have made adjustments by knocking down more breeches (good)
- Devastating on Inner keeps where defenders’ movement is restricted, and attackers’ siege can overwhelm the defenders on top floor (bad)
- Overlapping and stacking catapult ground effects are very strong and players don’t have much counter-play, especially on inner Keeps.
- It was mentioned that even siege shield and negate aren’t good counter play for inner keeps as much anymore.
- More specific details will be further communicated to developers
- Wheeler looking into making the siege bubble more effective vs siege
Class Stuff
Templars: The “you get a buff, but you also get a nerf” disgruntlement was communicated.
- Channeled Focus change is a net nerf to many play styles.
- ZOS mentioned some changes are coming.
- Radiant destruction: 480% execute damage surely will help out to make that skill viable again in PvE, but in PvP there might be concerns with Templars spamming this skill from max range, even on enemies not within execute range.
- ZOS will buff execute damage to 480% to account for lost weave/enchant procs.
- Solar Barrage: The AoE DPS loss pain point was communicated and ZOS understands this.
- Rune focus: 20 seconds of rune focus buff with old costs results in 3780 net magicka on the channeled focus morph, which is a fair deal for the gained mobility.
- ZOS will revert the cost increase and extend the duration by 2 seconds.
- Stamplar sustain issues:
- Burning Light returns Stamina, this will help Stamplars and Templar tanks.
- We need to stop fighting our Templar brothers for repentance. Rework suggested. Restoring Aura could use some improving.
- ZOS stated changes are coming in future at some point
- Power of the Light - only 1 Stamplar able to use in raid, and is the final explosion fixed?
- Hitbox of Sweep Ultimate is wonky and sometimes doesn’t hit.
- Templar healers are becoming less happy as they feel less competitive in some some gameplay scenarios and only perceptive and magicka templar DPS (being perceived as almost the weakest) is only reason they are invited.
Wardens: The not feeling loved disgruntlement was communicated
- Various small quality of life improvements were suggestions brought up by the players were brought up, including:
- Short buffs like Bird of Prey need to be longer
- Swarm projectile too slow, double cast feels like a punishment, not engaging or rewarding gameplay
- People will ask for a viable frost mage playstyle until it can be done
- Sustain is too limited. Either reduce costs of Fissure and other magicka skills or increase magicka returned by Betty Netch
- Nature’s Grasp rubber bands you. Other morph should burst heal the caster as well. Both morphs should begin healing as the skill is cast, not once you arrive at the target
- PvE magden would benefit greatly from sustain buffs.
- Warden healer are mostly happy
- It was brought up that sustain is strained for PvE DPS and PvP in general
- Nature’s Grasp usability issues including rubber banding and healing not starting until you arrive at the ally, which is slow for quick reactionary play
- The issue of a CC option was communicated, and ZOS indicated they are looking into it
- Wardens need to bring something unique to the table for groups in general (health buff given by Warhorn, players may already have their resistance buffs active, etc)
Sorcerers: See above with Rune Cage
- Tasear has a document for pet bugs ongoing pet bugs.
- Still lacking cc options, feeling tied to Rune Cage
- Stamina Sorcerers want to get more out of their class (bars dominated by weapon/generic abilities) and want to bring more to a group.
- Sorcs want frag to stun. What about a new Crystal Blast proc which ccs but doesn’t deal bonus damage? Could reduce the damage of the base ability and increase the damage of Crystal Frag’s proc to avoid the “high damage ability having a stun” issue
- Overall looking forward to playing with shortened snare durations
- The PvE problem of being in raid just to provide Liquid Lightning synergy while being carried by inefficient gear was communicated.
- Sorcerer healers also not bringing anything unique or class oriented to group
Dragonknights: Stamina DKs feel left out
- Stam DKs want more class harmony and don’t feel Noxious Breath is worth using
- Dragonknights appreciate the changes to Wings and the intent behind World in Ruin (although stam DKs would like a bit more here)
- Mag DKs feedback says Powerlash stun impedes their ability to control opponents.
- Searing Strike and Fiery Breath are not easy to land on opponents. Perhaps make Searing Strike 7 meters?
- PvE - Stamina and magicka sustain needs helps.
- PvE – Engulfing flames. Will send specific feedback to ZOS about how the expectation that the tank will provide this buff leads to pigeonholed PvE raid setups.
Nightblades: See Incap stuff above
- Dominates ranged PvE DPS. Lots of off-healing, great sustain, strong numbers. Reps EMPHATICALLY emphasized the preferred resolution to this is *not* to nerf NB, rather to make it so the other classes feel just as strong and provide unique benefits to groups that can’t be acquired elsewhere via gear or such.
- One example was Crystal Frags need to be brought up to level of Assassin’s Will
- Nightblade Off Healers stepping too much on the toes of Healers
- Be careful about flat out nerfs because solo Nightblades need their class tools
- Melee mageblade still needs work. Need to address Concealed, Assassin’s Blade, melee tools to avoid inadvertently buffing destro
- Destro is too forgiving
General Issues
- Stamina DPS not happy their light attacks are not rewarded for the increased danger they are in compared to magicka light attacks
- Class, Role, Stamina/Magicka (in short choice of the character you play) needs more uniqueness and to bring something wanted to group that cannot be acquired elsewhere.
- Having a trial or dungeon mechanics favor being in melee would be a welcome change
Healers:
- Battleground changes still don’t recognize healer contributions (medals, achievements, their own “column” on the scoresheet, etc.). ZOS says they are aware of this and changes will come
- Mend wounds skill being reverted back (to non-toggle). This is welcome.
- ZOS says Lotus Flower fix is coming
- Positive reception of Hanu’s Compassion set
- Still big concern: feeling wanted in four-person dungeon groups.
- DPS sorcerer or NB can fill the “healer” role along with strong DPS
- This is talked about because incoming damage doesn’t require as much healing as it used to along with some mechanics being one shots.
- Tasear has specific class pain point & general issue document to send to ZOS
Tanks: See above with DK engulfing flames and gear sets
- Common pain point: Tanks want to feel awesome and powerful, i.e., be tanks, and not DPS buffers
- Being awesome and powerful might help another pain point: doing something more in PvP than holding block (which everyone wants!)
- Discussion about making all classes desirable in their different way to group. Uncoupling that role from the expectation they provide Engulfing Flames would help here as it would open up the role for non-DKs.
Bug Reports: We have a systematic sheet we are updating, and ZOS is referring to it.
General Impressions and Overall Themes
- ZOS has indicated they are aware of the issues the community has sent them and even if concerns have not been addressed in this update, they are still working on a lot of stuff
- More than once, the devs said “We planning on doing that in update 20.”
- Hang in there.
- ZOS has shown a willingness to keep working on stuff that the community feels more needs to be done. Several devs during the meeting asked us to be more specific about certain vague issues we spoke of. This is encouraging.
- We communicated several times the desire for each class and role to feel they are bringing some meaningful contribution to their group. In conjunction with the previous point, this is probably a good way to express future “pain points”. It’s one thing to say, “buff X,” but it would be more helpful to let the devs know how buffing X would improve the game in the “big picture” of things.
- The next PTS update (#3) might NOT address the specific things we talked about in the meeting. That does not mean it was forgotten, ignored, etc., it means the devs are currently working on issues and to look in a future PTS update.
Edited by ZOS_GinaBruno on July 25, 2018 5:39PM Gina Bruno
Senior Creator Engagement Manager
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