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[Class Reps] Meeting Notes - July 20

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
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
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • Ankael07
    Ankael07
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    Longer and more meaningful public testing duration please. A lot of bugs (even the game breaking ones) and some changes despite overwhelming feedback (see sloads and runecage) are going live only to be reverted next update 3 to 4 months later (which isnt a short time).


    Heres my post about 2 crucial bugs with Sload's set

    https://forums.elderscrollsonline.com/en/discussion/426864/sloads-ignores-line-of-sight-and-has-extremely-long-range#latest

    Edited by Ankael07 on July 24, 2018 7:48PM
    If you want me to reply to your comment type @Ankael07 in it.
  • Vanthras79
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    Hurray for transparency and community relations! A step in the right direction ZOS!
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • King_Thelon
    King_Thelon
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    Put the stun back on Crystal Frags. Have the accountability to admit when you've made a mistake, and the integrity to do something about it. Removing the damage from Rune Cage without compensating Mag Sorcs just rewinds the class to it's pre-Summerset status.

    Telling your community to wait until Update 20 to address issues you've known about for months is straight up obnoxious and disrespectful to your player base, doubly so to those that provide that feedback.
  • Starlight_Knight
    Starlight_Knight
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    Make love not warden :)

    i mean, Buff magden - yea ! B)
  • Liofa
    Liofa
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    Hello everyone. Some Tank notes are currently missing. Please disregard until fixed. Thank you.
  • testd4n1
    testd4n1
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    Liofa wrote: »
    Hello everyone. Some Tank notes are currently missing. Please disregard until fixed. Thank you.

    Ok. I'll keep an eye on it.
  • Preyfar
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    Ankael07 wrote: »
    Longer and more meaningful public testing duration please. A lot of bugs (even the game breaking ones) and some changes despite overwhelming feedback (see sloads and runecage) are going live only to be reverted next update 3 to 4 months later (which isnt a short time).
    I'd really love for development to move to 4-month releases (perhaps merge the dungeon DLC with another update). This would give far, far more time for testing and fixes. That's been one of the major pain points for some time now -- look at Summerset as a good example. The performance issues at launch shouldn't have made it live.

    That said, I'm happy to hear ZOS is working with class reps and being proactive like this. Good direction!

    Edited by Preyfar on July 24, 2018 8:04PM
  • Nerftheforums
    Nerftheforums
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    Weapon swap and sprint bug here to stay for another 3 moths, yaaay. At update 20 it'll 9 month, basically our own, deformed baby!
    Edited by Nerftheforums on July 24, 2018 8:09PM
  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    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.


    If this was meant to fight against heavy armor and not magicka based characters who rely on spell shield then the fix is easy. Just make the proc to be bleed damage instead of oblivion damage.
  • Strider__Roshin
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    So nothing about medium armor's survivability in PvP? Or the inadequacy of the 2H in PvE?
  • worsttankever
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    Great update , thank you for the communication! I think the class rep model and use of discords is very innovative. Keep it up!
    Men are but flesh and blood. They know their doom, but not the hour.
  • casparian
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    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.


    If this was meant to fight against heavy armor and not magicka based characters who rely on spell shield then the fix is easy. Just make the proc to be bleed damage instead of oblivion damage.
    I thought this at first too. But that's such an obvious solution that I think by "heavy armor" ZOS must mean "lots of mitigation" -- so not just people who are tanky because they're wearing heavy armor, but people who are tanky by stacking sources of mitigation other than resistance, like Pirate Skeleton, Wizard's Riposte, Impregnable Armor, Evasion, shield-stacking, etc. Rather than nerfing those sets and effects directly, ZOS wanted to give players the option of running something that would counter those powerful defenses.

    That sounds okay in theory, but the problem is that ZOS invented something that counters *everything*, and whose most effective counter is itself a heavy armor build (with lots of HOT-stacking). It just doesn't seem like they thought this through.
    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.
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Temporarily locking this thread to make a few edits. Stand by!

    Edit: Need to leave to pick up my spawn from daycare, will post the updated notes tomorrow. Thanks for the patience! We're not removing anything, just adding a few things that were missing.
    Edited by ZOS_GinaBruno on July 24, 2018 9:31PM
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    And we're back! Thanks so much for your patience, all. Notes have been edited to add a few previously-missing items.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Bashev
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    What was edited? Tank section is still the same and @Liofa said that something was missing there.
    Because I can!
  • ManDraKE
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    based on this post, one would think that the entire population of cyrodril are nighblades and that they are a perfect class so they only need nerfs. There is nothing more useless than a stamblade for group play, the class playstyle is limite into bursting single targets and provides 0 utility for a group. Ok, the class is really strong for bursting people down, but i would love the be able to play my stamblade in groups withouth feeling useless and not be forced to switch to my stamwarden everytime i want to play in a group bigger than 2-3 players. Not every stamblade wants to be a ganker or a solo-player picking people that gets too far away from their group on cyrodrill
    Edited by ManDraKE on July 25, 2018 5:52PM
  • Jake1576
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    That's it buff werewolves then nerf them all in the same update lmao just like I said werewolves are meant to be fun stop complaining about how easy they are to get dps with now that's not the way everyone feels about them that's only the way certain people feel specifically class reps you guys at zos are going to let the people complaining get in you're ear and ruin this update for people who was looking forward to it
    Edited by Jake1576 on July 25, 2018 6:02PM
  • Sinolai
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    Nice changes :)
    one more thing I'd like to mention is major vitality on restraining prison, but only if you hit something with it and the duration depends on how many targets you hit. Though major vitality is a rare buff and not easily recieved on demand, I find it working poorly with this skill as the buff is mostly needed by tanks on boss fights, which has no targets to root, granting only max 2 sec buff. Furthermore, most sorcs are dds and sorc doesnt have any hots that could tick heals when the buff activates so it doesnt synergy well with other sorcerer skills.
    The main point of this skill is to prevent enemies from moving so in that sense, the original "snare after root" was the best thing you could have with it. (Damage is too low to be useful. Maybe make it also scale based on how many targets were hit?)
    Other option would be removing the snare from this skill and make it fully support oriented by granting buffs to allies (eg. Major vitality for 3sec + minor intellect vitality and endurance for 6 second) This would be something special for sorc healers to offer.

    And for frag problem, I think the proc with 20% extra damage should be Basic function for this ability and morphs could be increased proc damage (fragments) or Stun+AoE damage (Blast and no matter if it is proc cast or "cold cast")
  • xI_The_Owl_Ix
    xI_The_Owl_Ix
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    The lack of mention of niche playstyles like DK Healing or Nightblade/Templar/Sorc Tanking is disturbing.
    I really dont hope thats how the community gets represented.
  • Koolio
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    Melee MNB main here and would love something to justify the Risk reward ratio.
  • usmcjdking
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    I think the original change to incap was fine. This new change doesn't really do much as it doesn't change the manner in which incap was employed - it changes the frequency.

    There were two issues with incap.

    Heavy + Incap could outright nuke players into execute at little to no cost to the nightblade. Previous PTS change solved that issue by making the nightblade unable to replicate current live method of bursting an opponent by either a) making the NB get to dangerously low health b) adding a CC to the combo.


    The other part was frequency. Frequency is largely a dueling or 1v1 issue which, while important, should not be weighted anywhere nearly as much as open world NB.

    All this new change does is alleviate issue number two. I propose simply reverting it back to the original PTS design. A halfway decent player isn't going to die to a NB burst whom opens with an Incap first.
    0331
    0602
  • CyrusArya
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    Making crystal blast into a stun is a great idea. However, I don’t think that the base ability should lose any damage. Frags has lost enough damage over the years as is, and is already in such a dismal state compared to the one comparable skill in Merciless Resolve/Assassins Will. Let me remind you that Will does significantly more damage, is more controlled and can be saved/held on to, and comes on a skill that gives you minor force and a sustain buff. Talk about overloaded. Meanwhile, frags literally only does damage.

    So give the stun and proc to blast, it’s already lost damage from the proc compared to the frags morph. The base skills damage should be buffed if anything not toned down
    Edited by CyrusArya on July 26, 2018 7:53AM
    A R Y A
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  • ManDraKE
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    usmcjdking wrote: »
    I think the original change to incap was fine. This new change doesn't really do much as it doesn't change the manner in which incap was employed - it changes the frequency.

    There were two issues with incap.

    Heavy + Incap could outright nuke players into execute at little to no cost to the nightblade. Previous PTS change solved that issue by making the nightblade unable to replicate current live method of bursting an opponent by either a) making the NB get to dangerously low health b) adding a CC to the combo.


    The other part was frequency. Frequency is largely a dueling or 1v1 issue which, while important, should not be weighted anywhere nearly as much as open world NB.

    All this new change does is alleviate issue number two. I propose simply reverting it back to the original PTS design. A halfway decent player isn't going to die to a NB burst whom opens with an Incap first.

    the original PTS change was stupid, you can't control your and your oponents health when both have DOTs and HOTs constantly moving the health. You can see your health below that the one of your oponent, click incap, and don't get the stun because the delay beetwen activation and hit will allow DOTs and HOTs to tick, there is no "skill" in there, just plain bad mechanics (note that i didn't even mention lag, that would make this even worst). And i'm not even mentioning all the shenaningas you could do with skills that affect health or having different health pools in each bar (thing that is really easy to do with a stamblade). Did i mention addons? yeah, you could also do shenanigans with the API by monitoring health bars.

    Whoever suggested that change not only had no idea about the class, but it was ignorant about several mechanics of the game.
    Edited by ManDraKE on July 25, 2018 8:38PM
  • _Ahala_
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    Magden prospective changes look promising
  • Checkmath
    Checkmath
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    The lack of mention of niche playstyles like DK Healing or Nightblade/Templar/Sorc Tanking is disturbing.
    I really dont hope thats how the community gets represented.

    the devs are well aware of that and were informed about that, that only dk tanks are welcome due to engulfing flames and besides warden no other class is able to tank competitively.
    usmcjdking wrote: »
    I think the original change to incap was fine. This new change doesn't really do much as it doesn't change the manner in which incap was employed - it changes the frequency.

    There were two issues with incap.

    Heavy + Incap could outright nuke players into execute at little to no cost to the nightblade. Previous PTS change solved that issue by making the nightblade unable to replicate current live method of bursting an opponent by either a) making the NB get to dangerously low health b) adding a CC to the combo.


    The other part was frequency. Frequency is largely a dueling or 1v1 issue which, while important, should not be weighted anywhere nearly as much as open world NB.

    All this new change does is alleviate issue number two. I propose simply reverting it back to the original PTS design. A halfway decent player isn't going to die to a NB burst whom opens with an Incap first.

    the change to incap only stunning, when your health is lower than your enemy's actually didnt change ganking at all, since there were easy ways to engage with less than 100% health. nightblades have passives increasing their max health by slotting specific class skills. you just had to slot such a skill on the bar, where incap is, so that when you switch to incap bar, your health is not 100% for a short duration. another possibility is to cast balance from mage guild skill line, which trades health for magicka. cast it and you can engage with less health than your enemy. also most stamina abilities stun when used in cloak or from stealth, so stunning the enemy is no issue at all. the new incap form at least reduces the frequency.
  • dimensional
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    ManDraKE wrote: »
    based on this post, one would think that the entire population of cyrodril are nighblades and that they are a perfect class so they only need nerfs. There is nothing more useless than a stamblade for group play, the class playstyle is limite into bursting single targets and provides 0 utility for a group. Ok, the class is really strong for bursting people down, but i would love the be able to play my stamblade in groups withouth feeling useless and not be forced to switch to my stamwarden everytime i want to play in a group bigger than 2-3 players. Not every stamblade wants to be a ganker or a solo-player picking people that gets too far away from their group on cyrodrill

    You can, just build him better. Don't try to play like a bursty gankblade if that's not what you want to play. They have plenty of abilities and good sets to work with so that you're not limited to that role. If you feel that way it's your own fault tbh.
  • Vrany69
    Vrany69
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    This is the most useless thread ever created, true issues fundamental issues core issues since the game launch are not addressed ever, and that is PvP performance, old never used sets and there are tons of them,, so many sets which have not a single use, too many sets are 1 2 3 bonus effect gives you the completely the same stats just in different orders ( laughs on that one ), just too many sets reliant on certain conditions, not so many sets which are persistent without being in a trouble to be in certain situation or proc.., healing is overperforming even with max defile of 66% which is insane, templars can heal with that as well without any problems, lingering potions, templars and nightblades are overperforming and need to be nerfed, nightblade cloak needs to have punish system on using it over and over again example increase its cost each time if used withing certain amount of time again and so on... not this nonsense above
  • ManDraKE
    ManDraKE
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    ManDraKE wrote: »
    based on this post, one would think that the entire population of cyrodril are nighblades and that they are a perfect class so they only need nerfs. There is nothing more useless than a stamblade for group play, the class playstyle is limite into bursting single targets and provides 0 utility for a group. Ok, the class is really strong for bursting people down, but i would love the be able to play my stamblade in groups withouth feeling useless and not be forced to switch to my stamwarden everytime i want to play in a group bigger than 2-3 players. Not every stamblade wants to be a ganker or a solo-player picking people that gets too far away from their group on cyrodrill

    You can, just build him better. Don't try to play like a bursty gankblade if that's not what you want to play. They have plenty of abilities and good sets to work with so that you're not limited to that role. If you feel that way it's your own fault tbh.

    no matter how i build my stamblade, it will not be anywhere near the performance of my stamdem on group play, period. Everything i can bring to a group as a stamblade, i can do it way better as a stamdem. There is no miracle build that can change that.
    Edited by ManDraKE on July 25, 2018 9:04PM
  • Katahdin
    Katahdin
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    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.

    Nightblades
    • 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.
      • Melee mageblade still needs work. Need to address Concealed, Assassin’s Blade, melee tools to avoid inadvertently buffing destro

    Right now stamina seems to be just getting ignored and buried under the obvious bias for magicka that seems to be happening.

    MAGICKA Nightblades dominate ranged PvE DPS NOT stamina. Stamina nightblades or anything stamina are NOT welcome in any trial that requires only ranged DPS. In fact stamina anything (except tanks) are not preferred in any end game content because magicka is easy mode with their built in shields and ability to off heal.

    Do any of the so called class reps play stamina nightblade? There seems to be an absolute preference and BIAS toward magicka.
    There seems to be no mention whatsoever of the issues those of us that play stamina nightblade have. Mainly the fact taht stamina nightblades are not welcome in certain vet trials, VAS being the glaring one. This is not acceptable!!!! It is not acceptable that I have to change my spec to magicka to be able to just get Vet AS or any other content completed.

    Is this going to be discussed or are stam nightblades (all stam DPS honestly) going to be swept under the rug when it comes to end game PvE DPS????
    Edited by Katahdin on July 25, 2018 9:17PM
    Beta tester November 2013
  • Katahdin
    Katahdin
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    • Having a trial or dungeon mechanics favor being in melee would be a welcome change

    Variety is the key here not favoritism and bias toward one spec.
    ALL trials should be designed for a mixed group of DPS characters.

    They should not favor either magicka or stamina

    And Stamina needs to be changed to allow for some group utility and high ranged damage so that they can adapt to the situation at hand and not be pigeon holed into one role or another. Likewise magicka should be able to do melee damage if needed or they so choose.

    BOTH magicka and stamina characters should be able to complete ANY and EVERY trial, dungeon or whatever in the game!!!



    Edited by Katahdin on July 25, 2018 9:46PM
    Beta tester November 2013
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