SirCritical wrote: »Simple complain (I'm tired of this, all): restore Arctic Blast to it's current live form, it's absolutely no need to gut it.
for the people unhappy about shield having 40% of players HP.
ZOS has clearly stated that if you want a glass cannon build, you must have to take the bad that comes with it.
Doing hard content like a trial with 11k HP passively and relying on food and CP to get to 17k HP has to be punishable, which I strongly agree upon, be it magicka or stamina based class.
my recommendation is you put some points into HP to get to 20-22K marks,
If Elder Scrolls Online was designed in a matter that you should not put any points in Health, then there would be no possibility to add any points into the Health of the character in the first place.
Reminder: ZOS has the capability of making each character do 200K DPS and having 50K HP passively, but nobody will enjoy the game by then, absolute maximization of Damage output has to be punishable regardless of your thoughts.
ESO's PVE content is more than doable even if you do 70% of your current DPS, so balancing your character on doing 85% of current glass cannon DPS in order to reserve survivability is the way to go as it seems .
Tip for all DDs below "successful superstar" title, having 100k DPS and dying in extremely worst than having 70K DPS and surviving the whole fight by far for these points:
1) a dead DD does 0 DPS -
2) resurrecting a dead DD requires someone else to stop outputting damage aswell
3) not all resurrecting attempts go through, some people even die due to the fact of ignoring mechanics and focusing on the resurrection of a team-mate
4) I see new content being more punishing for dying in a trial - raid leaders have to take note if they are leading new players and advancing, its quite clear how dying is punishable for the whole team overall, advising 3,000 more points in HP does not make you a noob leader who advises teammates of less DPS, it makes you a leader who advises finishing the content succesfully.
5) not a single boss fight in the game is as smooth as DPSing a dummy (its surprising that many players do not realize that yet)
To the people saying "people are complaining about dying with tiny shields, but that's the point of the change" and "people were immortal and self-sustaining with shields" let me ask you this:
Why doesn't everyone who has ever raided have Tick Tock Tormentor, Immortal Redeemer and Gryphon Heart? Hmm.....
Maybe because, even with the shields we have on live, it is still very easy to die?
OrphanHelgen wrote: »OrphanHelgen wrote: »Krymzonbladez wrote: »40% Hp shield? That's ridiculous and nearly pointless, almost as bad as leaving the cast time. You're ignoring the fact that dps have low HP, it's not a Choice of wanting to be a glass cannon, it's having to be a glass cannon to meet the dps requirements for vet and trials content. Without the proper dps you can't get past certain dmg thresholds needed to actually FOLLOW the mechanics properly. IT's not about the top 5-10% it's about everyone you're ignoring that as a whole. Not everyone has perfect parses or knows how to parse properly. Doing these of testing dummies is also pointless as it's static, you should be doing these in trials and vets and pvp instances then go from there, not going by static target dummies that have no mechanics to follow. It's not just about Sorcs either, all magicka based dps classes use light armor for the passives gained to sustain and crit and so forth, they are essential to keep your sustain up and your dps constant. With this I'll have to use more than one shield on my bars, taking away a scarce ability slot, that's already hard to fill properly due to skills to increase dps because of their passives such as inner light and so forth. These idiots need to actually PLAY the game and content rather than just come up with stuff off the top of their heads they THINK is causing an issue.
If you have a proper tank, you can be a glass cannon without a shield. Only thing killing you then is the aoe damage. You can either step out of it, or take that 40% hp shield and live with it. Options also are ebon and getting the major resolve and ward. It really should be enough to survive. Also remember shields have the ressistance now so they will last longer due to that as well. Your complain is so un intelligent, it's awkward to see how many agreed with your post. I hope zos listen to class reps only and not some random noob like you, this triggered me so hard.
Note to self, just step out of the fire AOE in Asylum or Starfall. Got it.
You died from a 40% shield while having major resolve and ward up during this? Was the damage mitigated by minor maim? Was it a oneshot?
L2P
Have you ever played Asylum? It really doesn't sound like you know what you are talking about when you are asking if it is a oneshot.
Even on normal, with a 25K shield, One fire phase melts the shield completely. Reduce that 25K shield to 8K and add a few resistances, maybe that shield acts like a 15K shield if you are lucky. So still, on normal, the fire phase is completely eliminating the shield and now it's eating into your health.
And keeping Major resistances up on a sorc... lol. Sure I'll just spam 4,000 magicka skill on cooldown on a class that already has huge issues with sustain. I'm sure my magicka won't suffer...
Dagoth_Rac wrote: »
18k health is about as high as most players can go before their DPS takes too much of a hit and they cannot clear content. That is still only a 7.2K shield. Not much use when even non-boss mobs in difficult content can do 24K DPS to players.
People are not playing glass cannons for giggles. They are playing glass cannons because the best strategy in nearly every PvE fight is, "Kill stuff fast. If that does not work, kill stuff faster." Stacking health to get stronger shields is fine in concept. But in practice? It just means you will live long enough to get overwhelmed by adds or long enough to see boss enrage.
ZOS keep releasing PvE content that smashes you with extreme levels of damage that will overwhelm the healer if the DPS do not have a lot self-survivability. But that PvE content also requires extremely high DPS to clear. Big shields were a way of giving players the needed survivability for difficult endgame content, without interfering too much with our rotations, while also letting us run enough offensive stats to meet DPS checks.
ZOS want us to "make choices" between survivability and damage dealing. Yet they keep releasing content where that is not a choice. You need both.
And I don't have a problem with that. I kind of like that ESO is a game where the tank is not expected to taunt everything. Where the healer is not expected to heal through everything. Where the DPS cannot just robotically crank through their rotation but instead have to be able to handle having some mobs aggro on them, and have to handle situations where they cannot ignore their health bar and expect healer to always keep them alive. But ZOS need to give us the tools for that. The cast time shields were not a viable way to handle this game design. Unfortunately, dinky little shields are not a viable way to handle this game design, either.
ZOS have kind of painted themselves into a corner here. They have released PvE content over the past couple of years that expects players to have high survivability and high DPS. But ZOS do not want a meta where players have high survivability and high DPS. How do you change a meta you have soured on when there is a whole bunch of content dependent on that meta?
So why cant they give one morph the 3rd bar and the other morph can have the new effect? You people are so selfish.. You say its actually useful? In pvp? And good for a boss which means pve? Oh thats awesome. But im on a stam sorc. Which means its now completely useless to me. And my class, that was already at the bottom and working with very little, now has 5 things less to work with.
In fairness every single player in this game has to make do with 2 bars and limited space why should sorc get a 3rd bar just becuase they have abilities they like to use.
Everyone else has to make a sacrifice and choose an ability over another as the luxury of a third bar is non existant
So are they going to revert the Arctic blast changes and put stun on the other morph? This is confusing.. If not i'm done.. Honestly tired of Warden getting shafted ever patch..
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
grannas211 wrote: »Krymzonbladez wrote: »40% Hp shield? That's ridiculous and nearly pointless, almost as bad as leaving the cast time. You're ignoring the fact that dps have low HP, it's not a Choice of wanting to be a glass cannon, it's having to be a glass cannon to meet the dps requirements for vet and trials content. Without the proper dps you can't get past certain dmg thresholds needed to actually FOLLOW the mechanics properly. IT's not about the top 5-10% it's about everyone you're ignoring that as a whole. Not everyone has perfect parses or knows how to parse properly. Doing these of testing dummies is also pointless as it's static, you should be doing these in trials and vets and pvp instances then go from there, not going by static target dummies that have no mechanics to follow. It's not just about Sorcs either, all magicka based dps classes use light armor for the passives gained to sustain and crit and so forth, they are essential to keep your sustain up and your dps constant. With this I'll have to use more than one shield on my bars, taking away a scarce ability slot, that's already hard to fill properly due to skills to increase dps because of their passives such as inner light and so forth. These idiots need to actually PLAY the game and content rather than just come up with stuff off the top of their heads they THINK is causing an issue.
Honestly, I wish my templar shield scaled off max mag with a cap of 40% max health lol.
Because templars struggle to heal themselves.
So why cant they give one morph the 3rd bar and the other morph can have the new effect? You people are so selfish.. You say its actually useful? In pvp? And good for a boss which means pve? Oh thats awesome. But im on a stam sorc. Which means its now completely useless to me. And my class, that was already at the bottom and working with very little, now has 5 things less to work with.
In fairness every single player in this game has to make do with 2 bars and limited space why should sorc get a 3rd bar just becuase they have abilities they like to use.
Everyone else has to make a sacrifice and choose an ability over another as the luxury of a third bar is non existant
Emma_Overload wrote: »Emma_Overload wrote: »Please DO NOT revert the changes to Overload!
All these guys moaning about the lost 3rd bar do not even use Overload as an attack. They would rather keep an entire ultimate useless just so they can have some extra space for some utility spells. No thanks.
I've tried the new Overload on the PTS, and I like it. It's actually useful for increasing pressure again PvP opponents, and it can help you burn down a district boss faster, too. On the Live server, Overload means giving up an offensive ultimate like Meteor on your front bar or giving up the Resto ultimate. The 3rd bar isn't worth the sacrifice, in my opinion.
So why cant they give one morph the 3rd bar and the other morph can have the new effect? You people are so selfish.. You say its actually useful? In pvp? And good for a boss which means pve? Oh thats awesome. But im on a stam sorc. Which means its now completely useless to me. And my class, that was already at the bottom and working with very little, now has 5 less things to work with.
Why are you asking for an extra bar, which was always a side effect of a gimmicky ultimate, instead of an actual solution to stam sorc problems? Why not ask for a Stamina Atronach or Stamina Overload that actually does DAMAGE? Why not ask for a Stamina spammable or some other Stamina utitilties? Why not ask for some passives that benefit Stam Sorcs?
The extra bar was NEVER the point of Overload, and keeping that bar is not worth having a crappy ultimate, especially when the other two ultimates are so situational.
ZOS_GinaBruno wrote: »Wrapping Up:
We ended on DPS parses and we wish we had more than 3 minutes to continue this conversation as it finally got to the heart of many “pain points” the community has. In terms of damage output, at least when it comes to a target dummy parse, we did acknowledge the classes are relatively close to each other (especially Stamina). So from the perspective of a class not being allowed to a trial raid, that is the fault of an uniformed raid lead, rather than the damage capability of a class.
This gave me a chuckle.
Hey everyone!
Just want to quickly want to add some information about the meeting (05/09/18) and fall into a bit more detail and transparent regarding the DK section of the meeting notes.
Sadly real life got in the way and I had to go before the meeting formally finished, yet I did get the DK points across - yet not in the depth I wanted due to my irl time restriction.
As far as stamDKs go I basically talked about how stamDKs felt very underwhelmed with the changes. Reducing the cost of very cheap skills doesn't really help their sustain, and the passive only works on bow abilities, which is a weapon choice that stamDKs don't go after as it doesn't fit their playstyle, specially in PvP. I talked about the general disappointment revolving noxious; still very difficult to land, damage is very low and provides a rather useless secondary effect in the stamDK aresenal. I also told them that the damage should be buffed to atleast equate its old damage before the changes to passives, but in reality this specific skill needs to be a lot more to be viable. I mentioned the fact that core pain points weren't addressed at all regarding stamDKs. They still have no poison synergy and far from enough morphs to complement their kit, be it in form of passives skills, active skills or weapon skill line synergy.
As far as mDKs I focused on the whip change and tried to emphasize as much as I could the fact that mDKs really shouldn't take another sustain nerf. Wrobel said that their DPS is on par with other classes, but they do have to fit in more heavy attacks in their rotation (from their testing). I brought up that whip is unreliable as it is, missing more often than not in PvP scenarios - which equates into a pretty considerable sustain nerf on whip. I told them about embers and whip still being very unreliable when it comes to hitting targets from my testing, mostly due to swift (which he confirmed is getting looked into btw). I also talked about how the core issues revolving magdk is the way they currently fit in the meta. They don't have the control to keep up with opponents, as we're in a meta that revolves around forward momentum, immov pots and very fast targets. And that we can't effectively deal with bleeds and defiles in most builds - thus putting DK in general in a sort of limbo when it comes to open world PvP.
In addition to what was said on the meetings and to compensate for my time limitation - as most of you guys know I'm working on sending a document to ZoS with additional feedback. This document is very important and I'm working on it together with the community. I'll be linking the document everyday in the DK discord so that you guys can add and enrich it everyday before I send the final version to ZoS.
If you have any questions let me know through the forums, discord or in game (@Quantum.V, PC NA)
Thanks, and have a good one!
It's better and worse at the same time. They reverted one nerf and gave us another.
It's better and worse at the same time. They reverted one nerf and gave us another.
Reducing the power of Shields in pve was the whole point. You wanna survive, get yourself a healer or a bit more health on magicka toons in pve. With 20k health the shield is already 8k. They have resistances now, something that many people don't seem to consider here. PvE mobs are at level 50, so the resistance will mitigate a lot of damage on you, because you are level 66.
Lord_Dexter wrote: »
It's better and worse at the same time. They reverted one nerf and gave us another.
Reducing the power of Shields in pve was the whole point. You wanna survive, get yourself a healer or a bit more health on magicka toons in pve. With 20k health the shield is already 8k. They have resistances now, something that many people don't seem to consider here. PvE mobs are at level 50, so the resistance will mitigate a lot of damage on you, because you are level 66.
and if Shield is affected by Battlespirit then its pretty much useless to have 5K shield.
Lord_Dexter wrote: »
It's better and worse at the same time. They reverted one nerf and gave us another.
Reducing the power of Shields in pve was the whole point. You wanna survive, get yourself a healer or a bit more health on magicka toons in pve. With 20k health the shield is already 8k. They have resistances now, something that many people don't seem to consider here. PvE mobs are at level 50, so the resistance will mitigate a lot of damage on you, because you are level 66.
and if Shield is affected by Battlespirit then its pretty much useless to have 5K shield.
Battle spirit is enforced prior to the 40% mark, not afterwards.