I'm late to the party here but @ZOS_Gilliam I feel like this is the wrong change. Enchant abuse is only a problem with dual wield, it seems balanced for things like Poison Injection and Carve.
Why don't you just cut the value of enchants in half for 1h weapons? I realize 1h/Shield would receive a collateral nerf, but you can easily add a 100% bonus modifer back into 1h/S passives.
It makes zero sense that you are allowing ground-based abilities to proc enchants but not single target DOTs.
flintstone wrote: »Once again, all about PVP where 20-25% of the game population spends time......oh well.
Not at all, they're clearly over performing in PVE too, hence the change.
flintstone wrote: »flintstone wrote: »Once again, all about PVP where 20-25% of the game population spends time......oh well.
Not at all, they're clearly over performing in PVE too, hence the change.
Mine are not clearly over performing in PVE.....in the bigger picture of my fight stats, around 1000 dps......WOW! Must just be yours?
I'm late to the party here but @ZOS_Gilliam I feel like this is the wrong change. Enchant abuse is only a problem with dual wield, it seems balanced for things like Poison Injection and Carve.
Why don't you just cut the value of enchants in half for 1h weapons? I realize 1h/Shield would receive a collateral nerf, but you can easily add a 100% bonus modifer back into 1h/S passives.
It makes zero sense that you are allowing ground-based abilities to proc enchants but not single target DOTs.
LonePirate wrote: »Bless you, Gilliam, for trying to save this game despite all of the indifference you confront. However, I did roll my eyes at your last sentence as I suspect reticence by the Class Reps is not and has never been the major problem with that program.
joaaocaampos wrote: »@ZOS_GilliamZOS_Gilliam wrote: »In a future incremental we'll be updating which abilities cannot fire enchantments or poisons.Don't be afraid to implement the changes in these abilities above. Believe me, it will help balance the Weapon Skill Lines, even though only one Two-Handed ability and three Dual Wield abilities are affected!
- Heavy Attacks.
- Two-Handed: Cleave (and morphs).
- Dual Wield: Lascerate (and morphs); Flurry (and morphs); Twin Slashes (and morphs).
- Bow: Rapid Fire (and morphs); Poison Arrow (and morphs).
- Destruction Staff: Force Shock (and morphs); Destructive Touch (and morphs).
joaaocaampos wrote: »@ZOS_GilliamZOS_Gilliam wrote: »In a future incremental we'll be updating which abilities cannot fire enchantments or poisons.Don't be afraid to implement the changes in these abilities above. Believe me, it will help balance the Weapon Skill Lines, even though only one Two-Handed ability and three Dual Wield abilities are affected!
- Heavy Attacks.
- Two-Handed: Cleave (and morphs).
- Dual Wield: Lascerate (and morphs); Flurry (and morphs); Twin Slashes (and morphs).
- Bow: Rapid Fire (and morphs); Poison Arrow (and morphs).
- Destruction Staff: Force Shock (and morphs); Destructive Touch (and morphs).
So basically what you're saying is only light attacks and AoE's should proc enchants on destro staves? I don't PvP and even I can see this sounds a bit extreme. You basically leave destro staff users the destro ulti (expensive), wall of elements (static, ground-based, and easily avoidable), and impulse (nobody uses - even if the new BRP weapons create a slight uptick). Destructive touch is already losing the ability to proc from the DoT ticks, and the other weapon skill line (Weakness to Elements) isn't an offensive skill.
Compared to dual-wield, which you imply is getting hit harder than the rest, it will still proc off blade cloak (yes it is an AoE, but a dynamic one that moves with the attacker who, as dual-wield, will most likely be within melee range), shrouded daggers which is the preferred ranged spammable, and let's not forget "spin-to-win" steel tornado. Don't forget dual-wield also has twice the enchants equating to half the cool-down time as all the 2-handed weapon abilities.
And not proccing off heavy attacks? I'll assume that was a typo.
Thanks @ZOS_Gilliam for the clarification.
It's so pleasing to the eye when someone answers with such clarity and professionalism while being extremely technical.
Hats off.
Anyway, I know this is an extreme early stage, but how will the change of the upcoming incremental patch affect magicka PvE Dps? Solely based on what I'm reading, you want to make enchants proc only off single target DoTs ( and light and heavy attacks I suppose but I'm not entirely sure about this ).
Currently there is not a single magicka class that is using single target based DoTs in their rotation, are you planning to move forward understanding how this is going to impact DPS?
usmcjdking wrote: »Oreyn_Bearclaw wrote: »ZOS_Gilliam wrote: »Greetings! Today the combat team would like to update you on some of our plans in regards to the popular topic and debates; enchantments and poisons! Recently we introduced a new system that allowed enchants and poisons to follow a better line of logic for triggering, which in turn has given us much more direct control on when and where they can fire off. In that process we originally allowed any Weapon Attack (any weapon skill line ability, Light Attack, or Heavy Attack) to trigger an enchant or a poison, and we've been closely monitoring feedback on how it has affected the game in many different avenues. Even after the recent fix to prevent multiple enchants from firing simultaneously, we're still not completely happy with how much damage enchants are granting with low effort input.
In a future incremental we'll be updating which abilities cannot fire enchantments or poisons. The changes will only affect single target Damage over Time abilities, or abilities that apply a single target DoT (such as Carve or Rend). The reasoning behind this is based on the usage and effort required for these abilities. Single target DoTs generally offer very steady damage that's more guaranteed compared to Direct Damage or ground targeted effects that require your opponent to stand inside them, and allowing powerful enchants to apply multiple times over their duration was enabling too much damage for too little effort.
It's worth mentioning that a few of these issues were already highlighted during the PTS, and you may be upset that they went to Live without adjustments. We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback. Moving forward with our Class Rep Program and the new NDA in line, we have high hopes that the class representatives themselves will feel more empowered to continue pointing out larger topics that you, the community, are passionate about; so we can better adjust ourselves to tackling the issues that are most important.
Honestly, I am upset about this. I am not commenting on the merits of the change. What makes me made is that I have blown probably 300-400 transmute crystals, more gold mats than I can count, and close to half a million gold trying to adapt to this change.
I feel cheated!!!
I am all for quick adjustments, and I applaud you guys for jumping on the DW issue. It was over the top. But the change to allow dots to proc things was fundamental to all aspects of the game. It went live, and many of us spent resources to adapt to that change. For the first time ever, I want compensation for ZOS's incompetency.
And for the record, not trying to shoot the messenger. I like the transparency here.
I mean if you vest resources into something that is so blatantly outperforming everything else, you should not be surprised when it gets gutted.
I mean I get you enjoy using it, but do you think it's fair to hit a single button and put an uncounterable 3-4k DPS on a target such as myself? Or anyone else?
Other people play this game, a lot of them will not or refuse to adopt a change so obviously broken out of nothing other than a sense of responsibility to all the other people I PVP with and against. We are not in a position where we can afford to lose many more PVPers for the sake of "lolcheese good fun". The incoming PVP population is not replenishing the lost PVPers due to imbalance, boredom, poor performance and broken gameplay.
Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
This would push Torug builds over the top again, trust me.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
This would push Torug builds over the top again, trust me.
Could you explain how? Destro touch and cleave tick every 2 seconds. Sure you get the extra damage from infused and TP but it ought to be manageable in PvP.
The only reasonable adjustment to this would be to allow full strength enchant if your main hand is the only one with an enchant.Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
This would push Torug builds over the top again, trust me.
Could you explain how? Destro touch and cleave tick every 2 seconds. Sure you get the extra damage from infused and TP but it ought to be manageable in PvP.
The following weapons are all able to proc more often than that from back-bar :
Bow (poison injection, acid spray, ballista, virulent shot)
DW (rending, blade cloack, lacerate)
Destro (touch, wild impulse, storm)
And even on front bar, even on a 2sec tick ... look at the current werewolf situation, because this is exactly that :
- Werewolf bleed procs one enchant per tick
- One tick on LA and one tick every two sec
-> Comparable to a LA/Destructive weave just with two enchant but no back bar to proc others.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Since dual wield enchantments are nerfed, can we reverse this? Make it so any weapon dot can proc an enchantment?
This would push Torug builds over the top again, trust me.
Could you explain how? Destro touch and cleave tick every 2 seconds. Sure you get the extra damage from infused and TP but it ought to be manageable in PvP.
The following weapons are all able to proc more often than that from back-bar :
Bow (poison injection, acid spray, ballista, virulent shot)
DW (rending, blade cloack, lacerate)
Destro (touch, wild impulse, storm)
And even on front bar, even on a 2sec tick ... look at the current werewolf situation, because this is exactly that :
- Werewolf bleed procs one enchant per tick
- One tick on LA and one tick every two sec
-> Comparable to a LA/Destructive weave just with two enchant but no back bar to proc others.
The bold do not and would not proc enchants. They are from sets and not ablitys.
The italic are ultimates and can't be spammed.
Blade cloak already also procs enchants, every 3 seconds.
Are you just listing things you think would proc enchants and trying to point out how about adding one more ablity per weapon (bow gets 2 more) would be too much for PvP to handle? Is that your argument?
And I am a firm believer that WW should not proc enchants in the first place, I am aware zos say it is legit but makes no sense to me. Overload either.
2h is left in the cold with no way to proc the enchantment. At all.