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[Class Reps] Update & Meeting Notes - Dec 7

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
Hi everyone,

Now that the Class Rep Program has been running for just over half a year, we felt it was time to make some adjustments based on our needs and to better meet the goals of the program. The main goals include collecting consolidated and regular concise feedback from the community to present to the Dev Team, and aiding in increasing communication between everyone. Below are the current Class Reps involved in our program:
  • Alcast
  • Checkmath
  • FearTurbo
  • GandTheImpaler
  • JoyDivison
  • KenaPKK
  • Liofa
  • Masel92
  • Quantum_V
It’s worth mentioning we do plan to add a few new members to the program early next year; we’ll let everyone know when that will be happening in the event you’d like to nominate yourself or another player.

We also met with the group late last week, with the meeting notes below for everyone to read. Our main focus were things that changed in Update 20 and doing a retrospective of sorts; what went well, what didn’t go well, and what we could improve upon for future updates. We also discussed some future changes coming in Update 21, and went over some updates for the program itself.

Update 20 Feedback
  • We updated roll dodge timing to only work if a player is dodging while the attack hits them. How has this affected Medium armor builds and slower projectiles like Snipe and Dark Flare?
    • Feels no different for most players (This meets our intended goal)
    • Requires you to be rolling as projectiles would hit you
  • We changed Evasion to AoE damage reduction from dodge chance. Feedback on this for both PvP and PvE?
    • Major Evasion is too strong and counters Templars and Wardens more than other classes
    • Minor Evasion feels too weak
    • Both are 100% uptime buffs with no drawbacks, counter to the usual design for Major and Minor buffs
      • Suggest making Shuffle Minor Evasion, buffing Minor Evasion to 15%, buffing Major Evasion to 30%, and placing Major Evasion on a low uptime, higher cost source
    • ZOS note: Major buffs for some categories are rare, while for other categories minor buffs are rarer. For example, Major Berserk is rare while Minor Berserk is common. Major Fracture is common while Minor Fracture is rare. We can also evaluate power level of Evasion
    • Templar Jabs is not cutting it with the changes to Evasion
    • PvE – not a lot changed
    • Discussed the survivability for Stamina vs Magicka Trial situations, and how the changes to Evasion has helped in Trials
  • Doubled the effectiveness of class buffs, and removed Minor Toughness from War Horn
    • Class buffs are noticeable, but are not fundamentally changing raid meta
    • Inexperienced groups miss the Minor Toughness from Warhorn and have little control over whether they have a Warden performing proper heals to grant its passive to the group
    • Recommending a support class, damage dealers won’t run this tree line
    • PUGs and inexperienced players don’t always have a Warden in group
      • Inexperienced groups therefore often miss out on the extra health, causing them to struggle
    • ZOS: Does this affect Trial group compositions?
      • Not as much as we had hoped
    • ZOS: Generally speaking, what are your considerations when forming a Trial group?
      • Ideal group compositions change more depending on the trial you’re attempting and less on class passive contributions
      • Mainly whether ranged or melee DPS is preferable
      • Stam classes still provide little individuality, especially since Sunderflame was nerfed
    • ZOS: What classes are you looking for when composing a group?
      • Whoever can bring the most damage
  • Damage shields affected by armor, critical strikes, enchantment procs
    • Shields feel strong in PvE
    • Shields fall faster in PvP, but sustain via harness is the same as before
    • Shields are still insufficient defense when you have no incoming Magicka damage to fuel harness sustain. Shields cost too much and do not stay up long enough versus stamina enemies
  • Reduction to Swift jewelry and duration of Major Expedition abilities
    • Swift needed a nerf, and the numbers feel right. Many people still use 1-2 swift, but it isn’t as prevalent as before
    • Other Expedition nerfs are questionable and difficult to gauge because so many mobility nerfs were made simultaneously
    • Speed pots are still used by a lot of people
    • Durations of Major Expedition from class abilities are too short and were never recommended for nerfs. Boundless, Double Take, and Bird of Prey saw little use prior to this patch.
    • Boundless is used now for the resistances buffs. Casting it for Expedition feels wasteful and expensive, yet must be done often to remain mobile.
    • Double Take is still not worth its bar slot unless you’re in a large raid or dueling a templar or warden. Very niche
    • Casting Bird of Prey now serves no purpose except to provide expedition because its Minor Berserk became passive. Highly inefficient.
  • Added more Developer Comments in the patch notes between PTS and Live launch
    • ZOS: Are these helpful?
      • Yes. Increased dev interaction and communication are always valued
      • However, what was really appreciated was the willingness to revert and rework PTS changes prior to live
    • ZOS: Is there anything you’d like to see more or less of with these?
      • Less blindsiding with changes not discussed prior to PTS (ie: Shield cast times, Soldier of Anguish, glyphs proccing on single target dots, and Healing Ward’s nerf)
    • Players miss the monthly combat updates
      • ZOS: We want to get back to a place where we can talk to the things we’re working on. We aren’t well prepared to deliver a regular cadence of what we’re doing right now, but we’re working on improving that.
  • New Grace passive. How is this performing in BGs and Cyrodiil?
    • Love it. Still doesn’t fully fix the issue of Magicka mobility and struggles against snares
      • Magicka classes lack snare removal abilities
      • Major/Minor snare system could solve a lot of concerns
      • Idea: CPs that reduce snares?
    • On the topic of BGs, and therefore non-CP, non-CP imbalance is still pretty harsh. Proc sets are still dominant (such as Sloads, Viper, Valkyn Skoria, Master DW), and Stamina is still dominant
    • BG queues still upset people. MMR seems inconsistent, and premade versus solo queue players is too common
  • Werewolf performance and the availability of counters
    • Complaints that werewolf uptime is still too short
    • Werewolf DPS is mostly light attacking and doesn’t take much effort or input. Is also heavily tied to Relequen and Blood Moon sets.
      • ZOS: This makes the playstyle more accessible for newer players; Reps agreed and said it was a nice option for players who are still mastering attack weaving
    • Werewolves want to use skins and get werebear, wearboar, werelizard, werecat, etc polymorphs
    • Brutal Pounce still unused
    • Salvation still a poor set
    • Howl not often used in PvP apparently, and never used in DPS parsing
    • Transformation is very expensive. Seems to be even worse in Cyrodiil, where you only have a small window of time to enjoy werewolf before you have to transform back to mount up, only to spend the next siege on a keep wall just building ultimate.
  • Item sets, including the 12 new ones and rebalancing of some older sets
    • ZOS: How desirable or undesirable have the new Item Sets been?
      • Generally desirable. Bright-Throat’s is powerful but not meta-demanding. Dead-Water’s Guile strong in stam burst PvP groups. Spell Strategist gives Magicka a decent high spell damage option, although it seems to apply the debuff inconsistently
      • Nothing glaringly op or gamebreaking
      • Appreciate the near-miss with Soldier of Anguish
      • Many old sets are no longer desirable
      • Some BRP weapons aren’t worth the effort
    • ZOS: Have any of the Item Sets had an impact on the overall PvE/PvP meta?
      • Honestly difficult to tell. The sets are seeing use, but the real determining factors in new metas are the shield changes, namely Healing Ward’s nerf forcing Magicka Sorc and Shadowy Disguise mnb into new sources of healing (really rough for them), and the rise of BRP resto

Update 21 Feedback
While we aren’t able to go into detail about what we discussed for Update 21 at this time, we mainly focused on feedback about the incoming changes to racial passives and new item sets. We are planning to give everyone a preview of the racial passives prior to PTS going live.
Edited by ZOS_GinaBruno on December 12, 2018 2:53PM
Gina Bruno
Senior Community Manager
Dev Tracker | Service Alerts | ESO Twitter | My Twitter
Staff Post
  • Irylia
    Irylia
    ✭✭✭✭✭
    Lol “deadwater strong”
    So us, no one else can or is utilizing it.
    https://youtu.be/1hecXIVtm8g
  • Hyzock
    Hyzock
    ✭✭✭
    Speed pots are still used by a lot of people? Idk who uses them but speed pots are trash now, you're not gonna kite zergs with 30% uptime on major expedition, there are waaaay better options for pots now. I agree with most of what was posted but 'speed pots are still used by a lot of people' makes it look like speed pots are in a good place when they really aren't, mobility for heavy stam is trash rn.
    PC EU - Frank the Potato - Stam DK
  • DjMuscleboy02
    DjMuscleboy02
    ✭✭✭✭✭
    thank god bro i just wanna use my skins on my werewolf bro idc about any of the other stuff bro just my werewolf
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • Burtan
    Burtan
    ✭✭✭✭
    I really hope proc/bleed builds are indeed addressed, they are a serious fun killer in non cp and have become way too common.
  • Turelus
    Turelus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Copy/Paste from other thread as this one didn't allow replies when I wrote that one. :sweat_smile:
    Turelus wrote: »
    Sounds good, seems the communication flowed well between the reps and ZOS. There were more frank replies/statements than I expected.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    Searches for "taunt" in the notes... nothing found. :|

    Seriously, why class reps simply ignored this in werewolf feedback ? Limiting WW to only pvp and stamina DPS in pve only lowers the WW play style & build diversity. There are numerous great ideas on how to implement taunt and enable WW as tank role already at Werewolf feedback thread... I thought class resp were supposed to listen to all feedback...

    I don't want to say that but some class resp might be biased towards DPS... but well.. it might be the case... :/
    Edited by Tommy_The_Gun on December 12, 2018 3:56PM
  • Bfish22090
    Bfish22090
    ✭✭✭✭✭
    Hi everyone,

    Now that the Class Rep Program has been running for just over half a year, we felt it was time to make some adjustments based on our needs and to better meet the goals of the program. The main goals include collecting consolidated and regular concise feedback from the community to present to the Dev Team, and aiding in increasing communication between everyone. Below are the current Class Reps involved in our program:
    • Alcast
    • Checkmath
    • FearTurbo
    • GandTheImpaler
    • JoyDivison
    • KenaPKK
    • Liofa
    • Masel92
    • Quantum_V
    It’s worth mentioning we do plan to add a few new members to the program early next year; we’ll let everyone know when that will be happening in the event you’d like to nominate yourself or another player.

    We also met with the group late last week, with the meeting notes below for everyone to read. Our main focus were things that changed in Update 20 and doing a retrospective of sorts; what went well, what didn’t go well, and what we could improve upon for future updates. We also discussed some future changes coming in Update 21, and went over some updates for the program itself.

    Update 20 Feedback
    • We updated roll dodge timing to only work if a player is dodging while the attack hits them. How has this affected Medium armor builds and slower projectiles like Snipe and Dark Flare?
      • Feels no different for most players (This meets our intended goal)
      • Requires you to be rolling as projectiles would hit you
    • We changed Evasion to AoE damage reduction from dodge chance. Feedback on this for both PvP and PvE?
      • Major Evasion is too strong and counters Templars and Wardens more than other classes
      • Minor Evasion feels too weak
      • Both are 100% uptime buffs with no drawbacks, counter to the usual design for Major and Minor buffs
        • Suggest making Shuffle Minor Evasion, buffing Minor Evasion to 15%, buffing Major Evasion to 30%, and placing Major Evasion on a low uptime, higher cost source
      • ZOS note: Major buffs for some categories are rare, while for other categories minor buffs are rarer. For example, Major Berserk is rare while Minor Berserk is common. Major Fracture is common while Minor Fracture is rare. We can also evaluate power level of Evasion
      • Templar Jabs is not cutting it with the changes to Evasion
      • PvE – not a lot changed
      • Discussed the survivability for Stamina vs Magicka Trial situations, and how the changes to Evasion has helped in Trials
    • Doubled the effectiveness of class buffs, and removed Minor Toughness from War Horn
      • Class buffs are noticeable, but are not fundamentally changing raid meta
      • Inexperienced groups miss the Minor Toughness from Warhorn and have little control over whether they have a Warden performing proper heals to grant its passive to the group
      • Recommending a support class, damage dealers won’t run this tree line
      • PUGs and inexperienced players don’t always have a Warden in group
        • Inexperienced groups therefore often miss out on the extra health, causing them to struggle
      • ZOS: Does this affect Trial group compositions?
        • Not as much as we had hoped
      • ZOS: Generally speaking, what are your considerations when forming a Trial group?
        • Ideal group compositions change more depending on the trial you’re attempting and less on class passive contributions
        • Mainly whether ranged or melee DPS is preferable
        • Stam classes still provide little individuality, especially since Sunderflame was nerfed
      • ZOS: What classes are you looking for when composing a group?
        • Whoever can bring the most damage
    • Damage shields affected by armor, critical strikes, enchantment procs
      • Shields feel strong in PvE
      • Shields fall faster in PvP, but sustain via harness is the same as before
      • Shields are still insufficient defense when you have no incoming Magicka damage to fuel harness sustain. Shields cost too much and do not stay up long enough versus stamina enemies
    • Reduction to Swift jewelry and duration of Major Expedition abilities
      • Swift needed a nerf, and the numbers feel right. Many people still use 1-2 swift, but it isn’t as prevalent as before
      • Other Expedition nerfs are questionable and difficult to gauge because so many mobility nerfs were made simultaneously
      • Speed pots are still used by a lot of people
      • Durations of Major Expedition from class abilities are too short and were never recommended for nerfs. Boundless, Double Take, and Bird of Prey saw little use prior to this patch.
      • Boundless is used now for the resistances buffs. Casting it for Expedition feels wasteful and expensive, yet must be done often to remain mobile.
      • Double Take is still not worth its bar slot unless you’re in a large raid or dueling a templar or warden. Very niche
      • Casting Bird of Prey now serves no purpose except to provide expedition because its Minor Berserk became passive. Highly inefficient.
    • Added more Developer Comments in the patch notes between PTS and Live launch
      • ZOS: Are these helpful?
        • Yes. Increased dev interaction and communication are always valued
        • However, what was really appreciated was the willingness to revert and rework PTS changes prior to live
      • ZOS: Is there anything you’d like to see more or less of with these?
        • Less blindsiding with changes not discussed prior to PTS (ie: Shield cast times, Soldier of Anguish, glyphs proccing on single target dots, and Healing Ward’s nerf)
      • Players miss the monthly combat updates
        • ZOS: We want to get back to a place where we can talk to the things we’re working on. We aren’t well prepared to deliver a regular cadence of what we’re doing right now, but we’re working on improving that.
    • New Grace passive. How is this performing in BGs and Cyrodiil?
      • Love it. Still doesn’t fully fix the issue of Magicka mobility and struggles against snares
        • Magicka classes lack snare removal abilities
        • Major/Minor snare system could solve a lot of concerns
        • Idea: CPs that reduce snares?
      • On the topic of BGs, and therefore non-CP, non-CP imbalance is still pretty harsh. Proc sets are still dominant (such as Sloads, Viper, Valkyn Skoria, Master DW), and Stamina is still dominant
      • BG queues still upset people. MMR seems inconsistent, and premade versus solo queue players is too common
    • Werewolf performance and the availability of counters
      • Complaints that werewolf uptime is still too short
      • Werewolf DPS is mostly light attacking and doesn’t take much effort or input. Is also heavily tied to Relequen and Blood Moon sets.
        • ZOS: This makes the playstyle more accessible for newer players; Reps agreed and said it was a nice option for players who are still mastering attack weaving
      • Werewolves want to use skins and get werebear, wearboar, werelizard, werecat, etc polymorphs
      • Brutal Pounce still unused
      • Salvation still a poor set
      • Howl not often used in PvP apparently, and never used in DPS parsing
      • Transformation is very expensive. Seems to be even worse in Cyrodiil, where you only have a small window of time to enjoy werewolf before you have to transform back to mount up, only to spend the next siege on a keep wall just building ultimate.
    • Item sets, including the 12 new ones and rebalancing of some older sets
      • ZOS: How desirable or undesirable have the new Item Sets been?
        • Generally desirable. Bright-Throat’s is powerful but not meta-demanding. Dead-Water’s Guile strong in stam burst PvP groups. Spell Strategist gives Magicka a decent high spell damage option, although it seems to apply the debuff inconsistently
        • Nothing glaringly op or gamebreaking
        • Appreciate the near-miss with Soldier of Anguish
        • Many old sets are no longer desirable
        • Some BRP weapons aren’t worth the effort
      • ZOS: Have any of the Item Sets had an impact on the overall PvE/PvP meta?
        • Honestly difficult to tell. The sets are seeing use, but the real determining factors in new metas are the shield changes, namely Healing Ward’s nerf forcing Magicka Sorc and Shadowy Disguise mnb into new sources of healing (really rough for them), and the rise of BRP resto

    Update 21 Feedback
    While we aren’t able to go into detail about what we discussed for Update 21 at this time, we mainly focused on feedback about the incoming changes to racial passives and new item sets. We are planning to give everyone a preview of the racial passives prior to PTS going live.

    When is the plan for the PTS to go live?
  • Illuvatarr
    Illuvatarr
    ✭✭✭✭✭
    So with all due respect, this post really has no informational value?
  • Suddwrath
    Suddwrath
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    ✭✭✭
    Of all the feedback we have given...this was all that was discussed?

    ?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2FCDJo4EgHwbaPS%2Fgiphy.gif&f=1
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭
    Still want to hear about Arctic Blast. we all hate it.
    Edited by ESO_Nightingale on December 12, 2018 3:40PM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Fiktius
    Fiktius
    ✭✭✭✭
    • PUGs and inexperienced players don’t always have a Warden in group
      • Inexperienced groups therefore often miss out on the extra health, causing them to struggle

    Aren't "inexperienced" and "PUGs" self-explaining enough? Why is this even a concern?
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    Searches for "taunt" in the notes... nothing found. :|

    Seriously, why class reps simply ignored this in werewolf feedback ? Limiting WW to only pvp and stamina DPS in pve only lowers the WW play style & build diversity. There are numerous great ideas on how to implement taunt and enable WW as tank role already at Werewolf feedback thread... I thought class resp were supposed to listen to all feedback...

    I don't want to say that some class resp might be biased towards DPS... but well.. it might be the case... :/

    Because thematically a werewolf taunt makes no sense whatsoever. They are fearsome creatures people run away from and gets scared by, that is why they have fear skills. Also even if they had a taunt it would be the absolute worst possible way to tank, worse than a dual Ice Staff magicka only tank.
  • Quantum_V
    Quantum_V
    Class Representative
    SaltySudd wrote: »
    Of all the feedback we have given...this was all that was discussed?

    ?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2FCDJo4EgHwbaPS%2Fgiphy.gif&f=1

    Hey!

    Well, you need to keep in mind our meetings last for 2h. It's absolutely impossible to address every piece of feedback given to us in these meetings in particular.

    However, we have daily contact with ZoS through the discord that we share with ZoS devs and through an internal part of the forums. So we talk about tons of issues on day to day basis through these other means of communication aswell!

    Hopefully I was able to clear some things up!
    Quantum - Magicka DK

    Youtube Channel

  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    *insert random complaint here*

    Any idea when we will get the preview of the racial passive changes? Will race changes be at a reduced cost when this hits?
  • GoopCooper69
    GoopCooper69
    ✭✭✭
    No mention of how overpowered StamWardens are in pvp? Literally 50% of players in cyrodiil are stam wardens now...
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    No mention of how overpowered StamWardens are in pvp? Literally 50% of players in cyrodiil are stam wardens now...

    NO! We must first nerf evasion sources as that really impacts stamwardens.
  • Tommy_The_Gun
    Tommy_The_Gun
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    ✭✭✭✭✭
    Because thematically a werewolf taunt makes no sense whatsoever.
    It makes a perfect sense. Imagine a scenario:
    The group of evil "henchmen" (mobs) are guarding the dungeon. Suddenly they see a group of adventurers:

    a knight with a sword, an elf with a bow, a mage and a Werewolf.

    Who would they (mobs) attack first ? Who is the biggest threat amongst those four ? ?

    WW was originally designed as tank - dps hybrid, specifically for pvp content. So now ppl want to be able to use WW in pve content too. Like I said - it makes no sense to limit WW only to DPS role. We have 3 roles and I understand that healer will never be a "thing" as WW is stamina based. But we have a tank role too. It should be treated with the same importance as DPS.
  • Maryal
    Maryal
    ✭✭✭✭✭
    Hyzock wrote: »
    Speed pots are still used by a lot of people? Idk who uses them but speed pots are trash now, you're not gonna kite zergs with 30% uptime on major expedition, there are waaaay better options for pots now. I agree with most of what was posted but 'speed pots are still used by a lot of people' makes it look like speed pots are in a good place when they really aren't, mobility for heavy stam is trash rn.

    I agree, but I don't use HA so I don't know about that. But, mobility for medium armor sucks whenever there is lag ... and we all know how often THAT is! It's not just pvp. I even have lag when farming nodes .... and hardly anyone else is around! Maybe speed pots can self-adjust ... extended duration when there is server lag.
    Edited by Maryal on December 12, 2018 4:12PM
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    The Healing Ward nerf should have been discussed in more depth than this. That nerf alone is 95% of why I've stopped playing ESO this patch.


    Grand Overlord 25/8/17
  • Minno
    Minno
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    ✭✭✭✭✭
    Didnt think this was getting posted lol. I am adding my thoughts based on the list.

    Speed:
    - I dare say swift was fine before the nerf. It was the only counter to zerging for some classes. It should have been a speed cap drop so slow classes (templar, DK) could move around zergs while other more mobile classes (NB, Sorc, Warden) wouldnt see any changes or abuse the extra speed. Swift could also get extra snare reduction to compensate for the nerfs as another idea (or small regen similar to how steed mundas works). You trade ALOT of max mag for running 3x swift, but current swift values do not justify the transmute/crafting.
    - major expedition sources nerfed was too much with magden taking the full hit.
    - immunity duration was fine.

    Shields:
    - some classes can sustain these shields, some can't.
    - weird lag causes weird shield clunky casting. Some players think its reported to be the animation change from instant cast to cast time (which never got reversed).
    - shields drop fast due to inflated crit hit dmg versus crit resist modifiers. Unless you run impreg/trans, most builds are receiving 1.36+ modifiers (turning 15k/20k easy to get burst dmg into 20k/27200. I think adding crit resist jewel traits will help offset this or increase build diversity, while having the same "do I pick max stat/dmg or utility" drawback.)

    Evasion:
    - 15% for shuffle? Why bother using this ability lol. Shuffle needs a rework if that goes live; 10 seconds of major expedition on cast will do well for alot of classes that need it (stamplar)!
    - agreed that evasion impacts alot of classes/builds with no drawback. Agreed on changes, just rework shuffle (PVE can use a weapon for their trials for this buff)

    Light Armor:
    - agreed that problem is mag toons don't have immunity/reduction outside vampire (id like to see two hander take 15% extra damage from dawnbreakers/fire + forward momentum requiring you to be stuck in a zero stam regen channel if anyone thinks mag having to slot vamp for immunity/removal is fair lol)
    - snare reduction is a nice idea, but overall lack of speed options and defensive options outside shields makes light weaker for solo play.
    - vamp requirement makes LA spell resist passive take on heavy loads from fire dmg. Outside mobility options will fix this, and mist form is still powerful to justify slotting it. Diversity!
    - we already had CP snare reduction, problem is a percentage reduction off a percentage, leads to terrible gains. The old CP only gave like 2 seconds off at 10% (30 points mind you) and was only possible when we had tumbling give both break free + dodge reduction. CP is not the answer.
    - snare rework required; no way around it. But major/minor system will not solve issues (we already have this system with the largest snare overriding the lowest). Snare values might need to be dropped or speed increased!

    Sets:
    - too much work for little benefits. Bright is a nice set because it gives you stats with a clear drawback (drinks and 5pc always on). Similar sets needed.
    - need more stat based monster sets. We still don't have speed, crit resist, penetration, mobility, and could use more unique defensive/regen/healing options.
    - unique sets for each area of play, with more crossing as well (so PVE crowd has incentive to go into PVP once in awhile, same for PVP going into PVE.)


    BGs:
    - add group dueling options.
    - turn BG's into solo or 2-man group ques only.
    - CP creep needs to be reduced and power placed back to classes.
    - additional crit resist options outside trans/impreg would help
    - additional major protection sources are helping, but most are too niche to run on certain mag specs.


    Cyro,
    - new map changes are refreshing. But after playing appear too linear/obtuse in map play.
    - issue in cyro is lack of speed options and lack of enjoyment outside the zerglanes. But I think lag is causing players to not do much, as they don't want to ride to an empty area to fight no one for zero AP gains when they can spam heals/aoes/seige in lag and get 10-15k AP per keep lose/win.
    - turn off bot protection in cyro; it's not needed as the players are the anti-bot protection lol.
    - look into additional UI systems causing performance issues/lag (example the guild roster using up resources checking player statuses). Willing to bet the cyro map is updating too much.


    That is all I have!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
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    Quantum_V wrote: »
    SaltySudd wrote: »
    Of all the feedback we have given...this was all that was discussed?

    ?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2FCDJo4EgHwbaPS%2Fgiphy.gif&f=1

    Hey!

    Well, you need to keep in mind our meetings last for 2h. It's absolutely impossible to address every piece of feedback given to us in these meetings in particular.

    However, we have daily contact with ZoS through the discord that we share with ZoS devs and through an internal part of the forums. So we talk about tons of issues on day to day basis through these other means of communication aswell!

    Hopefully I was able to clear some things up!

    Thanks! That is cool to know!
    Does that internal forum section still have the "lol" button? lol
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • WoppaBoem
    WoppaBoem
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    Thank you for the updates. Good work and good luck bringing the game in a better place next update. Merci
    Xbox EU & NA - PVP Only
  • tactx
    tactx
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    Bfish22090 wrote: »
    When is the plan for the PTS to go live?

    Why do you quote the entire long post to ask 1 freakin question? Geez...
    “No one's happiness but my own is in my power to achieve or to destroy.” - John Galt, Atlas Shrugged
  • Nord_Raseri
    Nord_Raseri
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    No mention of how overpowered StamWardens are in pvp? Literally 50% of players in cyrodiil are stam wardens now...

    that's mostly due to them running cheese builds. I've been running my stamwarden in pvp for over a year now and he's never been overpowered. of course I run 2h and s&b with hundings and bone pirate on a nord (i just like brawling until I die). no spin to win for me.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • kojou
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    Regarding the look at Item sets...

    I personally would like to see some of the sets that drop in DLC dungeons be made more desirable. I look at a lot of those dungeons and think whats the point of running it after you get your achievements.

    If I could have a wish it would be that the team takes a look at sets we like and why we like them and model other item sets after them to add different flavors.

    For example look at Burning Spell Weave, It gives a proc of burning and Spell Damage which is an awesome buff and is still a desired set, but most of the other elemental sets were modeled after Silks of the Sun, which is an OK set, but is quite boring in comparison. It would be fun to have a set that is the frost equivalent of BSW that applies Chilled and increases spell damage, or shock that applies Concussion and increases spell damage.

    How many people would run Flame Blossom if it were changed to the magicka/flame equivalent of Relequen instead of a chance to fire a narrow trail of fire damage that will likely miss what you were aiming for?

    How many people would run the "Essence Thief" if it were changed to behave more like Siroria where the buff would apply at your feet in a circle and stay up as long as you kept your light attack weaving constant instead of a chance to spawn an effect that you have to go chase down at a random place?

    Anyway... my 2 cents...
    Edited by kojou on December 12, 2018 4:33PM
    Playing since beta...
  • Chicharron
    Chicharron
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    By the way the questions are asked.

    It seems that ZOS only cares about the opinion of the representatives.

    How can 10 people be the voice of hundreds?

    Honest question.
  • WrathOfInnos
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    Some good info in here. There is one point I strongly disagree on, and I’m disappointed that the class reps would make the statement “Shields feel strong in PvE”. They feel very weak, and the resistances from Light Armor barely affect them. Sorcerer has been almost unplayable this patch, and I’ve seen fewer and fewer of them around. I really only play my sorcerer main when nobody else in a group is willing to, and because one is needed for Minor Prophecy and Conduits.
  • Contraptions
    Contraptions
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    [*] ZOS: What classes are you looking for when composing a group?
    • Whoever can bring the most damage

    I love how amazingly blunt the answer to the question was.
    Patroller and Editor at UESP
  • Kanar
    Kanar
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    ??? Almost no one runs shuffle/bladecloak in PvE, but class reps want to NERF it?

    This is another good day example of how class rep program is terrible; worse than useless.

    AoE skills SHOULD be nerfed. It requires very little skill to spam spin2win, shalks, dbos, eots, etc. Evasion is GOOD to reduce the damage of those AoEs. ST abilities have very little benefit over AoEs and come with the challenge of targetting.

    The bit about the major buff being too accessible is complete BS, and just an excuse class reps are using to push an evasion nerf. I mean, I guess we need to nerf Major Brutality now because it has 100% uptime! Wow what a transparent line of BS to push an agenda.
    Edited by Kanar on December 12, 2018 4:58PM
  • DocFrost72
    DocFrost72
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    Searches for "taunt" in the notes... nothing found. :|

    Seriously, why class reps simply ignored this in werewolf feedback ? Limiting WW to only pvp and stamina DPS in pve only lowers the WW play style & build diversity. There are numerous great ideas on how to implement taunt and enable WW as tank role already at Werewolf feedback thread... I thought class resp were supposed to listen to all feedback...

    I don't want to say that some class resp might be biased towards DPS... but well.. it might be the case... :/

    Because thematically a werewolf taunt makes no sense whatsoever. They are fearsome creatures people run away from and gets scared by, that is why they have fear skills. Also even if they had a taunt it would be the absolute worst possible way to tank, worse than a dual Ice Staff magicka only tank.

    Gunna have to disagree on both points. I know if I saw a werewolf and three scrawny elves, I'd focus the wolf first. There's something about a snarling, savage mountain of fur and muscle sprinting at you that commands attention.

    Firstly dual wield or bow tanks are definitely going to be worse by a fair amount. All zos'd need to do is make the maj fracture from their roar morph affect enemies who are cc immune and allow tormentor to work on werewolf pounce. Healer provides breach anyway.

    Besides, even if it is the definitive worst tank possible, what kind of argument is it you're taking up here? If it isn't the most effective it shouldn't be allowed? What would you say to ice-ice then? Some setups are just fine for casuals and normal dungeons and trials.
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