Transairion wrote: »Implosion:
Renamed this passive to Amplitude.
This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
The minimum bonus this passive can provide is 1% increased damage done.
I feel like this needs more discussion about the reverse execute mechanic in general: isn't reverse execute really bad in ESO's PvE scene? Doing a lot of damage at the start of a fight usually isn't a good thing when %HP triggers phase changes and things like that... not to mention all the other classes have low-HP executes leaving Sorc the odd one out.
And when's the most dangerous part of any PvE fight? The low-HP execute phase, where everyone does as much damage as possible and it doesn't matter if half the group dies so long as the boss goes down. Passive damage all the time is welcome sure but... reverse execute just doesn't really match all the PvE encounters in the game where low HP is DPS race time.
Nevermind Sorc already has had reverse execute for years and it's kinda worthless:Once summoned, you can activate the Twilight tormentor's special ability, causing it to deal 50% more damage to enemies above 50% Health for 15 seconds.
Twilight Tormentor still needs to be buffed like crazy by the way, half the time it has no active ability and it does the same DPS as Twilight Matriarch.
Transairion wrote: »Implosion:
Renamed this passive to Amplitude.
This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
The minimum bonus this passive can provide is 1% increased damage done.
I feel like this needs more discussion about the reverse execute mechanic in general: isn't reverse execute really bad in ESO's PvE scene? Doing a lot of damage at the start of a fight usually isn't a good thing when %HP triggers phase changes and things like that... not to mention all the other classes have low-HP executes leaving Sorc the odd one out.
And when's the most dangerous part of any PvE fight? The low-HP execute phase, where everyone does as much damage as possible and it doesn't matter if half the group dies so long as the boss goes down. Passive damage all the time is welcome sure but... reverse execute just doesn't really match all the PvE encounters in the game where low HP is DPS race time.
Nevermind Sorc already has had reverse execute for years and it's kinda worthless:Once summoned, you can activate the Twilight tormentor's special ability, causing it to deal 50% more damage to enemies above 50% Health for 15 seconds.
Twilight Tormentor still needs to be buffed like crazy by the way, half the time it has no active ability and it does the same DPS as Twilight Matriarch.
Sorc odd one out? Has the best execute in the game even without the passive im Mages wrath. Unless you are talking stam which only NB has a stam execute.
Another oversight is Eclipse:
After fixing its bug of possibility to stacks CCs on cc immune target: it still wasn't treated to fix problem of CCs, This skill now provide 6sec of cc immunity during duration but still provide cc immunity on expire for 7sec; that leading that this CC while not being pure hard CC that disabling target is allowing to gain 13sec of CC immunity without breaking free it. So while casting it on enemy literally granting enemy Immovable buff which is strongest in game it also grant expire immunity. Skill not fit it intended mechanic - It hard to punish enemy for not breaking it and receive damage when in exchange of damage it provide strongest buff to enemy while having possibility to bypass its strengths and get advantage of its weakness.
Eclipse should no longer provide CC immunity on purging or expire, only on activation of Break Free. Even NPCs Eclipse got this treatment.
More detailed: https://forums.elderscrollsonline.com/en/discussion/comment/5630227/#Comment_5630227
How does stuff like this doesn‘t get directly addressed if such detail is provided?
I'm on console so I can't PTS. Most of the changes look solid to me as usual, but there is one that I have concerns about.
Rethink Changes to One-Handed Enchantments
What is currently proposed is this:Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
It's my understanding that this change is being made because dual wielding creates some balance issues with enchantments. However, this implementation also impacts one-hand and shield setups. Is there a way to balance out enchantments on dual wielding without penalizing one-hand and shield wielders? This is a pretty bad change for us. Can't you make it so enchantment effectiveness is halved ONLY if two one-handed weapons are equipped (that is, a character is dual wielding)?
I'm not really one to fuss about game mechanics either way, but this change is kind of bad and not needed for tanks and people who use melee weapons on their magicka-based characters.
In current PvE endgame melees (esp. stamina melees) are next to unviable. Magicka ranged dds can pull off nearly the same numbers as stamina melees on a tank'n'spank boss since mukrmire while melees lose siginficant amounts of dps when attacking a boss that moves much, teleports or has mechanics that forces melees to disengage. Then there is the poor design of healing being mostly done by ground effects that requires the whole camp to stack up in one place to get effective heal. vAS+2, vCR+3 (esp. the ice miniboss) do not justify bringing any melees to an endgame trial anymore. Ranged dps's dominance in endgame pve has to be addresses ASAP.
vesselwiththepestle wrote: »In current PvE endgame melees (esp. stamina melees) are next to unviable. Magicka ranged dds can pull off nearly the same numbers as stamina melees on a tank'n'spank boss since mukrmire while melees lose siginficant amounts of dps when attacking a boss that moves much, teleports or has mechanics that forces melees to disengage. Then there is the poor design of healing being mostly done by ground effects that requires the whole camp to stack up in one place to get effective heal. vAS+2, vCR+3 (esp. the ice miniboss) do not justify bringing any melees to an endgame trial anymore. Ranged dps's dominance in endgame pve has to be addresses ASAP.
Huh, they are just buffing melees with this patch. Solar Barrage for Magplars will get a buff, so we have more melees in pve endgame content.
>....> Twlight heals for less now? I thought it was going to take account of racials and such?
>....> Twlight heals for less now? I thought it was going to take account of racials and such?
We lost too much magicka.
Pet abilities were always affected by CP, including the Twilight heal.
The pet changes were made to look much more impressive than they are in reality. Because in reality, most things stayed the same.
Deloth_Vyrr wrote: »>....> Twlight heals for less now? I thought it was going to take account of racials and such?
We lost too much magicka.
Pet abilities were always affected by CP, including the Twilight heal.
The pet changes were made to look much more impressive than they are in reality. Because in reality, most things stayed the same.
Disagree. Pets hit a lot harder now with their basic attacks, which previously did not benefit from CP. The Twilight for instance hits much harder on PTS, doing approx. double the dps it does on Live. The scamp's pulse is a bit weaker since it already had proper scaling and the loss of max magicka nerfed it a bit, but the scamp's basic melee attack (which didn't previously scale) has gone up significantly to compensate.
The Matriarch's heal has gone down a bit, but it's heal is still plenty big enough, and there might actually be some merit to the Tormentor Morph now due to the Twilight hitting harder... tho its still probably not worth it.
All in all Pet Sorcs are coming out ahead in DPS by a notable margin.
Deloth_Vyrr wrote: »>....> Twlight heals for less now? I thought it was going to take account of racials and such?
We lost too much magicka.
Pet abilities were always affected by CP, including the Twilight heal.
The pet changes were made to look much more impressive than they are in reality. Because in reality, most things stayed the same.
Disagree. Pets hit a lot harder now with their basic attacks, which previously did not benefit from CP. The Twilight for instance hits much harder on PTS, doing approx. double the dps it does on Live. The scamp's pulse is a bit weaker since it already had proper scaling and the loss of max magicka nerfed it a bit, but the scamp's basic melee attack (which didn't previously scale) has gone up significantly to compensate.
The Matriarch's heal has gone down a bit, but it's heal is still plenty big enough, and there might actually be some merit to the Tormentor Morph now due to the Twilight hitting harder... tho its still probably not worth it.
All in all Pet Sorcs are coming out ahead in DPS by a notable margin.
I was refering to the general idea that people got of these changes. They believe that pets are stronger all around, because they don't know in which ways pets used to scale thus far. I looked around the forums and there was so much misinformation being spread and more hype than justified. (For example many believe they scale with spell damage now)
Pets are stronger in some ways, yet weaker in other ways. Only their base attack damage scales with some passives now, yet still not all. Their active abilities always scaled with CP and passives and are now weaker because all the big magicka races loose a significant amount, especially summoners.
The Atronach is even weaker all around. Since he already scaled properly, his damage is now weaker as well.
I'm actually really interested to see how Amplitude and 3 * BT works out
however
100% Health = 10% damage
99%-90% = 9%
This seems pointless. You only get the full 10% bonus for what, the first hit?
Should be at least 100% - 95%
To be honest, I expected pets to perform the same, just slightly affected by your stats. Not a flat buff. As in, have low resources and crit and damage, they'll be weak. Have excellent offensive stats and they'll see a sliiight increase over live. Which might be hampered by the loss of racial max magicka.
Would you confirm that?
To be honest, I expected pets to perform the same, just slightly affected by your stats. Not a flat buff. As in, have low resources and crit and damage, they'll be weak. Have excellent offensive stats and they'll see a sliiight increase over live. Which might be hampered by the loss of racial max magicka.
Would you confirm that?
@Lord-Otto
The way I see it, this is a fix rather than a buff. While it is a buff compared to live, this should be no excuse for the neglected state that pets were in thus far. All our abilities scale with our stats, our passive, our CP. This is and should be normal, don't you agree ?
Why would pets be an exceptions ? They are abilities that cost twice the space of normal abilities, so making them scale like everything else is self-evident. Pets are semi scaled now. They scale with some mage CPs, but still no other CP or most other passives.
To be honest, I expected pets to perform the same, just slightly affected by your stats. Not a flat buff. As in, have low resources and crit and damage, they'll be weak. Have excellent offensive stats and they'll see a sliiight increase over live. Which might be hampered by the loss of racial max magicka.
Would you confirm that?
@Lord-Otto
The way I see it, this is a fix rather than a buff. While it is a buff compared to live, this should be no excuse for the neglected state that pets were in thus far. All our abilities scale with our stats, our passive, our CP. This is and should be normal, don't you agree ?
Why would pets be an exceptions ? They are abilities that cost twice the space of normal abilities, so making them scale like everything else is self-evident. Pets are semi scaled now. They scale with some mage CPs, but still no other CP or most other passives.
I agree wholeheartedly. They are an ability like any other offensive one, and should benefit from the same boni.
If pets did jobs, like ward you when low on hp or chain an enemy away from you, you could limit applied boni. But as they are now, they're really just a glorified DoT with maybe a heal attached. I see little difference between Liquid Lightning and Volatile Scamp in the grand sheme of things.
Maybe the Necro will spice things up there...
SaucyMcSauceface wrote: »I'm actually really interested to see how Amplitude and 3 * BT works out
however
100% Health = 10% damage
99%-90% = 9%
This seems pointless. You only get the full 10% bonus for what, the first hit?
Should be at least 100% - 95%
I would argue as others have that Amplitude should increase damage as health goes down rather than decreasing the bonus as it goes down.
Failing that though, the 10% should go from 100-90. Instead, at present, it is 10% damage bonus for a whole 1%, but the 1% bonus damage applies from 20%to 0%
"The HP thresholds for the damage are as follows:
100% Health = 10% damage
99%-90% = 9%
89.9%-80% = 8%
79.9%-70% = 7%
69.9%-60% = 6%
59.9%-50% = 5%
49.9%-40% = 4%
39.9%-30% = 3%
29.9%-20% = 2%
19.9%-10% = 1%
9.9%-0% = 1%"
If they are not willing to increase the damage as the health decreases, I would suggest:
100%-90% Health = 10% damage
89%-80% = 9%
79.9%-70% = 8%
69.9%-60% = 7%
59.9%-50% = 6%
49.9%-40% = 5%
39.9%-30% = 4%
29.9%-20% = 3%
19.9%-10% = 2%
9.9%-0% = 1%
To be honest, I expected pets to perform the same, just slightly affected by your stats. Not a flat buff. As in, have low resources and crit and damage, they'll be weak. Have excellent offensive stats and they'll see a sliiight increase over live. Which might be hampered by the loss of racial max magicka.
Would you confirm that?
@Lord-Otto
The way I see it, this is a fix rather than a buff. While it is a buff compared to live, this should be no excuse for the neglected state that pets were in thus far. All our abilities scale with our stats, our passive, our CP. This is and should be normal, don't you agree ?
Why would pets be an exceptions ? They are abilities that cost twice the space of normal abilities, so making them scale like everything else is self-evident. Pets are semi scaled now. They scale with some mage CPs, but still no other CP or most other passives.
I agree wholeheartedly. They are an ability like any other offensive one, and should benefit from the same boni.
If pets did jobs, like ward you when low on hp or chain an enemy away from you, you could limit applied boni. But as they are now, they're really just a glorified DoT with maybe a heal attached. I see little difference between Liquid Lightning and Volatile Scamp in the grand sheme of things.
Maybe the Necro will spice things up there...
It comes as no surprise, that you and me can agree with each other. Has always been this way.
As you said, the volatile familiar is just a mortal version of lightning splash. It also deals less damage, because it pulses every 2 seconds. We shouldn't be afraid to make pets capable of dealing the damage they deserve.