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PTS Update 21 - Feedback Thread for Combat & Class Abilities

  • technohic
    technohic
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    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.
  • Dracane
    Dracane
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    technohic 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.

    Not anymore. Mage's Wrath is good against fools, when you are a backline spam bot or when you get lucky.
    It has been made so unhandy, I was forced to remove it from my bar entirely. There is now a 2s delay before the initial hit even connects. You will never hit a medium armor target with such a delay and people who get low always begin to dodge more.

    I have found it almost impossible to use anymore. In all the cases where I needed it, it did not connect or was not needed as the enemy was marked for death anyway.
    Edited by Dracane on January 25, 2019 3:18PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Idinuse
    Idinuse
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    Buzo wrote: »
    Cinbri wrote: »
    Another oversight is Eclipse:
    After fixing its bug of possibility to stacks CCs on cc immune target:
    eclipse.jpg
    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?

    Never has. Never will.
    Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium dolorem que laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?
  • Jakx
    Jakx
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    Are we not getting any combat ability balancing this patch because the combat vision isnt done yet? Pretty raw deal if so because there are some pretty glaring issues that need to be tweaked that I think are universally recognized.
    Joined September 2013
  • dsalter
    dsalter
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    as a sorcerer i feel more shoehorned into going cookie cutter build now that implosion no longer works as an execute especially if i switch into my stamina setup, the new passive is pathetically weak and only encourages animation cancel bursts.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • tinythinker
    tinythinker
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    When I saw reverse execute, I was hoping it meant the damage dealt goes up at the player's health goes down and leading to more tactical and unpredictable game play. But losing more and more damage over the course of a fight (esp after the first hit) is meh. In any case we'll see how it tests among players and whether it goes live. Hopefully something more interesting goes live.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

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  • Jaimeh
    Jaimeh
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    Starlock wrote: »
    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.

    It's hurting stam PvE dps; the gap between mag and stam on the PTS is smaller than ever, but melee playstyle is riskier and should be more rewarding. Stam DDs are already barred from certain trials, or accepted in smaller ratios, if they are hitting similar numbers to mag, while having none of their perks, then I don't see the point. It's another example of PvE being negatively impacted because of issues in PvP, and I hope it's reconsidered @ZOS_Gilliam.
  • WIZZARD2K
    WIZZARD2K
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    If you're balancing 1h vs 2h weapons, remember that it takes twice as many tempers to gold a pair of 1h weapons than it does a 2h weapon.
  • Strider__Roshin
    Strider__Roshin
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    WIZZARD2K wrote: »
    If you're balancing 1h vs 2h weapons, remember that it takes twice as many tempers to gold a pair of 1h weapons than it does a 2h weapon.

    Now that's a weak argument if I've ever seen one.
  • Letho2469
    Letho2469
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    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.

    @ZOS_GinaBruno @ZOS_Gilliam @ZOS_Wrobel
    Edited by Letho2469 on January 26, 2019 7:21AM
    Trial Progression:
    vAA: Hardmode
    vHRC: Hardmode
    vSO: Hardmode
    vMoL: Hardmode + dro-m'Athra-Destroyer
    vHoF: Hardmode + Tick Tock Tormentor
    vAS: Hardmode + Immortal Redeemer
    vCR: Hardmode + Gryphon Heart
    vSS: Hardmode
  • WIZZARD2K
    WIZZARD2K
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    Daus wrote: »
    WIZZARD2K wrote: »
    If you're balancing 1h vs 2h weapons, remember that it takes twice as many tempers to gold a pair of 1h weapons than it does a 2h weapon.

    Now that's a weak argument if I've ever seen one.

    What's my argument? I'm not arguing against any changes, It would just be nice if they figured out how to even everything out in ONE pass, instead of over the course of the next year, realizing they missed something, like double tempers, double runes, etc. How to even it? That's up to them.
  • vesselwiththepestle
    vesselwiththepestle
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    Letho2469 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.
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • Letho2469
    Letho2469
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    Letho2469 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.

    I am talking about TRUE melees. Stamina that is ;D
    Trial Progression:
    vAA: Hardmode
    vHRC: Hardmode
    vSO: Hardmode
    vMoL: Hardmode + dro-m'Athra-Destroyer
    vHoF: Hardmode + Tick Tock Tormentor
    vAS: Hardmode + Immortal Redeemer
    vCR: Hardmode + Gryphon Heart
    vSS: Hardmode
  • Tasear
    Tasear
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    >....> Twlight heals for less now? I thought it was going to take account of racials and such?
  • Dracane
    Dracane
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    Tasear 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.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • SaintSubwayy
    SaintSubwayy
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    After doin like 100 Parses on Stamina DK this PTS, I think the the Combustion Passive is proccing way to few.

    The Idea behind the Passive is great for Magicka DK, on which I proc Burning left and right on a 3mio Dummy.

    on Stamina DK, with a Max of 4 sources for the poisoned statuseffect, the procs are way to few.
    4 sources for Poisoned effect are: Nox Breath, Venomous Claw, Poison Injection and Enchats / Posions

    on a 6 mio dummy I procced the Combustion passive approx 11 times per try on StamDK
    on a 3mio dummy I procced the Combustion passive approx 25 times per try on MagDK

    so there's a big gap inbetween those 2 options to proc, mainly because magDK has Only firedmg, while sam dk has only 4 sources for poisoned effect.

    My suggestion: Buff Warmth passive to increase the chance of proccing the poisoned and burning statuseffect by 100% / 200%.
    MagDK already proccs it all the time, so this would mainly buff stamDK sustain.
    Edited by SaintSubwayy on January 27, 2019 3:27PM
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Madrajin
    Madrajin
    Just commenting on what affects me:

    "Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.

    Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258."

    So Dark Elves are just for melee wielding hybrids now? I loved playing a destruction DK dark elf, sure it wasn't quite as good as a high elf in that role but it was fun and I loved the extra burn. These changes just mean any magicka based dark elf is now going to race swap. Is that really what you wanted? I can understand you wanting to broaden the appeal of some races, but this does the opposite.

    This change more than anything else makes me unhappy. The other stuff that follows is minor in comparison.

    Bounless Storm – I use this all the time as a sorc tank, happy to hear that it is being rebalanced; but can we have the duration made correspondingly longer rather than have the cost reduced? Given its already short duration it's not the ability I recast early from convenience. The speed increase is now so short it's incidental. If cutting it in half was worth a 34% reduction in spell cost just scrap the entire speed increase and focus on the main aspects of the ability.

    "All pets will now inherit your bonuses and derived stats."

    Brilliant.

    "Guild Trader UI Improvements"

    Thank you. It took long enough, but this is super. It will save me hours of trader searching
  • Deloth_Vyrr
    Deloth_Vyrr
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    Dracane wrote: »
    Tasear 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.
    Edited by Deloth_Vyrr on January 28, 2019 12:19AM
    <Twin-Moons Covenant> PC NA
    Dro-m'Athra Destroyer
    Voice of Reason
    Shadow Breaker
    Flawless Conqueror
  • Tasear
    Tasear
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    Change for rapids takes away from group support for trials such as Hof.
  • Dracane
    Dracane
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    Dracane wrote: »
    Tasear 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.
    Edited by Dracane on January 28, 2019 8:02AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Lord-Otto
    Lord-Otto
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    Dracane wrote: »
    Dracane wrote: »
    Tasear 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.

    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?
  • SaucyMcSauceface
    SaucyMcSauceface
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    Tannus15 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%
  • Dracane
    Dracane
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    Lord-Otto wrote: »

    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 exception ? 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.

    Edited by Dracane on January 28, 2019 8:54AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Lord-Otto
    Lord-Otto
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    ✭✭✭
    Dracane wrote: »
    Lord-Otto wrote: »

    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...

    Important edit!
    I will add that the Twilight is much cuter than Liquid Lightning, though.
    :3
    Edited by Lord-Otto on January 28, 2019 9:02AM
  • Dracane
    Dracane
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    Lord-Otto wrote: »
    Dracane wrote: »
    Lord-Otto wrote: »

    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.

    Auri-El is my lord,
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    Magnus is my mind.

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  • SaintSubwayy
    SaintSubwayy
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    Tannus15 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%

    this solutions would make more sense IMO.
    the DMG difference wouold not even be that big, maybe 1-2% more overall DPS with you rproposed solution, and gaining the 10% only at 100% health is kinds useless tbh.
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  • Lord-Otto
    Lord-Otto
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    Dracane wrote: »
    Lord-Otto wrote: »
    Dracane wrote: »
    Lord-Otto wrote: »

    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.

    (^-^)
  • Rukzadlithau
    Rukzadlithau
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    • Two Handed
      • Heavy Weapons:
      • Reduced the bleed applied from the Axe version of this passive by approximately 12%.

    • Dual Wield
      • Twin Blade and Blunt:
      • Reduced the bleed applied from the Axe version of this passive by approximately 12%.

    This is not an entierly correct adjustment. Please get away from the previous methodology of lowering values without tuning another aspect, so it just feels flat out nerfed and not altered to be balanced.

    The primary issue with bleeds is Twin Slashes and its morphs, please look at that first.

    The secondary issue was the passive bleeds, while I agree that they also needed to be reduced you could have slightly increased the chance to apply them by 2% for 2h and 1% each for DW.

    Another big offender is Master DW.
    Edited by Rukzadlithau on January 28, 2019 11:20AM
  • ebix_
    ebix_
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    about one handed weapon changes .
    make an exception for some glyphs like weapon damage and crusher , cuz we can't proc two of a same glyph at the same time to get the same result as a two handed .. so in some situations it feels more like a nerf than balance .
  • Cinbri
    Cinbri
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    Another 2 oversights regarding Solar Barrage and Total Dark:
    1. Solar Barrage: This problem with skill exists since overhaul, probably just bug but it reducing positive impact of skill, especially after last buff. Game considering its as DoT effect (you can see it by addons or official combat text) and proc stuff that proc on dots:
    barrage-bug.png
    however CP system wasn't updated and considering skill as direct damage attack (as it was before overhaul), and as result it scale of Master-At-Arms instead of Thaumaturge.
    It bringing inconsistence in PvE and PvP:
    In PvE magplar dps builds, even ranged, invest into Thaumaturge as most of dps skills are DoTs. Melee magplars, that should benefit of Barrage, focusing even more on Thaumaturge as their melee is class spammable - Jabs, which is also DoT effect.
    Due to this CP bug Barrage loosing damage boost from CP, which by simply checking pve builds (like Alcast's one) is something like 4-6% boost loss on skill.
    In CP PvP there is also problem as Red CP think it Direct Damage skill, and instead of being reduced by Thick-Skinned CP like dots should, it mitigating by Ironclad CP that affect direct damage attacks.
    So, fix Solar Barrage CP scaling to be DoT in all aspects of game.

    2. Total Dark: even worse oversight that wasn't noticed since Clockwork City within its incremental patch changes as it was bit harder to figure out how changes were made. Bolded important parts:
    Patch 3.2.3:
    total-dark-loss.jpg
    Recap without mechanics that were solidifying conceptions of damage effects(unblockable damage from "inside")/cc(can't be applied on cc immune target): as answer to request to make this pvp skill works better in pve where adds mostly have 2sec cooldown attacks, skill received internal cooldown and increased its damage. Something like this was previously done numerous times with other abilities (like Spear Shards, Rune Focus, etc.) to decrease server calculations by reducing frequency of ticks and buff its power effect. For example Rune Focus instead of 120resource every 0.5sec was changed to 240resources every 1second.
    BUT Total Dark morph is bound to its damage proc cooldown too. It worked just a bit worse in pve against adds with fast special attacks and got serious nerf in pvp where animation cancelling is common and important thing and always result in highest possibly frequency of attack.
    Simplier: damage component cant proc on every attack because its cooldown but strength of its proc is 67% stronger to get approximately same damage output in any scenario and keep damage condition in any situation, no matter if it slowpoke add or enemy player, but defensive healing of morph didn't got this treatment and it means that heals proc rarer but at same strength, taking damage formula made by zos it means consistency of heal of Total Dark became ~67% weaker!(it original proportions were damage<healing, as it is defensive morph, so it was healing for more than capability of deal damage) I think @Joy_Division might still remember how I was showing its possibility to negate nightblade burst pre this hidden nerf, after change it wasn't capable of it.
    Lately with all the changes (like light attack scaling boost that was noted in dev comment that increased dps for a lot) it highlighted problem of its being very situational by having morph that cant reflect anymore and works only during eclipse not broken free unlike other morph, as morph no longer could absorb all incoming damage from enemy who didn't break free even in 1v1 and here is the reason why Total Dark can't fulfill its defensive role, and from update to update and everchanging meta this hole in morph concept becoming more problematic..
    Total Dark heal should redeem this forgotten change and get its healing recalculated to retain it original proportions of damage-healing, to fit defensive role and situativeness.
    @Joy_Division @ZOS_Gilliam plain and simple fix to this forgotten problem.
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