usmcjdking wrote: »I'm going to take a leap of faith here and hope that both Stamplar and Stamsorc get some meaningful class skills. Stamplar gets some awesome stam-oriented utility morphs while Stamsorc just gets some meaningful source of damage lol.
I don't suppose there has been any looking into alternative methods of weaving or making non-weaving a litter better for people?
FrancisCrawford wrote: »For the record -- it's OK to have class skills that are individually "overpowered". Overall power of great active skills plus any passives just has to be considered in combination when judging a class or spec.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Thanks for the insight Brian, excited to see what the balance pass brings.
Seems you have a solid idea of what gameplay you want to have in the game now and where you want to go with it.
I don't suppose there has been any looking into alternative methods of weaving or making non-weaving a litter better for people? It's become a big barrier of entry into higher tier content for those with disabilities or getting slow in their old age.
Emma_Overload wrote: »Also, dot ticks of weapon abilities in general (e.g. Wall of Elements) need to be shortened to 0.5 seconds or even less. It is pretty much impossible to receive the full benefit of the Torug's Pact 5 pc bonus with 1 or 2 second ticks.
Adjusted several abilities to improve overall game performance. Affected abilities will now tick less frequently, but deal more damage such that overall damage should remain constant. The affected abilities include:
- Blazing Spear
- Consuming Darkness and its morphs
- Eruption
- Lightning Splash and its morphs
- Necrotic Orb and its morphs
- Path of Darkness and its morphs
- Radiant Destruction and its morphs
For nightblade last I’d love to see Minor Berserk based off of Assassin’s Will procs and not on activation of Grim Focus. If each Assassin’s Will were to proc say 8.5 seconds of Minor Berserk, the skill would keep its identity but would not reward players who don’t play the class efficiently and leave the good NBs unharmed.
ZOS_BrianWheeler wrote: »Hey gang!
With Update 22 coming to the PTS in just a few weeks, we want to give you all an update on how we’re approaching combat adjustments this patch. We know there’s a lot of information out there already since the embargo lift and it’s great to see everyone excited about Elsweyr and the Necromancer! However, be aware unless it’s stated from us or included in official patch notes, it’s all subject to change until it’s on the PTS and Live.
With that being said, let’s dive into how we are approaching the Elsweyr update. First off, we are getting the Necromancer ready for prime time! This class was created with three major tenants of play:
- Create a class that feels entirely unique and different than any other class in ESO
- Create a class that embodies Necromancy in Elder Scrolls lore/canon
- Add new gameplay elements via corpses, temporary pets and emphasize positional gameplay
The Necromancer is the first class to have multiple passes by our own players prior to it launching with the Class Reps and members of the community that recently visited the studio. Their feedback has greatly helped our development process, and we believe the Necromancer is setup nicely to fill both Magicka or Stamina roles for healing, tanking or DPS. Thanks again to the fine folks that visited us, and we’re looking forward to everyone trying out the Necromancer on the PTS! .
Over the years of development, there have been numerous changes to class abilities both in function and under the hood with code. These changes have shaped the face of combat in ESO over time, but as the game has evolved with each passing year, we have accrued many changes that have fallen out of vogue. With this update, we are making several adjustments to bring abilities back in line with the current state of the game and create a solid foundation of standards for the future.
In Update 22 we have done a pass on every Class ability looking for errant or missing data. We also made sure abilities follow a coherent pattern of Rank progression that is easy to identify. For example, if an ability morph does damage, the rank progression adds more damage. If an ability morph does healing, the rank progression does more healing.
Ability coefficients and costs have also been audited to ensure that healing or damage within the type of ability (such as a DD, DoT, HoT, Direct Heal) are more consistent. The duration of abilities and sub-effects have been normalized so they adhere to patterns that fall in line with the play-style of ESO, making their use in rotations easier to handle. For example:Next were abilities that were considered out of standards based on the audit pass noted above. Some abilities contained a LOT of functionality (Incapacitating Strike), and others not as much (Teleport Strike) when looking at abilities across the board. Moving forward, abilities within the same “Category” should have a base level of performance but also have something that makes it unique. In doing this pass, we found abilities that had components which were above or below base functionality and made adjustments to bring them in line. In some cases, base damage/healing has been increased make up for the removal of additional functions. In other cases, base damage/healing has been reduced to make up for adding in additional functions.
- Single Target DoTs have been a long standing group of abilities that were not consistent in their application of damage. Looking at these types of abilities’ duration, tick frequencies, and delays, a consistent pattern of application was missing from ability to ability. Some of these abilities have even be used as "spammable" abilities (Searing Strike), despite that being against their design. In this pass, we've restructured them to follow a standard behavior:
- If there is an initial hit upon casting one of these abilities, there will always be a delay between the initial hit and the first tick
- If there no initial hit, there will be no delay
- Delays (i.e. an ability that doesn’t hit immediately) will always be the same duration as the DoT's frequency in which it ticks.
We also took a high level pass at Class abilities, specifically looking for similar/redundant functions within each class's entire tool kit (like Mark Target granting Fracture and Surprise Attack granting Fracture). While we want there to be different abilities that operate similarly in functionality between your class, weapon, guild, and other skill lines, we want to avoid abilities within the same class to provide multiple sources of the same effect(s). This is an on-going effort for future skill lines, and we are not opposed to revisiting the structure of abilities that have already received this audit. Also note these passes were done in conjunction with the changes noted above regarding coefficient/cost/Rank progression, etc.
In terms of quality of life changes, we’ve heard your feedback about cast times being difficult to incorporate into fluid combat/rotation, and have made adjustments to many abilities with cast times to make them easier to weave and be more reliable. In most of these cases, we have adjusted the damage as well in coordination with cast time adjustments to retain the DPS you’re used to in U21.
There will be a bunch of patch notes coming for PTS soon, so stay tuned! Thanks for reading gang, and if you’ve gotten this far, here’s a little sneak peek:
- Cleave: (Reworked this ability and its morphs) Damage increased by 50%, but removed the bleed from this base ability completely.
- Carve: Retains the bleed; bleed damage increased by 25%. No longer grants Minor Heroism.
- Brawler: Removed the bleed from this ability. Increased the Shield granted from this morph by 100% at base, but reduced the bonus scaling per target hit from 100% to 50%. This means at base this ability will be 100% stronger than before, and will be ~14% stronger than previously if you get the maximum bonus.
ZOS_BrianWheeler wrote: »Passives will be addressed in a future update. We wanted to hit the Actives this patch and are looking at applying these standards/audit to more Actives in the future. It's a lot to go through but we'll get there
ZOS_BrianWheeler wrote: »Hey gang!
With Update 22 coming to the PTS in just a few weeks, we want to give you all an update on how we’re approaching combat adjustments this patch. We know there’s a lot of information out there already since the embargo lift and it’s great to see everyone excited about Elsweyr and the Necromancer! However, be aware unless it’s stated from us or included in official patch notes, it’s all subject to change until it’s on the PTS and Live.
With that being said, let’s dive into how we are approaching the Elsweyr update. First off, we are getting the Necromancer ready for prime time! This class was created with three major tenants of play:
- Create a class that feels entirely unique and different than any other class in ESO
- Create a class that embodies Necromancy in Elder Scrolls lore/canon
- Add new gameplay elements via corpses, temporary pets and emphasize positional gameplay
The Necromancer is the first class to have multiple passes by our own players prior to it launching with the Class Reps and members of the community that recently visited the studio. Their feedback has greatly helped our development process, and we believe the Necromancer is setup nicely to fill both Magicka or Stamina roles for healing, tanking or DPS. Thanks again to the fine folks that visited us, and we’re looking forward to everyone trying out the Necromancer on the PTS! .
Over the years of development, there have been numerous changes to class abilities both in function and under the hood with code. These changes have shaped the face of combat in ESO over time, but as the game has evolved with each passing year, we have accrued many changes that have fallen out of vogue. With this update, we are making several adjustments to bring abilities back in line with the current state of the game and create a solid foundation of standards for the future.
In Update 22 we have done a pass on every Class ability looking for errant or missing data. We also made sure abilities follow a coherent pattern of Rank progression that is easy to identify. For example, if an ability morph does damage, the rank progression adds more damage. If an ability morph does healing, the rank progression does more healing.
Ability coefficients and costs have also been audited to ensure that healing or damage within the type of ability (such as a DD, DoT, HoT, Direct Heal) are more consistent. The duration of abilities and sub-effects have been normalized so they adhere to patterns that fall in line with the play-style of ESO, making their use in rotations easier to handle. For example:Next were abilities that were considered out of standards based on the audit pass noted above. Some abilities contained a LOT of functionality (Incapacitating Strike), and others not as much (Teleport Strike) when looking at abilities across the board. Moving forward, abilities within the same “Category” should have a base level of performance but also have something that makes it unique. In doing this pass, we found abilities that had components which were above or below base functionality and made adjustments to bring them in line. In some cases, base damage/healing has been increased make up for the removal of additional functions. In other cases, base damage/healing has been reduced to make up for adding in additional functions.
- Single Target DoTs have been a long standing group of abilities that were not consistent in their application of damage. Looking at these types of abilities’ duration, tick frequencies, and delays, a consistent pattern of application was missing from ability to ability. Some of these abilities have even be used as "spammable" abilities (Searing Strike), despite that being against their design. In this pass, we've restructured them to follow a standard behavior:
- If there is an initial hit upon casting one of these abilities, there will always be a delay between the initial hit and the first tick
- If there no initial hit, there will be no delay
- Delays (i.e. an ability that doesn’t hit immediately) will always be the same duration as the DoT's frequency in which it ticks.
We also took a high level pass at Class abilities, specifically looking for similar/redundant functions within each class's entire tool kit (like Mark Target granting Fracture and Surprise Attack granting Fracture). While we want there to be different abilities that operate similarly in functionality between your class, weapon, guild, and other skill lines, we want to avoid abilities within the same class to provide multiple sources of the same effect(s). This is an on-going effort for future skill lines, and we are not opposed to revisiting the structure of abilities that have already received this audit. Also note these passes were done in conjunction with the changes noted above regarding coefficient/cost/Rank progression, etc.
In terms of quality of life changes, we’ve heard your feedback about cast times being difficult to incorporate into fluid combat/rotation, and have made adjustments to many abilities with cast times to make them easier to weave and be more reliable. In most of these cases, we have adjusted the damage as well in coordination with cast time adjustments to retain the DPS you’re used to in U21.
There will be a bunch of patch notes coming for PTS soon, so stay tuned! Thanks for reading gang, and if you’ve gotten this far, here’s a little sneak peek:
- Cleave: (Reworked this ability and its morphs) Damage increased by 50%, but removed the bleed from this base ability completely.
[/list
- Carve: Retains the bleed; bleed damage increased by 25%. No longer grants Minor Heroism.
- Brawler: Removed the bleed from this ability. Increased the Shield granted from this morph by 100% at base, but reduced the bonus scaling per target hit from 100% to 50%. This means at base this ability will be 100% stronger than before, and will be ~14% stronger than previously if you get the maximum bonus.
I hope this means Daedric tomb is being altered. I love the concept of this spell being on my bar and I hope that the cost and mine detection radius at a bare minimum are being addressed.
ZOS_BrianWheeler wrote: »All Active abilities in skill lines other than Class lines will be addressed with the same standardization/audit in future updates.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
sneakymitchell wrote: »The Cleave Buff?!
THE BLIND WARRIOR SHALL RISE
CLEAVE, CLEAVE EVERYTHING!
This is sounding very promising so far.
Who knows if it’s going be good with zergs increased to 50% is big. It might out damage wrecking blow @ZOS_BrianWheeler I hope you guys look at wrecking blow/dizzying swing if not cleave will be the new spamable which shouldn’t be as intended like flurry and throwing dagger. Since the buff to light attacks a lot of channeled spamable are being mostly out parred by instant cast. Sure those channel times are good but they need an update since it’s been a year or two since it’s been updated.
So for U22, are you changing only Class line skills? You've got several examples from weapon skill lines. Or won't those changes just go through the same passes like class skills, so we might see further changes?ZOS_BrianWheeler wrote: »All Active abilities in skill lines other than Class lines will be addressed with the same standardization/audit in future updates.