ZOS_BrianWheeler wrote: »All Active abilities in skill lines other than Class lines will be addressed with the same standardization/audit in future updates.
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.
Just imagine it with Master's 2h as well. It could be a zerg KILLER.
I'm curious to see what they would do with other abilities as 'flurry' and 'throwing dagger'.
Very interested and will patiently wait it out while I destroy people in Cyrodiil.
Can't wait to YEET people with Cleave though.
cpuScientist wrote: »Hopefully they also add some stamSorc specific changes. Melee frag Air Overload. Crit surge costing Stam...
Illuvatarr wrote: »The wings change is the biggest buff to any class I have seen in this game. If you slot meditate, you can just stand there and laugh while you endlessly sustain in 1vx. I am not sure some DK’s fully grasp just how powerful this buff is. DK’s will also without a doubt be ensured the title of best pve tank.
Any plans to adjust racial balance for the Stam races? The magicka ones are fairly strong, but Orcs are BiS for every class, and Nords still aren't considered a viable option for DPS; five years later!
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.
Marshall1289 wrote: »Any plans to adjust racial balance for the Stam races? The magicka ones are fairly strong, but Orcs are BiS for every class, and Nords still aren't considered a viable option for DPS; five years later!
Why are Nords not a valid option? Do we really need 7/10 races to be proficient as stam DD in the way your looking for? There's only so many stats useful to the DD role and a stat budget thats already filled. They are unique enough already and better as stam DD then the remaining 3/10 races.
Orc's a bit too strong though. I'd take a healthy balance of 1500 sta and 750 hp.
tinythinker wrote: »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.
Agreed.
I will reserve any judgements until the patch notes go up the the changes hit the PTS rather than trying to read anything into the post. It's too easy to get worked up over maybes and what-ifs.
We shouldn't expect the dev team to place any particular weight on what any one player or their friends have to say, yet on some level we feel they should cater to our own play styles. I hope they simultaneously develop of a vision and maintain some flexibility going forward. That is, try something long enough to see how it works but be ready to change direction or make exceptions when results (a.k.a. fun factor) call for it.
I thank Mr. Wheeler for sharing with us today and for his and the combat team's hard work. Some payers will always gripe and some will always cheer, so in the end I respect the team's ability to work under pressure and maintain the courage of their convictions.
OK, the rest of this is just "blah blah blah" about my opinions on class design and changes.These are all from my perspective, so I don't expect everyone else to see thing the same way or agree. Of course I'm a forum brick layers with years of building walls of texts, so even my brief reaction might get longish.
My own vanity list:
1. As per above on some skills seeming over-powered in a head to head comparison with a similar skill from another class, I'm in favor of imperfect symmetry. You can have that and still strive for better balance. This gets into class identity as well and concerns over things like homogenization. In my own preference, while a DK should be able to heal, it shouldn't be a clone of a Templar. The mechanics and animations should be distinct, with each bringing different strengths that reflect differing class fantasy. And some classes having an edge for some roles or approaches to roles can be OK. It makes the choice of class more meaningful.
2. Consider identifying/retaining or creating multiple categories and sub-types of of ability functions and delivery systems. This allows for enhanced class uniqueness (see #1) and game play choices, as there can be unique combinations: healing category 1, sub-type A, delivery method ii versus healing category 1 sub-type B, delivery method i versus healing category 1, subtype B, delivery method iii. Or go way out and change all three for something truly distinct (category 3, sub-type C, deliver method ii). This allows for some standardization but also uniqueness in the combinations themselves, plus whatever special sauce from passives are layered on top.
To stick with the above example, a DK might be better at certain types of heal types or delivery approaches than Templars, and vice versa. Templar might be a strong overall all-around healer, while other classes are more specialized (but still viable for all content at a basic level). Plus, not everything of course has to be baked into class skill lines to help classes with particular roles. For example, imagine a set that offers a buff to healing done when you do elemental damage. This would be great for Sorcs and DKs.
3. Please don't strip things down too far in removing functions from abilities. Having an ability offer more than one thing is fun for theorycrafting/more build options as well as gameplay feel.
4. Please don't reduce it "one source for X per class". Having *some* redundancy within a class is a good thing so people don't feel forced to slot certain things. Passives can help some here as well by offers "X" for some or all of a skill line rather than just a single skill.
That said, if there is a consistent vision for combat and for class identity (class fantasy and its execution in mechanics/animations) please favor the latter over the former when push comes to shove. And if an ability needs to be changed so much it loses it's iconic function/identity, my own preference would be to retire it and hype us with the new ability name/function/etc.
Here's hoping for a great start to the new era in combat development for ESO!
Dots being dots, direct damage being direct rather than over spamming cheap dots to gain damage from initial hits and having infinate sustain WITH high damage out put from something that was not designed to be used as such.
whats LOT skill? increase dmg taken?
.Some abilities contained a LOT of functionality