I hope thy just leave nb alone maybe show magblade some love as its very weakSomehow I'm not feeling overly excited about these so-called balance changes. I'm envisioning a lot of nerfs with little not no buffs.
Quick pole. Who doesn't think that major fracture is going to be ripped from surprise attack, a very useful skill for pve dps and kept in mark target, a niche skill that is in nearly no one's rotation?
Anyone? Anyone?
That doesn't mean that mark target will become any more useful and people will magically start using it. It means that the rotation will remain the same and the class will become weaker.
I sure hope I'm wrong
Please don’t nerf my nb 🙏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.
Ragnarock41 wrote: »
Iron_Blurr wrote: »Please take a look at how some skills gain none of the passives from their skill lines. Example is how veiled strike could benefit from the assassination passives and sounds like an assassination ability but it is in shadow for some reason.
Also look at how blur is in the assassination skill line despite it not being able to do any damage and so it does not gain the benefits of the passives.
I suggest these two abilities switch skill lines. The passives would make a lot more sense and it would be a nice quality of life change for nightblade dps and tanks.
Tanks could actually use the armor buffs and max health increase that blur would then provide. Nightblade dps could benefit from the extra crit and damage that veiled strike being in the Assination skill line could provide.
There are a few other skills like this in other class skill lines that just dont fit right in their skill lines and do not seem to fit in the context of the skill line passives and theme.
BrokenGameMechanics wrote: »This is skill is raised up on the forums every 10-15 weeks or so. Why? Because it is the by far the most broken skill in the game.
This is the minimum number of problems with it.
- It does not proc enchants correctly.
- It does not calculate dmg correctly in the 3% compounding morph in all cases.
- It does not apply CP scaling correctly in the 3% compounding morph on the final hit.
- NOBODY can say what it "is" as a skill. It is a DOT+Channel with 7 meter range that is not a non-Melee attack.
- It is impossible to predict what the skill will proc or fail to proc for armor sets. How is it not a considered a Melee skill?
- Because it is a channel, it "self" interrupts. So if you try and get up close and personnel and spam/weave with it if you move around, dodge roll, block etc, you self interrupt the skill before it completes. If you want that last 300% Rapid Strikes hit you literally have to stand there <= 7 meters and not move for 0.6 secs. Can't block, LA weave, move or dodge and gain nothing for that penalty.
- It didn't work with the MA(?) weapons that were supposed to work with this skill for years.
I think I'm even forgetting more issues ...
https://forums.elderscrollsonline.com/en/discussion/441718/flurry-and-morphs-300-final-hit-not-scaling-correctly-from-percent-ampsvesselwiththepestle wrote: »Will Flurry be fixed?
ZOS_BrianWheeler wrote: »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.
It doesn't stun if you use it with 70 ulti; for the stun, you need 120.chetter_hummin wrote: »Cost only 72 ulti, does a lot of damage, debuffs with major defile, stuns and give the NB 20% more damage for 6 sec.
ZOS_BrianWheeler wrote: »Hey gang!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.
marius_buys wrote: »ZOS_BrianWheeler wrote: »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 I honestly hope that you have not buffed Stam classes into god mode, NB's spamming surprise attack "which should have a large cooldown after first use" and Stam DK requiring 10+ players before they are killed. It used to be 1vX and players now talk about 1vXV means that there is imbalance, not super good players.
ZOS_BrianWheeler wrote: »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.
marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.