Increased the initial hit damage of this ability and the Radiant Ward morph by 150% to put it on par with our PBAoE standards. Blazing Shield's damage remains untouched since it is already above that standard, since it has an additional requirement in order to gain the damage.
Nearly every player in the game regards Blazing Shield as drastically subpar, and yet it exceeds ZOS' standard for adequate ability balance. What does that say about the difference between in-game standards and ZOS' standard?
GrumpyDuckling wrote: »I would like to see the Warden's Animal Companion skill line 1) feel better to use, and 2) play more like the user actually has animal companions. I propose a mostly rearranged skill line that looks like the following:
Step 1 - Move the minor berserk passive to the bear ultimate. If you are going to force us to double-slot an ultimate, then at least give us a little more value there. The re-summoning morph, in particular, is pretty pathetic now that pets can't be killed.
Step 2 - Move the sustain from netch to falcon's swiftness. Tanks would love to have the utility of extra speed while maintaining the sustain that they currently get from netch (without the need to slot two skills).
Step 3 - Replace netch with a permanent wolf summon that provides Major Brutality for being slotted. This move makes the skill line feel more like the player actually has animal companions, and offers a stamina option for those who like using pets.
ESO_Nightingale wrote: »GrumpyDuckling wrote: »I would like to see the Warden's Animal Companion skill line 1) feel better to use, and 2) play more like the user actually has animal companions. I propose a mostly rearranged skill line that looks like the following:
Step 1 - Move the minor berserk passive to the bear ultimate. If you are going to force us to double-slot an ultimate, then at least give us a little more value there. The re-summoning morph, in particular, is pretty pathetic now that pets can't be killed.
Step 2 - Move the sustain from netch to falcon's swiftness. Tanks would love to have the utility of extra speed while maintaining the sustain that they currently get from netch (without the need to slot two skills).
Step 3 - Replace netch with a permanent wolf summon that provides Major Brutality for being slotted. This move makes the skill line feel more like the player actually has animal companions, and offers a stamina option for those who like using pets.
I like how netch is currently. I also don't want more power to the bear. Its already the only thing you should use in pve and it would disappear in pvp where we just got hit pretty hard. A wolf summon while cool seems like it would be better as a skin for the bear. If you were to gain more mag dps skills, the only place to put them is in winter's embrace. One other thing is that by removing bird of prey, you remove magden's mobility. We don't have an enemy gap closer.
GrumpyDuckling wrote: »ESO_Nightingale wrote: »GrumpyDuckling wrote: »I would like to see the Warden's Animal Companion skill line 1) feel better to use, and 2) play more like the user actually has animal companions. I propose a mostly rearranged skill line that looks like the following:
Step 1 - Move the minor berserk passive to the bear ultimate. If you are going to force us to double-slot an ultimate, then at least give us a little more value there. The re-summoning morph, in particular, is pretty pathetic now that pets can't be killed.
Step 2 - Move the sustain from netch to falcon's swiftness. Tanks would love to have the utility of extra speed while maintaining the sustain that they currently get from netch (without the need to slot two skills).
Step 3 - Replace netch with a permanent wolf summon that provides Major Brutality for being slotted. This move makes the skill line feel more like the player actually has animal companions, and offers a stamina option for those who like using pets.
I like how netch is currently. I also don't want more power to the bear. Its already the only thing you should use in pve and it would disappear in pvp where we just got hit pretty hard. A wolf summon while cool seems like it would be better as a skin for the bear. If you were to gain more mag dps skills, the only place to put them is in winter's embrace. One other thing is that by removing bird of prey, you remove magden's mobility. We don't have an enemy gap closer.
Why is winter's embrace the "only" place to put mag dps skills?
Mobility for magden isn't touched, falcon's swiftness still retains the speed boost.
Falcon’s Swiftness:
*"This ability no longer grants Major Endurance."
The Major Endurance was too powerful, good work.
First off I am not a DK main and I do play PvP.
I would like to see wings keep their reflection but shorten the time window and reflect ALL projectiles in its duration at an appropriately adjusted cost. The 6 second duration is too long, but the limit to 4 projectiles feels bad. I'd say if we make it a 2 second window (or maybe even 1 second), then DKs would have to be intentional about using reflect. That feels a lot more healthy and appropriate for everyone involved.
Squishy builds rely on getting to avoid damage and accompanying effects and cc, so the 50% damage reduction doesn't exactly work out for them.
I would say that "Molten Whip" rework is OK. but why no stamina cost for it? I mean "Poison whip" would be awesome for spamable class skill.
One other thing Warden Animal Companion ultimate. I suggested that before all big patchs released. This ultimate is useless in PvP. Bear is so slow cannot chase the enemy and wasting ulti cost when they move faster. This ulti occupying both bar for nothing. Its only good in 1v1. You can bring a rework for bear too. At least a leap or jump animation on enemy and stun them instead of pet's heavy attack. Consider this please.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Ragnarock41 wrote: »As a stamDk I am very happy for the weapon spammable buffs. Now if the vision for this class is to use weapon abilities, then please remember that when reworking class passives. This whole "poison knight" theme never truly worked and I would honestly prefer class passives that enchant on weapon skills rather than poison ones. I'm sure you guys can do something more creative than %25 poison cost reduction, which lost its meaning due to claw spammable not being a thing anymore.
So far I'm happy with the direction of this patch. If this sounds like I'm complaining , I'm not. This might be the best patch since one tamriel.
Are there any changes you feel are against the spirit of the class?
No.
Are you able to weave abilities better or worse in this Update?
Yes, but not significantly.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
The Sorcerer received some good balancing.
For example, Streak is now more useful and Crystal Fragments is cheaper
"Bolt Escape: Fixed an issue where this ability and its morphs could stun targets behind walls. "
It is good to see you fixed the issue I reported.
Do you feel we addressed abilities that in the past year have been over or under performing?
Yes.
Some of the best changes to Nightblade(mostly PVP perspective):
1. Death Stroke - the removal of the major defile.
The defile was too powerful for this ultimate ability.
2. Grim Focus - "Removed the Minor Berserk buff from this ability and its morphs."
Minor Berserk buff was a bit OP and I'm glad to see it gone!
It was adding too much to the Nightblade's dps in PVP and PVE.
3. Aspect of Terror - Mass Hysteria (morph) - "This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2."
Minor maim had too high uptime.
4.Surprise Attack - "This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value. "
This ability was too useful in PVP and it's great that you finally realized it.
5. Soul Tether (morph): "Adjusted this morph to adhere to our DoT standards.
Added a 1 second delay between the initial hit and the first DoT tick.
Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst."
A good nerf to nightblades who bomb large groups of players.
The change to Dragonknight's "Reflective Scale" is good.
"Reflective Scale:
Renamed this ability to Protective Scale.
Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability.
Dragon Fire Scale (morph): This ability no longer increases damage of reflected attacks, since it can no longer reflect. Incoming projectiles will now cause you to launch a fiery orb at the attacker that deals Flame Damage. Effect can occur once every half second.
Reflective Plate: Renamed this ability to Protective Plate. No other changes were made to the ability’s functionality.
"
It had too high uptime and effectiveness in PVP, essentially reflecting almost all projectiles.
Some of the good Warden changes:
Falcon’s Swiftness:
*"This ability no longer grants Major Endurance."
The Major Endurance was too powerful, good work.
Scorch: "This ability and its morphs can now be blocked."
A good change given the burst potential the warden has in PVP.
I see many good balance changes this patch.
Well done
Though PVE players are now less effective in combat because of changes made with PVP in mind.
I wish the combat system had two distinct functionalities, one in PVP and one in PVE.
You keep balancing PVP and PVE together, there will never be true balance.
removing minor berserk is a terrible idea you are also inadvertently nerfing tons of healing in which brawler stamina nigthblades desperately needs severely. NOT EVERYONE PLAYS A GANKER STAMINA NIGHTBLADE.
Are there any changes you feel are against the spirit of the class?
No.
Are you able to weave abilities better or worse in this Update?
Yes, but not significantly.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
The Sorcerer received some good balancing.
For example, Streak is now more useful and Crystal Fragments is cheaper
"Bolt Escape: Fixed an issue where this ability and its morphs could stun targets behind walls. "
It is good to see you fixed the issue I reported.
Do you feel we addressed abilities that in the past year have been over or under performing?
Yes.
Some of the best changes to Nightblade(mostly PVP perspective):
1. Death Stroke - the removal of the major defile.
The defile was too powerful for this ultimate ability.
2. Grim Focus - "Removed the Minor Berserk buff from this ability and its morphs."
Minor Berserk buff was a bit OP and I'm glad to see it gone!
It was adding too much to the Nightblade's dps in PVP and PVE.
3. Aspect of Terror - Mass Hysteria (morph) - "This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2."
Minor maim had too high uptime.
4.Surprise Attack - "This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value. "
This ability was too useful in PVP and it's great that you finally realized it.
5. Soul Tether (morph): "Adjusted this morph to adhere to our DoT standards.
Added a 1 second delay between the initial hit and the first DoT tick.
Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst."
A good nerf to nightblades who bomb large groups of players.
The change to Dragonknight's "Reflective Scale" is good.
"Reflective Scale:
Renamed this ability to Protective Scale.
Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability.
Dragon Fire Scale (morph): This ability no longer increases damage of reflected attacks, since it can no longer reflect. Incoming projectiles will now cause you to launch a fiery orb at the attacker that deals Flame Damage. Effect can occur once every half second.
Reflective Plate: Renamed this ability to Protective Plate. No other changes were made to the ability’s functionality.
"
It had too high uptime and effectiveness in PVP, essentially reflecting almost all projectiles.
Some of the good Warden changes:
Falcon’s Swiftness:
*"This ability no longer grants Major Endurance."
The Major Endurance was too powerful, good work.
Scorch: "This ability and its morphs can now be blocked."
A good change given the burst potential the warden has in PVP.
I see many good balance changes this patch.
Well done
Though PVE players are now less effective in combat because of changes made with PVP in mind.
I wish the combat system had two distinct functionalities, one in PVP and one in PVE.
You keep balancing PVP and PVE together, there will never be true balance.
you really think those nb changes will have too much effect on nb pve dmg? Because minor berserk and major fracture already provided by tanks and healers.
I feel like there are a lot of boring, low impact passives in the original 4 classes that should be removed to make room for more interesting ones. These all have in common that the abilities they are buffing are exclusive to the class and thus do not create any further class identity or unique value. Removing these passives will also make balancing a little bit easier as ability durations can then be balanced independent of oneanother without needing to remember how the passives could potentially blow it out of proportion. Currently they all feel flat and not very meaningful.
TemplarDragonknight
- Enduring rays - Increases the duration of your Sun Fire, Eclipse, Solar Flare and Nova abilities by 2 seconds.
Sorcerer
- Searing Heat - Increases the damage of Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 3% and the duration by 2 seconds.
- Eternal mountain - Increases the duration of Earthen Heart abilities by 20%.
Nightblade
- Persistence - Increases the duration of Dark Magic abilities by 15%.
- Dark Veil - "Adjusted this passive to grant a flat 1 and 2 second duration increase to Shadow abilities".
There are some weapon abilities following the same boring and flat design.
Balanced Blade (2-handed), Controlled Fury (Dualwield), Ranger (Bow), Restoration Master (Restoration staff).
removing minor berserk is a terrible idea you are also inadvertently nerfing tons of healing in which brawler stamina nigthblades desperately needs severely. NOT EVERYONE PLAYS A GANKER STAMINA NIGHTBLADE.Are there any changes you feel are against the spirit of the class?
No.
Are you able to weave abilities better or worse in this Update?
Yes, but not significantly.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
The Sorcerer received some good balancing.
For example, Streak is now more useful and Crystal Fragments is cheaper
"Bolt Escape: Fixed an issue where this ability and its morphs could stun targets behind walls. "
It is good to see you fixed the issue I reported.
Do you feel we addressed abilities that in the past year have been over or under performing?
Yes.
Some of the best changes to Nightblade(mostly PVP perspective):
1. Death Stroke - the removal of the major defile.
The defile was too powerful for this ultimate ability.
2. Grim Focus - "Removed the Minor Berserk buff from this ability and its morphs."
Minor Berserk buff was a bit OP and I'm glad to see it gone!
It was adding too much to the Nightblade's dps in PVP and PVE.
3. Aspect of Terror - Mass Hysteria (morph) - "This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2."
Minor maim had too high uptime.
4.Surprise Attack - "This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value. "
This ability was too useful in PVP and it's great that you finally realized it.
5. Soul Tether (morph): "Adjusted this morph to adhere to our DoT standards.
Added a 1 second delay between the initial hit and the first DoT tick.
Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst."
A good nerf to nightblades who bomb large groups of players.
The change to Dragonknight's "Reflective Scale" is good.
"Reflective Scale:
Renamed this ability to Protective Scale.
Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability.
Dragon Fire Scale (morph): This ability no longer increases damage of reflected attacks, since it can no longer reflect. Incoming projectiles will now cause you to launch a fiery orb at the attacker that deals Flame Damage. Effect can occur once every half second.
Reflective Plate: Renamed this ability to Protective Plate. No other changes were made to the ability’s functionality.
"
It had too high uptime and effectiveness in PVP, essentially reflecting almost all projectiles.
Some of the good Warden changes:
Falcon’s Swiftness:
*"This ability no longer grants Major Endurance."
The Major Endurance was too powerful, good work.
Scorch: "This ability and its morphs can now be blocked."
A good change given the burst potential the warden has in PVP.
I see many good balance changes this patch.
Well done
Though PVE players are now less effective in combat because of changes made with PVP in mind.
I wish the combat system had two distinct functionalities, one in PVP and one in PVE.
You keep balancing PVP and PVE together, there will never be true balance.
you really think those nb changes will have too much effect on nb pve dmg? Because minor berserk and major fracture already provided by tanks and healers.
What is a stam nb suppose to do now? they don't have a support skill like templar's power of the light, an aoe, or a dot. Surprise attack now is gonna be useless for reliant single target damage from moving target to target. Are they just suppose to spam surprise attack with nothing else supporting it? or not use it all better yet? lmao but all the non nightblades, oh yea good change. Lets nerf it and not give anything back in return.
removing minor berserk is a terrible idea you are also inadvertently nerfing tons of healing in which brawler stamina nigthblades desperately needs severely. NOT EVERYONE PLAYS A GANKER STAMINA NIGHTBLADE.Are there any changes you feel are against the spirit of the class?
No.
Are you able to weave abilities better or worse in this Update?
Yes, but not significantly.
Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
The Sorcerer received some good balancing.
For example, Streak is now more useful and Crystal Fragments is cheaper
"Bolt Escape: Fixed an issue where this ability and its morphs could stun targets behind walls. "
It is good to see you fixed the issue I reported.
Do you feel we addressed abilities that in the past year have been over or under performing?
Yes.
Some of the best changes to Nightblade(mostly PVP perspective):
1. Death Stroke - the removal of the major defile.
The defile was too powerful for this ultimate ability.
2. Grim Focus - "Removed the Minor Berserk buff from this ability and its morphs."
Minor Berserk buff was a bit OP and I'm glad to see it gone!
It was adding too much to the Nightblade's dps in PVP and PVE.
3. Aspect of Terror - Mass Hysteria (morph) - "This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2."
Minor maim had too high uptime.
4.Surprise Attack - "This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value. "
This ability was too useful in PVP and it's great that you finally realized it.
5. Soul Tether (morph): "Adjusted this morph to adhere to our DoT standards.
Added a 1 second delay between the initial hit and the first DoT tick.
Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst."
A good nerf to nightblades who bomb large groups of players.
The change to Dragonknight's "Reflective Scale" is good.
"Reflective Scale:
Renamed this ability to Protective Scale.
Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability.
Dragon Fire Scale (morph): This ability no longer increases damage of reflected attacks, since it can no longer reflect. Incoming projectiles will now cause you to launch a fiery orb at the attacker that deals Flame Damage. Effect can occur once every half second.
Reflective Plate: Renamed this ability to Protective Plate. No other changes were made to the ability’s functionality.
"
It had too high uptime and effectiveness in PVP, essentially reflecting almost all projectiles.
Some of the good Warden changes:
Falcon’s Swiftness:
*"This ability no longer grants Major Endurance."
The Major Endurance was too powerful, good work.
Scorch: "This ability and its morphs can now be blocked."
A good change given the burst potential the warden has in PVP.
I see many good balance changes this patch.
Well done
Though PVE players are now less effective in combat because of changes made with PVP in mind.
I wish the combat system had two distinct functionalities, one in PVP and one in PVE.
You keep balancing PVP and PVE together, there will never be true balance.
you really think those nb changes will have too much effect on nb pve dmg? Because minor berserk and major fracture already provided by tanks and healers.
What is a stam nb suppose to do now? they don't have a support skill like templar's power of the light, an aoe, or a dot. Surprise attack now is gonna be useless for reliant single target damage from moving target to target. Are they just suppose to spam surprise attack with nothing else supporting it? or not use it all better yet? lmao but all the non nightblades, oh yea good change. Lets nerf it and not give anything back in return.
The issue is that we're kind of forced to use it because we don't have a self buff that grants us majors for 20+ seconds. At the moment I'm planning on using Chuden as my 2-piece, and make power Extraction as my spammable. It hits almost as hard as Surprise Attack except it hits everything around you, it generates ultimate, and it's undodgeable. The idea of spamming an AoE the whole time sounds so freaking boring though; I just may drop the class for something that's more fun to play.
ZOS_GinaBruno wrote: »This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
- Are there any changes you feel are against the spirit of the class?
- Are you able to weave abilities better or worse in this Update?
- Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- Do you feel we addressed abilities that in the past year have been over or under performing?
- Do you have any other general feedback?