MLGProPlayer wrote: »Toc de Malsvi wrote: »wills43b14_ESO wrote: »I need to do some more testing before I can say anything definitive and look at what others are getting, but at the moment stamcro is hitting about 100k+ dps on the iron atro, magcro is hitting 91k+ and the rest of mag are 70k-84k atm. What sucks is there is no room for class abilities so right now mag brings almost 0 utility EXCEPT the magcro (who will likely be put into support sets like Martial Knowledge and Ze'en to fuel the stamcro overlords). It's actually pretty detrimental to run magicka atm and if our groups theory crafting is right, having stam in pseudo-dps setups (dps/healer hybrid) will outweigh the benefits of running healers at all with the echoing vigor changes. There would possibly be one mag dps for orbs/springs, but orbs may get relegated to the tank anyways now.
I've seen two people repeat this claim, but no videos or parses. Care to provide some evidence for us to peruse? I'm not saying it wasn't done, but I'd like to see what was run and what skill combinations etc.
Really the biggest thing is Necromancer being the exclusive source of Major Vulnerability, which is an overall 30% boost to damage on the inflicted target. No other class has this, and it favors having nearly exclusive necromancer dps to have the highest uptimes on this overpowered debuff.
After looking at some more of the necromancer abilities, being able to provide yourself with your own synergy is another massive advantage that no other class has, considering the huge nerfs to healing orbs.
Who would have thunk that giving the strongest debuff in the game to only one class would create balance issues?
Skjaldbjorn wrote: »After testing several classes in a multitude of different setups, Stamdens are just...not good. They went from a strong 2nd/3rd to probably only ahead of Stamplar. Why this change? No clue. That small buff to the Warden passive brought them in line, and you just immediately trash it. Wardens were fine.
I tested a lot with a two-handed Stam Sorc which brutally outperformed my Stamden in every meaningful way. I've mained Stamden since Morrowind. I've tried so hard not to give up on the class, but while you buff Necros through the roof, let Nightblades dominate the meta or 12-14 months and constantly tinker with everyone, when you FINALLY manage to get it right and have Stamdens in a good place, you immediately revert it.
It's just disappointing at this stage. Heart-breaking. Guess i'm maining a stam sorc. I refuse to bend to this meta enforcement garbage for Stamcros. I'll deal with being lower DPS. This is garbage.
Toc de Malsvi wrote: »wills43b14_ESO wrote: »I need to do some more testing before I can say anything definitive and look at what others are getting, but at the moment stamcro is hitting about 100k+ dps on the iron atro, magcro is hitting 91k+ and the rest of mag are 70k-84k atm. What sucks is there is no room for class abilities so right now mag brings almost 0 utility EXCEPT the magcro (who will likely be put into support sets like Martial Knowledge and Ze'en to fuel the stamcro overlords). It's actually pretty detrimental to run magicka atm and if our groups theory crafting is right, having stam in pseudo-dps setups (dps/healer hybrid) will outweigh the benefits of running healers at all with the echoing vigor changes. There would possibly be one mag dps for orbs/springs, but orbs may get relegated to the tank anyways now.
I've seen two people repeat this claim, but no videos or parses. Care to provide some evidence for us to peruse? I'm not saying it wasn't done, but I'd like to see what was run and what skill combinations etc.
MLGProPlayer wrote: »Why did such skills like Degeneration and Soul Trap get such insane buffs to the point it'll be required to slot them? like roughly 24k dot over 12 seconds with major sorcery for 24 seconds plus the magic return on every light/heavy attack for degen? Then ive seen a rough 34k dot tool tip over 10 seconds for soul trap, with hp/stam/magic return as well?
Because it's easier to balance global skills than class skills. They want everyone to be using the same skills.
It's basically the balance team being lazy (as always).
Elsweyr World Boss solo fight with High Elf Mag Pet Sorc
The logs below show a ONE bar fight, i didn't use my back bar to buff at all, just spamming the "easy" button skills since Pet Sorc is "easy mode" and does not require any player skill:
Skills:
- Hardened Ward
- Unstable Wall of Storms
- Liquid Lightning
Pets:
- Clannfear
Ultimate:
- Thunderous Rage
Monster:
- Infernal Guardian
LIVE
PTS
Summary:
- "Tri Focus" is completely missing on the PTS (That's a 500k loss right there)
- "Liquid Lightning" lost 500k of damage
- "Thunderous Rage" lost 200k of damage
- "Unstable Wall of Storms" gained 100k of damage (because it was cast more often)
- "Unstable Wall of Storms" critical gained 400k of damage (because it was cast more often)
- "Infernal Guardian" gained 150k of damage (because it had more procs = more shield casts)
- Overall DPS went down from 40k on live to 30k on pts
- Live needs far fewer heavy attacks to sustain
- TTK went up from 2:45 on live to 3:28 on pts
- I had to heal more on the pts (using the Clannfear)
- DoTs are most notably weaker, trash mobs take much longer to go down
- Shields felt OK-ish
- The Clannfear seemed to die a lot more on the pts (?)
SaucyMcSauceface wrote: »As noted elsewhere, endless hail is bugged at the moment. Rather than the 13 ticks it should get at rank 4, it is only hitting 10 times. With the VMA bow, this results in a huge dps drop.
Why did such skills like Degeneration and Soul Trap get such insane buffs to the point it'll be required to slot them? like roughly 24k dot over 12 seconds with major sorcery for 24 seconds plus the magic return on every light/heavy attack for degen? Then ive seen a rough 34k dot tool tip over 10 seconds for soul trap, with hp/stam/magic return as well?
If the aoe ground dot nerfs were due to pvp complaints, like nearly all nerfs in this game, why wasnt that added to battle spirit? Why should now every magic dps be homogenized to be forced to slot reach, soul trap, degeneration, inner light, comet, etc. One reason I made a magic dps was since it used more class abilities than stamina, since all stamina was forced to use trap/poison inject/caltrops/hail/rending slashes. Now most dps will just all be the same, forget class abilities right?
Also those enormous drops to pets on sorcerer? Im sure all of those complaints were for pvp. Why not just add a nerf to pets to BATTLE SPIRIT, as it was meant to be a de/buff for pvp.
Also considering pve balance, how was things like major vulnerability not nerfed at all? necromancer holds an unbelievable lead in damage over all other classes due to the power of that debuff.
I started out as maining stamina templar then sort of transitioned into magic templar dps, and I thoroughly enjoyed using nearly all class abilities, it felt like a unique and fun class to play. Now itll be the same as every other magic dps, being forced to run the now stupidly strong single target dots they made out of soul trap and degeneration to name a few.
Thank you for reading this rant. Not pleased with these changes, it just goes to show PvP > PvE was in mind while these notes were taken
Exactly. Not sure what they could do TO balance it, maybe reduce the power of major vuln to like 15%? Even at that it's still a unique debuff you can only get from Necromaner's ult. It'd have to be reworked, as thats all that ultimate does is apply that debuff
Transairion wrote: »Exactly. Not sure what they could do TO balance it, maybe reduce the power of major vuln to like 15%? Even at that it's still a unique debuff you can only get from Necromaner's ult. It'd have to be reworked, as thats all that ultimate does is apply that debuff
The only way to balance it now it exists would be to add it to other sources (IE gear set/s) so any class can bring it to the table, rather than being exclusive to Necromancer (meaning full Necromancer Trials).
The set just has to have a similar cooldown period to Necro Ult and we're good, no?
redspecter23 wrote: »FrancisCrawford wrote: »The Twilight Matriarch nerf is devastating. Pets consume two skillbar slots; they SHOULD be twice as beneficial as other uses for those slots.
The number of slots an ability takes up shouldn't reflect the benefit directly. If that's true, I'd love an ability that takes up all 12 slots and is 12 times as effective. I'd argue that the correct fix for that particular issue would be to reduce the number of slots it requires down to 1.
FrancisCrawford wrote: »redspecter23 wrote: »FrancisCrawford wrote: »The Twilight Matriarch nerf is devastating. Pets consume two skillbar slots; they SHOULD be twice as beneficial as other uses for those slots.
The number of slots an ability takes up shouldn't reflect the benefit directly. If that's true, I'd love an ability that takes up all 12 slots and is 12 times as effective. I'd argue that the correct fix for that particular issue would be to reduce the number of slots it requires down to 1.
That would be fine too. But spending two skill bar slots on a good healing skill plus a passive DPS boost is surely a fair value for the slots. Obviously, people can have their views as to the proper magnitude of the DPS boost.
One of the reasons i went with that setup and a world boss instead of a dummy was because i wanted to test this in a real world scenario where one fights solo and has to deal with ads and trash mobs and mechanics and blocking and dodging and healing.
You know, the stuff that happens when you run solo.
I just redid the same test using a target dummy and the difference in dps is indeed smaller there (percentage wise) which would indicate that reduced DoT damage has less of an effect on a single target as it has on multiple targets combined.
Which makes sense, the trash/ads certainly took a lot longer to burn down in the world boss test on the pts.
Anyways, i'm sure the top raid groups have already found a way to turn all this into a buff ...
In the previous patch strategy was to align skill durations so that rotations are smoother.
Now with the new changes durations are all different again
Sorc:
Daedric prey 6s
Haunting curse 12s
Volatile familiar is 8s
Lightning splash 8s or 12s
Nightblade:
Cripple is 10s
Twisting/refreshing path 12s
Shade 18+2s with the passive
Templar:
Sunfire is 8+2s or 12+2s with passive
Solar barrage is 8+2s with passive
Spear shards 8s
Backslash 6s with POTL debuff 9s
Necro:
Boneyard 10s
Syphon 12s
Skeletal Mage/Archer 16s
Warden:
Swarm 10s
Impaling shards 12s
DK:
Searing strike 10+2s with passive
Fiery breath 10+2s with passive
Inferno 15s channel?
Stamina weaps and skill lines:
Volley is 8s or 12s, possibly with 2s delay
Poison arrow is 10s
Twin slashes are 10s
Blade cloak is 8s or 12s
Cleave is 10s
Caltrops are 10s or 15s
Trap is 10s or 18s with 10s buff (mind boggling)
Magicka weaps and skill lines:
Mages guild entropy is 10+2s with passive
Wall of elements is 8s or 12s
This will mess up the rotations.