Carbonised wrote: »Every patch it's more homogenization of classes and specs. ZOS obviously can't balance numbers when skills differ in nature, so they've opted for the "solution" of simply making class skills copies of one another, completely disregarding additional effects, passives proc'ed and every other factor, as well as watering down class defining skills continually, until they're useless and abandoned.
So, in the name of homogenization, there is also less and less justification in the continual forcing of magDK dds into the melee role. If every mag dd is going to be a copy of one another (I am really looking forward to having nothing but entropy, soul trap and other generic non-class skills on my meta bar /s ), then it makes no sense why magdk of all the mag specs is the one forced into melee range, with all the drawbacks that entails.
I'm fine with homogenization and losing all class identity, in the same stroke you can make Embers, Engulfing and Whip have a 28 m range, like all other ranged magicka class dots and spamables of the other classes.
In the same vein, there is no homogenization as long as magdk is the only class and spec without access to an execute, neither in their class skills, other skill lines, or even passives. So I expect to have one of the now useless dk skills turned into an execute. Why not use Eruption for that, it had like 15 minutes of viability, from the buff just 1 patch ago, until the imminent nerf with the next patch, where it will most certainly be left in the trash in favor of some generic, overbuffed no-class dot like soul trap (I'm still lol'ing over soul trap being BIS for the next meta, utterly hillarious).
Oh, and since Entropy will most likely also be meta in the next patch, could you at least do us the favor of changing the god-awful glowing spaghetti line visual of this skill into something that actually is bearable to look at.
Cheers.
Vercingetorix wrote: »Not sure if this is the proper feedback thread, but I wanted to get more exposure on this issue:
The Rapid Maneuver changes NEED to be reversed ASAP. Using Rapids in PvE to give oneself the Major Expedition buff to navigate the overworld or delves on foot faster was extremely useful as a tool. It was balanced because you couldn't attack with it active or you'd lose the buff. People use this skill extensively in PvE for questing and you're not giving us another tool to compensate for it. Rapids is not unbalanced in PvP so there's no reason to remove because of that, either. Please revert this change.
Soul Trap is super broken when paired with Oblivion's Foe. I made the most realistic version of that I could on PTS and it looks like this. Even with nothing more than Hunding's paired with it, blue jewelry and purple Maelstrom weapons and it still does 14-19k a tick. I'm very certain that 50k tooltips are real after doing this.
https://youtu.be/MFlskTuw0XA
Hello.
I see no reason in this huge nerf of class dots and such huge buff of common skilline's dot. For mag chars with current changes no point to lvl class dots, just pick up destructive touch, soul trap, entropy and you are fine. Basically mag chars become like stam chars whos were forced to use caltrops/hail and nothing more.
So any of devs have any good arguments and reasons to make all mag classes the same without real difference? I'm that kind of people that stick to gameplay mostly and less to meta(but still around) and i want to play magdk/magsorc and etc and not magicka char 1/2/3.
What i see from pts it's that meta for mag classes going to be stacking entropy+touch+soul trap+aoes(no spammable) and new set that gives you dmg per dot. Class difference just killed. It's like if you will eat different food but every of this food will have same taste.
Petsorc is not bad, this is virtually the same build that is top single target on live, I just replaced lightning flood with degeneration (Soul Trap does a bit more damage but this setup wasn't reliably sustainable without Degeneration).
The tormentor serves no purpose now. The Tormentor, Soul Trap, Flame Reach and Entropy all do pretty similar damage, but the tormentor takes up 2 ability slots, so why bother using it at all?
The scamp beats the tormentor for both aoe and single target, so it's just the superior pet now. I believe the tormentor either needs the nerfs scaled back a little, or the enrage ability needs to last for the entire duration of the fight, and not stop at 50% (which I think is a better solution as the pet would become more active).
Petsorc is not bad, this is virtually the same build that is top single target on live, I just replaced lightning flood with degeneration (Soul Trap does a bit more damage but this setup wasn't reliably sustainable without Degeneration).
The tormentor serves no purpose now. The Tormentor, Soul Trap, Flame Reach and Entropy all do pretty similar damage, but the tormentor takes up 2 ability slots, so why bother using it at all?
The scamp beats the tormentor for both aoe and single target, so it's just the superior pet now. I believe the tormentor either needs the nerfs scaled back a little, or the enrage ability needs to last for the entire duration of the fight, and not stop at 50% (which I think is a better solution as the pet would become more active).
What sets was this done with?
to all the people complaining about their dps drop; have you tried, i dunno, adapting to the change and using single target skills instead of the aoe ones they explicitly stated were being majorly nerfed? why would you use them knowing they all got cut by 33% or more and then complain that dps is lower? Like, yeah, the ocean's wet. use new buffed single target skills, entropy, clench, soul trap, etc.
brandoncoffmannub18_ESO wrote: »Testing on precursor doesn't really.. say muchSoul Trap is super broken when paired with Oblivion's Foe. I made the most realistic version of that I could on PTS and it looks like this. Even with nothing more than Hunding's paired with it, blue jewelry and purple Maelstrom weapons and it still does 14-19k a tick. I'm very certain that 50k tooltips are real after doing this.
https://youtu.be/MFlskTuw0XA
brandoncoffmannub18_ESO wrote: »Testing on precursor doesn't really.. say muchSoul Trap is super broken when paired with Oblivion's Foe. I made the most realistic version of that I could on PTS and it looks like this. Even with nothing more than Hunding's paired with it, blue jewelry and purple Maelstrom weapons and it still does 14-19k a tick. I'm very certain that 50k tooltips are real after doing this.
https://youtu.be/MFlskTuw0XA
Not much, just the damage numbers for the individual ticks, which was the point of the video in the first place.
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