Not true, your interpretation of "valid" is heavily skewed ...brandoncoffmannub18_ESO wrote: »You need to compare in an actual parse or raid setting for it to be valid.
Some passives adjustments
Some passives are really a disservice to the build customization and diversity, because they kinda force us to ignore skills that are out of our comfort zone, out of the class skill trees and mages guild. (p.s.: I can only talk about magicka skill trees and sorcerer, I don't know about other classes so I can't give my opinion).
For example, if you want to build around Destro skills, you will possibly lose like at least 4~6% of multiplicative bonuses for spell damage and max magicka, if you want to use other skills from other trees, you will lose a lot of bonuses as well.
I'm talking about these passives:
Sorcerer(Storm Calling): Expert Mage: Increases your Weapon and Spell Damage by 1/2% for each Sorcerer ability slotted.
Mages Guild: Magicka Controller: Increases your Max Magicka and Magicka Recovery by 1/2% for each Mages Guild ability slotted.
what I suggest:
Sorcerer(Storm Calling): Expert Mage: Increases your Weapon and Spell Damage by 3/6% if a Sorcerer ability is slotted.
Mages Guild: Magicka Controller: Increases your Max Magicka and Magicka Recovery by 3/6% if a Mages Guild ability is slotted.
This kinda goes with the current 3 sorcs/3 mages guild abilities slotted in the bar.
On top of that, we should be given a flat value from Penetrating Magic passive (from Destro Staff skill tree) so we can do the math properly for our build, and we also need the bonus to be aplied to every source of damage we do, not only destro skills:
Penetrating Magic: (With Destruction Staff Equipped) Your Destruction Staff abilities ignore 5/10% of the enemy's Spell Resistance.
to
Penetrating Magic: (With Destruction Staff Equipped) You gain 500/1000 of Spell Penetration.
Not true, your interpretation of "valid" is heavily skewed ...brandoncoffmannub18_ESO wrote: »You need to compare in an actual parse or raid setting for it to be valid.
After playing daily for 2-1/2 years and spending hundreds of dollars to support this game, since the Nerfmire massacre I have found my enthusiasm on a slow but steady spiral downward. The game itself rarely brings a smile to my face anymore. Now with this current avalanche of "visionary" changes I feel like my days are truly numbered. The devs may have terrific ideas about how to balance the numbers to meet their intellectual vision. But for me, what has been thrown completely out of balance in this endeavor is the most important of all, the ratio of fun to time invested. When these changes go live, and I have no doubt the devs will double down to support their vision despite the pleading and outcry, they will have stripped away far too much fun, and the time invested will not be worth the effort anymore.
I think my biggest concern is that, at least in the case of magDK, my own class skills now seem... fairly lackluster compared to these newly buff dots.
Like, take Searing Strike vs Entropy: I can apply Entropy from maximum range, it deals more damage over an identical lifetime, it grants empower when I use it. It costs more resources to cast, but if I go with the magicka return morph, that is negligible. Burning Embers has a huge burst heal at the end, and that is valuable, but it requires me to go into melee range to cast it, that is fairly dangerous. Even though this is about PvE, it goes without saying that moving into melee in PvP is even more dangerous.
Engulfing Flames now feels like a chore to slot since it's so weak. The debuff it grants is worth it, but given how weak it is, you really only want one person running it: probably the tank. That way I am freed up to run Flame Reach: also stronger than my own class dots, and can be applied from maximum range. I understand Engulfing is an AoE and works based off of their 33% less damage 30% more cost rules, but that kind of sucks given it's not even a full AoE. It's a cone, and that's harder to aim and get multiple enemies lined up in. I would probably be less disgruntled if the skill were a true pbAoE and just did a 7m radius or something.
Soul Trap is hilarious because it somehow follows the rules of a "single target dot" despite the fact that a single cast applies itself to 2 (or 3) targets. I am not really sure how that follows, but certainly in both PvP and PvE, the result is the same: most of the time, at least one other target is being hit by this DoT. Does that make this skill a rule breaker? Certainly seems so.
It's just disappointing to see so much homogenization.
Ultimately I think ZOS needs to re-evaluate their rules. At the moment we know they have some "rules" they're applying for their audit: single target dots, spammables, pbAoe, ground based aoe, etc etc. I think they should take range into account as well when factoring this in as well. Make our class skills pop again.
brandoncoffmannub18_ESO wrote: »I think my biggest concern is that, at least in the case of magDK, my own class skills now seem... fairly lackluster compared to these newly buff dots.
Like, take Searing Strike vs Entropy: I can apply Entropy from maximum range, it deals more damage over an identical lifetime, it grants empower when I use it. It costs more resources to cast, but if I go with the magicka return morph, that is negligible. Burning Embers has a huge burst heal at the end, and that is valuable, but it requires me to go into melee range to cast it, that is fairly dangerous. Even though this is about PvE, it goes without saying that moving into melee in PvP is even more dangerous.
Engulfing Flames now feels like a chore to slot since it's so weak. The debuff it grants is worth it, but given how weak it is, you really only want one person running it: probably the tank. That way I am freed up to run Flame Reach: also stronger than my own class dots, and can be applied from maximum range. I understand Engulfing is an AoE and works based off of their 33% less damage 30% more cost rules, but that kind of sucks given it's not even a full AoE. It's a cone, and that's harder to aim and get multiple enemies lined up in. I would probably be less disgruntled if the skill were a true pbAoE and just did a 7m radius or something.
Soul Trap is hilarious because it somehow follows the rules of a "single target dot" despite the fact that a single cast applies itself to 2 (or 3) targets. I am not really sure how that follows, but certainly in both PvP and PvE, the result is the same: most of the time, at least one other target is being hit by this DoT. Does that make this skill a rule breaker? Certainly seems so.
It's just disappointing to see so much homogenization.
Ultimately I think ZOS needs to re-evaluate their rules. At the moment we know they have some "rules" they're applying for their audit: single target dots, spammables, pbAoe, ground based aoe, etc etc. I think they should take range into account as well when factoring this in as well. Make our class skills pop again.
Have you tested these changes personally?
Flame reach hurts the same as embers just embers has more DD damage and flame reach has more DoT damage, Degeneration yes gives empower but burning embers applies burning, gives resources ( more than degen ) with combustion, gives a stack of seething, the snare and then the burst heal ofc.
Engulfing is still great for bursting down trash and gives stacks of seething fury and applies burning and the 10% debuff and the snare, however the cone can be super annoying at times I have to agree.
Personally I find myself not using flame reach or soul trap because those two provide fundamental skills that work with DKs passives, but degeneration is a great tool for everyone and I think it should stay the as is.
But, I will say the eruption hit is huge, it cost 5.1k or so after reduction from light armour and it does less damage than unstable blockades dot alone, which also has a burst at the end, which makes eruption feel pretty.. lackluster at best.
More concerned with not having an execute in PvE than the other aforementioned.
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.
This is how you reach balance in PVP, make the non class skills the ones people use, remove the differences in the class skills then all you need to do is do the same to the passives which is coming next major update. Once the classes have nothing unique they will be balanced for PVP. You can't complain about another classes benefit if it doesn't exist. Taken to the extreme this will achieve perfect PVP balance, but at the loss of all class uniqueness.
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 (?)
Agree,i test petsorc yesterday bi managed to solo some wb and did a short run of vma,pets die a lot dps went down about 8-10k shield barely last now
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.
after reading all these comments i think that the biggest problem with this patch is the nerf of class abilities.
Toc de Malsvi wrote: »Why is Barbed Trap so much better than Light Weight Beast Trap?
Barbed Trap does almost double the damage and almost double the uptime on Minor force, with only 7% more cost. Should range deal 50% less damage than Melee? That's not balanced at all.
Barbed: LightWeight: This means ranged needs to commit almost twice the resources, as well as an additional cast to get similar dps. While already having lower damage due to weapon damage.
Why would anyone ever choose the LightWeight morph unless they just want to punish themselves?
michael217hillnub18_ESO wrote: »Toc de Malsvi wrote: »Why is Barbed Trap so much better than Light Weight Beast Trap?
Barbed Trap does almost double the damage and almost double the uptime on Minor force, with only 7% more cost. Should range deal 50% less damage than Melee? That's not balanced at all.
Barbed: LightWeight: This means ranged needs to commit almost twice the resources, as well as an additional cast to get similar dps. While already having lower damage due to weapon damage.
Why would anyone ever choose the LightWeight morph unless they just want to punish themselves?
When you double the damage and length you are not changing actual DPS. You basically only need to cast this ability 1/2 as often. Would be better if it went to 20 seconds. There is no HUGE disparity between these morphs like you're thinking.
michael217hillnub18_ESO wrote: »Toc de Malsvi wrote: »Why is Barbed Trap so much better than Light Weight Beast Trap?
Barbed Trap does almost double the damage and almost double the uptime on Minor force, with only 7% more cost. Should range deal 50% less damage than Melee? That's not balanced at all.
Barbed: LightWeight: This means ranged needs to commit almost twice the resources, as well as an additional cast to get similar dps. While already having lower damage due to weapon damage.
Why would anyone ever choose the LightWeight morph unless they just want to punish themselves?
When you double the damage and length you are not changing actual DPS. You basically only need to cast this ability 1/2 as often. Would be better if it went to 20 seconds. There is no HUGE disparity between these morphs like you're thinking.
michael217hillnub18_ESO wrote: »Toc de Malsvi wrote: »Why is Barbed Trap so much better than Light Weight Beast Trap?
Barbed Trap does almost double the damage and almost double the uptime on Minor force, with only 7% more cost. Should range deal 50% less damage than Melee? That's not balanced at all.
Barbed: LightWeight: This means ranged needs to commit almost twice the resources, as well as an additional cast to get similar dps. While already having lower damage due to weapon damage.
Why would anyone ever choose the LightWeight morph unless they just want to punish themselves?
When you double the damage and length you are not changing actual DPS. You basically only need to cast this ability 1/2 as often. Would be better if it went to 20 seconds. There is no HUGE disparity between these morphs like you're thinking.
michael217hillnub18_ESO wrote: »Toc de Malsvi wrote: »Why is Barbed Trap so much better than Light Weight Beast Trap?
Barbed Trap does almost double the damage and almost double the uptime on Minor force, with only 7% more cost. Should range deal 50% less damage than Melee? That's not balanced at all.
Barbed: LightWeight: This means ranged needs to commit almost twice the resources, as well as an additional cast to get similar dps. While already having lower damage due to weapon damage.
Why would anyone ever choose the LightWeight morph unless they just want to punish themselves?
When you double the damage and length you are not changing actual DPS. You basically only need to cast this ability 1/2 as often. Would be better if it went to 20 seconds. There is no HUGE disparity between these morphs like you're thinking.
Further perspective from bow/bow:
- DPS buffs to DoT damage have positive impact on VMA dual wield and no impact on bow/bow. Another gap increase.
- New physical DoT in soul trap being ranged is nice addition to stam ranged arsenal. But difference between melee and range (like more weapon damage or existence of vma dual wield or bow passives having no impact on it) still cause increase in DPS gap.
michael217hillnub18_ESO wrote: »Further perspective from bow/bow:
- DPS buffs to DoT damage have positive impact on VMA dual wield and no impact on bow/bow. Another gap increase.
- New physical DoT in soul trap being ranged is nice addition to stam ranged arsenal. But difference between melee and range (like more weapon damage or existence of vma dual wield or bow passives having no impact on it) still cause increase in DPS gap.
You might wanna test that again. I tried the other day and saw dps increase when using vMA Dual Wield and new Soul Trap.
The ability behaves in a weird way, I'm pretty sure it's single target but "grabs" another target near the one you're targeting.