Please drop the "audit" BS. In a game that has been out five years, or in ANY system in ANY endeavor, the frequent application of massive back and forth (+/- 25% or usually much higher) pendulum swings in policy, measurement or weighting, as opposed to incremental changes, demonstrates with crystal clarity that nothing resembling a thoughtful "audit" process is ongoing.
Changes such as +/- 5-10% signal critical thinking and meaningful, measured consideration/planning. Higher swings, 25, 75, 100+, etc. do not. A professional business manager looking at the way this game's systems and numbers are shook like a snowglobe every few months would conclude either a) ongoing incompetence, or b) purposeful sharp business practices to keep the players in the casino at the tables longer. Not really any c) answer possible.
Victor_Blade wrote: »What about that magblade thingy?
Who cares about magblades? Everyone hates them because of cloak (doesn't matter there is like dozens of counters) but somehow nobody plays them because when they try to play them they realise it's not as easy as it seems, when someone actually uses some of those counters you don't have one button skill that will save your a**.
Sometimes I think even ZOS is mistaking magblades and stamblades. When they want to nerf stamblades, they nerf magblades. When they want to buff magblades, they buff stamblades more.
About skills. DoTs are going to get nerfed, I just hope ALL dots will be nerfed not just the two shout out by stam community.
What about Onslaught? 22k crits in PvP (I've done it on a magicka character!) are far from being balanced or counter able.
I think it's a bad idea to refuse any changes to healing over time from the get go.
We might run into a situation where we go back to a too high Time to kill which might make it impossible for certain specs to secure kills due to hots healing for more than they can dish out
avelopolcakb14a_ESO wrote: »ZOS_BrianWheeler wrote: »Hey gang!
With the Necromancer, we achieved a very clear identity throughout their class kit. You all have expressed strong desires for other classes to get updates to match that identity and we are listening! In Update 24 we are giving Dragonknights, Wardens, and Sorcerers several updates to reinforce class identity, and in some cases, grant new gameplay options. We do plan on having a more in-depth pass at all classes in the future, but for now, we wanted to make a few changes to abilities that didn’t have enough function to their kit beyond “this ability just does damage”. Ultimately, we want to make sure class abilities have good usage cases and bring something extra. For example, Warden’s Dive ability was either Magicka or Stamina based, and that was it. We’re adding a secondary effect of putting enemies off balance when hitting enemies further than 12 meters away. It’s these types of adjustments we’re looking to add to classes as a whole to bring more identity and functionality without heavy reliance on skill lines outside of their class kit.
Why would you add off balance, a debuff which lasts 5 seconds, to a spammable ability? What is the intended use case for this change? With this change you would nerf birds for PvP, giving your opponent a basically free CC immunity after break free, and add nothing significant to the PvE kit. Not only is off balance not unique to the warden or anyone for that matter, it adds nothing at all to the classes identity.Remember, all bosses have off balance immunity for 15 seconds after its duration ends. Do you envision a build centered around "off balance" that is the sole purpose of the bird spamming warden to provide? Or are you just throwing stuff at the wall at this point?
ZOS_BrianWheeler wrote: »We are also looking to address feedback regarding Wardens, Sorcerers, and Dragonknights specifically in the realm of identity.
MooseKnuckles88 wrote: »As someone who mains a Warden idk if I should be excited or extremely nervous.
ZOS_BrianWheeler wrote: »
First off, let’s talk about Damage over Time (DoT) abilities. In Update 23, we made changes to “over time” abilities to make them more competitive and align to a numerical standard. This resulted in more variety in builds compared to Update 22. However, it’s swung the pendulum a bit too far in the other direction. As we’ve stated before, our audit pass doesn’t mean our numbers are engraved in stone, and this is a case where we missed the mark and are looking to correct that. In Update 24, we will be pulling back on the power of Damage over Time abilities, but not Heal over Time abilities. This will reign in some of the damage we’re seeing in PVP, but should not inhibit the completion of trials, dungeons, and arenas. We’ve also adjusted our standards of Area of Effect-based DoTs to once again do similar damage to single target counterparts, but with a much greater cost.
If this refers to the ability to sprint infinitely while mounted, please do not make this change. NO ONE wants this change, and I truly and surely mean NO ONE.ZOS_BrianWheeler wrote: »fixed an old bug where you could sprint infinitely after mounting
...Will get nerfed...Jabbs_Giggity wrote: »"Wardens, Sorcers and Dragonknights..."
Jabbs_Giggity wrote: »"Wardens, Sorcers and Dragonknights..."
ESO_Nightingale wrote: »Jabbs_Giggity wrote: »"Wardens, Sorcers and Dragonknights..."
continue your sentence?
Jabbs_Giggity wrote: »ESO_Nightingale wrote: »Jabbs_Giggity wrote: »"Wardens, Sorcers and Dragonknights..."
continue your sentence?
I did...not sure why it posted before I posted myself lol See full comment in thread.
ESO_Nightingale wrote: »Jabbs_Giggity wrote: »ESO_Nightingale wrote: »Jabbs_Giggity wrote: »"Wardens, Sorcers and Dragonknights..."
continue your sentence?
I did...not sure why it posted before I posted myself lol See full comment in thread.
oh, i wrote that comment as you were writing. your continued comment wasn't there when i posted mine
Jabbs_Giggity wrote: »"Wardens, Sorcerers and Dragonknights..."
So, unless ZOS is specifically talking about Stamina variants of each class the only class mentioned in need of "Identity" is Magicka Warden.
However, with that being said I, for one, am not looking forward to MORE utility being given to DK and Warden. The Stamina DK META of high DPS + High survivability + High mobility coupled with Heavy Armor healing passives and broken Heavy Armor DPS sets on top of DK's Major Mending (You're welcome - says the Templar) is not something I would like to return to (Update 22).
Sorcerers (Stamina) specifically and Templars (Stamina) are in dire need to identity.
Sorcerers are in need of:
Better sustain and spammable for Stamina variants; more stamina morph options of skills and better passive synergies with Stamina gameplay.
Templars are in need of:
Revert to revert of Sweeps/Jabs targeting!!!!!! Or at very least a rework of the skill (As the Templar feedback threads are littered with requests for this....Remove the AOE component, make skill single target channel with AOE splash damage within 3m range - Move Snare to first hit
Sustain!!!!!!
Proactive defense and better healing to match the Magicka counterpart.
MOBILITY!!!!!!!! Stamina-based Templars should not be so slow....
Magicka Nightblades are in dire need of Utility, as the class in general has been stripped of most utility and spread across unused skills that do not fit the playstyle.
With certain bugs mentioned above that need to be addressed...what about the Templar Lag issue?
https://forums.elderscrollsonline.com/en/discussion/comment/6318384#Comment_6318384
For all that are going to dump on Templars...play the class first, please? Yes they are strong because of ZOS's direction on ST DoTs and the broken Eclipse (by the way, I tried playing with Living Dark and it's really not thaaat OP....get over yourself.)
Want more build diversity?! Make Weapons scale on highest stat?! Can't LA or HA sustain Magicka on a DW....make it scale on highest stat....Add a new weapon skill line for Magicka Melee users. Want a new ranged option for Stamina? A Spear skill line can provide both melee and range options.
Add some flavor to the game by introducing new things the player base has been suggesting instead of the constant see-saw nerf hammer or look at pre-patches where classes actually HAD some flavor because of their identity...
Nightblades were shadowy killers.
Templars were Magicka Knights or great utility Healers
DK's were great utility Tanks (an option to look at is making them more Dragon-like - how's that for identity?)
Sorcerer's were exactly that! Conjurers of magical dominance.
Wardens, IMO, were like a bad attempt at building Diablo 2's Druid. However, it lacked at that even. They were given bits of Templar Identity mixed with parts of Sorcerers and a summoner identity without enough summons.
Give Relentless Focus/Merciless Resolve Major Brutality/Sorcery, remove it from Power Extraction/Sap Essence.
Give Nightblade fear Minor Maim back to make it different to Fighters Guild fear.
Give Incap stun back instead of a fake silence.
Remove Ultimate Cast Times
And just because it can't be said enough, remove faction lock.
This will reign in some of the damage we’re seeing in PVP, but should not inhibit the completion of trials, dungeons, and arenas.
Give Relentless Focus/Merciless Resolve Major Brutality/Sorcery, remove it from Power Extraction/Sap Essence.
Give Nightblade fear Minor Maim back to make it different to Fighters Guild fear.
Give Incap stun back instead of a fake silence.
Remove Ultimate Cast Times
And just because it can't be said enough, remove faction lock.
Jabbs_Giggity wrote: »Give Relentless Focus/Merciless Resolve Major Brutality/Sorcery, remove it from Power Extraction/Sap Essence.
Give Nightblade fear Minor Maim back to make it different to Fighters Guild fear.
Give Incap stun back instead of a fake silence.
Remove Ultimate Cast Times
And just because it can't be said enough, remove faction lock.
Personally, I would rather see Siphoning Strikes get Major Brutality/Sorcery over Relentless. Strikes doesn't have enough utility compared to Relentless. You can easily get better sustain from Debilitate with magicka steal that the almost non existent magicka Return from strikes, until the end of the effect.
Agree.
Agree.
Disagree - Allow faction lock to convert nonfaction characters temporarily to chosen faction while in that faction locked campaign.
ZOS_BrianWheeler wrote: »You all have expressed strong desires for other classes to get updates to match that identity and we are listening!
Tommy_The_Gun wrote: »ZOS_BrianWheeler wrote: »You all have expressed strong desires for other classes to get updates to match that identity and we are listening!NO, you are not LOL....
Your combat team ignored the WHOLE Werewolf feedback in update 23. How that counts as "we are listening!" ? ? ? ? ? ? ? ? ?