thatlaurachick wrote: »crazywolfpusher wrote: »Can someone remind me whats the current problem with damage over time abilities? pvp?
i don't quite understand the upcoming stepback
I mean in pvp i die more often because of Dizzying Swing, Onslaught and Crystal frags rather than any dot.
While for pve... havent heard any dungeon boss complaining yet.
You must be new here. PvE is only ever nerfed because of PvP. It's been going on for 5 years.
ZOS_BrianWheeler wrote: »Hey gang!
With Update 24 rapidly approaching, we want to give everyone an idea of the changes in store for combat and abilities. There will of course be highly detailed patch notes when the PTS hits with developer comments, but this post covers the broader themes from the update.
The combat changes in Update 24 are more narrow in focus than those we made with the ability audit in Update 22 and 23. Out of that audit came a few things laying under rocks for a while that came to surface, which we are addressing in Update 24 (mainly Damage over Time abilities). We are also looking to address feedback regarding Wardens, Sorcerers, and Dragonknights specifically in the realm of identity.
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.
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.
Lastly in Update 24, we are adding several quality of life additions. Major and Minor buffs will now display what they actually do instead of just displaying their name in your character sheet or on your gear. Sprint and Mount Sprint are now handled by the server more efficiently. You will notice that your stamina bar will drain gradually instead of in chunks, and functionality will remain basically the same; we lowered the cost of Sprint, and fixed an old bug where you could sprint infinitely after mounting. These changes are part of a larger effort to reduce the amount of information the ability system has to handle in combat. We are looking to do more passes like this to Block, Roll Dodge and Sneak in the future.
That wraps up the bigger picture of changes coming in Update 24! Remember, this post is not all encompassing and along with all of the above, there will be many bug fixes which will be in full detail in the patch notes.
This will reign in some of the damage we’re seeing in PVP, but should not inhibit the completion of trials, dungeons, and arenas.
Why do I have the fear that PVE will be the victim again?
ZOS_BrianWheeler wrote: »Major and Minor buffs will now display what they actually do instead of just displaying their name in your character sheet or on your gear.
This will reign in some of the damage we’re seeing in PVP, but should not inhibit the completion of trials, dungeons, and arenas.
Why do I have the fear that PVE will be the victim again?
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!" ? ? ? ? ? ? ? ? ?
ZOS_BrianWheeler wrote: »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.
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
So now sets like deadly will become useless again ... zos team could atleast give us 6months or so on a new update to enjoy the build we grind out new gear for instead of instantly killing them a month or so later ... I'll be extremely happy when a new game releases and can finally walk away from eso and this design team
MasterSpatula wrote: »You have no idea how much better about the game it makes me feel just to read the following words:ZOS_BrianWheeler wrote: »this is a case where we missed the mark and are looking to correct that.
However: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.
I'm really begging you not to try to retrofit the Base Game classes with the 1 skill line for damage, 1 skill line for heals, 1 skill line for tanking paradigm. I'm hoping this isn't your plan, but in case it is, I want to remind you that the classes were designed around SnB and Resto as the primary ways to play the support roles with a few class abilities sprinkled in to supplement those weapon skills. The skills that give the classes their distinctions give us, your players, joy. They are part of the story of our characters. Keeping us attached to the characters we've grown to love should be one of your most vital goals.
I'm not saying there's no wiggle room to change some abilities, but the class lines should largely remain in the heterogenous way they were designed. Class skills that provide essential utility and class identity (like Power Surge) should not be shifted into a different role. If an ability is to be radically changed to a fundamentally different role, it should be one that's underperforming and is underused. Which isn't to argue against balancing (nerfing) overperforming skills. But you should probably avoid straight-up taking away things that give your players joy.
The full skill lines simply weren't built to service individual roles in the MMO Trinity and shouldn't be refit for them. Doing so would not serve the goal of strengthening the flavor of each class.
ZOS_BrianWheeler wrote: »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.
ZOS_BrianWheeler wrote: »In Update 24 we are giving Dragonknights, Wardens, and Sorcerers several updates to reinforce class identity, and in some cases, grant new gameplay options.
ZOS_BrianWheeler wrote: »Lastly in Update 24, we are adding several quality of life additions...... fixed an old bug where you could sprint infinitely after mounting.
Hi @ZOS_BrianWheeler ,
Could you please skip any changes you plan for the Warden? It's fine the way it is. Thank you.
Sincerely,
Someone who most likely has far more experience on Mag & Stam Wardens in PvP and PvE than you.
ZOS_BrianWheeler wrote: »Hey gang!
We are also looking to address feedback regarding Wardens, Sorcerers, and Dragonknights specifically in the realm of identity.
ZOS_BrianWheeler wrote: »This resulted in more variety in builds compared to Update 22.
ZOS_BrianWheeler wrote: »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.
ZOS_BrianWheeler wrote: »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.
BennyButton wrote: »Hello @ZOS_BrianWheeler please see below:ZOS_BrianWheeler wrote: »Hey gang!
We are also looking to address feedback regarding Wardens, Sorcerers, and Dragonknights specifically in the realm of identity.
Please make sure with regards to class identity you do not drastically change the warden healer identity, the warden is currently one of the two best healers in the game. You should, however, look into sorc/dragonknight healing toolkits and ensure you don't continuously nerf things such as the twilight matriarch and/or cinder storm.ZOS_BrianWheeler wrote: »This resulted in more variety in builds compared to Update 22.
I disagree with this statement. Currently, there are two builds: stam = vDSA bow/vMA dual wield, lokkestiiz, and relequen, mag = 9 DoT rotation.ZOS_BrianWheeler wrote: »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.
Please remember to also scale the single target abilities so you don't nerf dps without compensating for that!ZOS_BrianWheeler wrote: »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.
As others have stated, off balance on a spammable ability is pointless, it would be much better to add something like a heal on hit with the distance equaling the percentage of your health being healed up (i.e. 12 meters away, that's 12% of your max health that you heal for). This would result in careful planning of where DPS stand during fights, etc.
Please look into alternatives to just adding certain debuffs/buffs to skills, and think outside the box!
Hope this helps
Czekoludek wrote: »So it's gonna be another patch with weak, unintresting magblades? **** it, I'm out.
Talk about putting the cart before the horse.