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The Good, the Bad and the Ugly of U24 (PvE)

troomar
troomar
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This is my thoughts about the new update.

The Good:

1) DPS nerf

This was needed as the power creep in the last year was extreme. The old content became easy and running it was boring. This will help to resolve this issue.

2) Sustain nerf

As a stamSorc main I perfectly know what it means to have sustain problems. I've had it since always, but I still like the sustain nerf because it brings another dimension to our builds. It's not just about max DPS and the best offensive sets, but you have to also count with the sustain. So now you again have to think - do I need more burst potential or more sustainable damage? It also enables sets with sustain bonuses to be relevant again. I like this much more than DPS nerf actually.

3) Single target DoTs and aoe DoT standardization

Having both single target and aoe DoTs doing the same DPS with just cost difference is the only reasonable approach. You can choose what you need for the fight you're going in. It's not reasonable to use aoe DoTs for boss fights without adds. And the same for the opposite approach. You now have a choice.

The Bad:

1) DPS nerf is unpopular and hurts the game

While the DPS nerf is justified it still feels bad, because people don't like being weaker.

2) No mentions of adjusting the newest content

Trials like vSS HM, or vBRP (no sigil / no death / speed run) are extremely hard even with current DPS. After the nerfs they will be near impossible. The content should be adjusted, but it seems it's not going to happen.

3) No changes to homogenization of classes

U23 introduced something very ugly - non-class DPS skills. And it made all classes feel the same, because they used the same skills. DPS nerf won't resolve it. The problem with non-class skill is more complex and it's hurt the game since long.

The Ugly:

1) Identity given to stamSorcs, stamDKs and Wardens feels poorly thought

It just feels like they thought "ok, let's throw them a bone". The changes feels underwhelming, uninspiring, poorly thought. Stamsorcs are getting pets (who asked for them?) and something very similar to bow proc in NBs toolkit (if I wanted that I would go play nightblade). I don't feel like I'm getting an identity. And what I got feels "meh". I want my identity skills synergy with other skills and the world around. I want hurricane to provide option for other skills, I want bound armaments to modify weapon skills. I want passives that work with non-class skills to make them unique for stamSorcs. That's the identity. Not just another skill doing just some more DPS.

The same goes for stamDK. I've always thought they are the poison, DoT class. So they gave them a skill that throws a stone inflicting physical damage. Really?

2) Sets are still the source of power creep

The main problem is introducing more and more sets with each update. That means they need to introduce different effects every time. I would rather have sets that create different effects when combined with other sets. I prefer quality over quantity.


/discuss :)
Yes.
  • Cadbury
    Cadbury
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    Since I main MagDK, the dot nerfs rattled me at first. But now I'm starting to come around. I am lowkey excited that ZOS seems to be addressing hybrids and making them more viable.

    Sadly, as I'm on console I can't get on PTS, so I'm grateful for those testing and giving feedback.

    For now, I'm cautiously optimistic.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • TankHealz2015
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    Great post.
  • Elwendryll
    Elwendryll
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    Just to address the stamina pet point: I personally asked for the Clannfear damage to scale with max stamina instead of max magicka, because it's physical damage, it makes no sense for it to scale with magicka. I know I'm not alone, it's not like any mag DD was going to use it. I used it on tank, saw tanks use it, and even tried it on a DD build, it was not optimal but still useful, changing the scaling from magicka to stamina didn't make it worth it, but it's still better.
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • katorga
    katorga
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    Cadbury wrote: »
    Since I main MagDK, the dot nerfs rattled me at first. But now I'm starting to come around. I am lowkey excited that ZOS seems to be addressing hybrids and making them more viable.

    Sadly, as I'm on console I can't get on PTS, so I'm grateful for those testing and giving feedback.

    For now, I'm cautiously optimistic.

    If hybrids are viable it would be an unintended consequence. They just as bad as before, but everything else got nerfed down so the difference between bad and good is not as great as before.

    Edited by katorga on September 20, 2019 4:25PM
  • MartiniDaniels
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    If they wanted to nerf overall PVE DPS, they could've just remove master-at-arms and traumaturge CP. This will also decrease gap between newbies and CP810's. Turn off their defensive counterparts in PVP zones, leave them in PVE so there will be no need to re-balance damage output from PVE bosses and adds.
    Can be done in few hours I guess, without necessity to re-build whole game.

    Nah, this is special campaign against the dots for whatever reasons. Most probably when they see how hard it affected PVE, they will buff minor slayer and major slayer to compensate or give unique buff status "in trials, dungeons or arenas". Like 20% to all damage.
  • SirMewser
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    The nerfs can be seen as necessary.
    I just personally wish when they said "class identity", meant that they are actually going to add more dynamics and functions to class skills that add flavour, improving combat.
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