I've read the patch notes, did some testing, read some feedback from the class reps, etc, and feel like we are moving forward without actually addressing the problems with combat that were introduced with update 23. Nor are we creating what I would consider fun and interesting combat. While I fully support making more skills viable, the original problem created by Update 23 is that more DoTs were made viable and duration of the DoTs was increased to the point where maximum damage was achieved by essentially casting and recasting all the DoTs that we have access to making for boring damage rotations.
In update 24 PTS our combat team responded to the feedback from Update 23 by lowering the damage on all DoT skills, but still left them with a long duration and in some cases even increased the duration further, but lowered the damage to the point where damage rotations will not use them for optimal damage. I think this is the wrong way to fix the issue because as soon as a change is made to where these DoTs are viable again then we are back where we started with the Update 23 "meta" and filling out skill slots with DoTs and casting them over and over again. The combat team could also just leave them in a useless state, but then we just have even more skills that nobody slots for any reason, which I don't think is part of a good game design either.
In my opinion, the only reasonable solution is actually to shorten the duration of most DoTs to 6 seconds, with 12 second DoTs being limited in number. If you think in terms of the 1 second global cool down a 6 second DoT implies that I would have time to cast 5 more skills before refreshing it again. I also think all classes should have access to a 3 second burst skill. In other words, if I also have a skill that I cast ever 3 seconds then 2 of the casts during a 6 second duration will be the 3 second skill which leaves 3 seconds to cast 3 other skills. Having at least one 12 second skill means that I will alternate casting it ever other 6 second rotation and is a space for a spammable, buff, ultimate (if up), etc. This is just a guideline however and I think each class should have its own flavor, but I think that this overall strategy creates a baseline to expand on.
I am not going to be specific with numbers, because I don't think I am an authority on it, but the formula would be something like:
total damage = (base damage x duration factor) - (damage reduction to account for additional utility + damage reduction for non-class skills)
The longer the duration the higher the total damage of the skill is, and class skills should be stronger (IMO) than non-class skills so I think there should also be a damage reduction factor for non-class skills. All skills of the same duration should have roughly the same damage with utility (healing, buffs, and de-buffs) taken into consideration.
3 second skills - These should be strong enough to be in all "meta" rotations.
Templar
- Backlash - Change to 3 seconds, adjust damage accordingly.
Nightblade
- Grim Focus - No pre-buff cast, 3 light attacks while on bar creates proc, adjust damage accordingly.
Sorcerer
- Crystal Shard - Change to 33% chance of instant cast on base morph, Crystal Fragments does more single target damage, change Crystal Blast to physical damage based AoE.
Dragon Knight
- Inhale - Change to 3 seconds, adjust damage accordingly, add stamina morph.
Necromancer
- Blast Bones - Leave alone
Warden
- Scorch - Leave alone
6 second skills
Templar
- Solar Flare - remove cast time, takes base of Solar Barrage AoE DoT and Dark Flare does 6 second AoE DoT on target instead of caster
- Sun Fire - Change to 6 seconds adjust damage accordingly
Nightblade
- Cripple - Change to 6 seconds adjust damage accordingly
- Mark Target - Change to 6 second DoT and debuff, give stamina morph
Sorcerer
- Scamp Pulse - Change to 6 seconds adjust damage accordingly
- Daedric Curse - Change Haunting Curse to 6 seconds adjust damage accordingly
- Lightning Form - Change to 6 seconds adjust damage accordingly
Dragon Knight
- Searing Strike - Change to 6 seconds adjust damage accordingly
- Fiery Breath - Change to 6 seconds adjust damage accordingly
*Dragon Knight still retains Searing Heat passive
Necromancer
- Skeletal Mage - Change to 6 seconds adjust damage accordingly
- Shocking Siphon - Change to 6 seconds adjust damage accordingly
Warden
- Swarm - Change to 6 seconds adjust damage accordingly
- Arctic Wind - Change to 6 second AoE DoT adjust damage accordingly
12 Second Skills - Should generally only be ground based AoE skills
Templar
- Spear Shards - Change to 12 seconds adjust damage accordingly
* Ritual of Retribution should have the damage component removed
Nightblade
- Path of Darkness - Change to 12 seconds adjust damage accordingly
Sorcerer
- Lightning Splash - Change to 12 seconds adjust damage accordingly
Dragon Knight
- Eruption - Change to 12 seconds adjust damage accordingly
- Flames of Oblivion - Change to 12 seconds adjust damage accordingly
Necromancer
- Boneyard - Change to 12 seconds adjust damage accordingly
Warden
- Winter's Revenge - Already 12 Seconds
*Skills not in class lines should follow the same basic scaling rules, but as mentioned be weaker than class skill counterparts.
Weapon Skills
- Wall of Elements and Volley should be 12 seconds
- Destructive Touch, Poison Arrow, Acid Spray, Carve, and Twin Slashes should all be 6 seconds
Guild Skills buffed in update 23
I would prefer if these skills were not even DoTs, but rather direct damage skills with specific utility. If the duration was lowered to 6 seconds as well then it wouldn't matter if they were, but given that all classes have enough access to DoTs I think spammables would be more useful.
- Entropy - Make direct damage spammable with same buffs and duration of buffs.
- Soul Trap - Make direct damage spammable with execute (roughly the same power as Whirling blades) with same buffs and duration of buffs.
- Fire Rune - Make only direct damage AoE (i.e. remove DoT from Scalding Rune)
- Trap Beast - Change to direct damage, leave root/stun, and Minor Force duration (follow utility skill rules)
The intention is to leave most classes with a maximum of 6-7 damage skills on a build and at least 3 skill slots to use for defense, buffs, and group support giving a wider variety of utility use to damage dealer builds, rather than have a build just load up on damage abilities and rotate through them, or for Update 24, load up on skills with passive buffs and only cast spammable (which is equally as boring IMO).
For example, a Dragon Knight would have a rotation that used any of the skills (Inhale, Searing Strike, Fiery Breath, Eruption, Flames of Oblivion, Wall of Elements, and Destructive Touch), but would have to pick and prioritize which DoTs were best suited for the build/content/fight, because there shouldn't be enough global cool downs in a rotation to keep them all up 100% of the time. The ideal situation (IMO) is with a couple extra skill slots the Dragon Knight might for example also slot Unrelenting Grip and Burning Talons to help with crowd control or some other combination that gives the player extra group utility in content. The player would also have to prioritize which DoTs were better for the next phase of a fight. Ideally with this working the same way for all classes.
In conclusion, if I could have some input in the direction combat takes then this would be my preference over what is currently in Update 24 and would make it a bit more fun and dynamic in my opinion. It has always bothered me that we have all these utility skills that we never use on a damage dealing build, because we don't have the "bar space" to slot them. I feel like limiting the amount of skills that can be used in a rotation opens that up a bit, and also "raises the floor" if that is still a goal of the combat team since new players will be learning more straight forward rotations.
Do you recall the icy conjuror set? The original effect was too bursty for PvP, but ZOS didn't want to completely nerf a potential ice set for PvE so they halved the damage and made the effect last twice as long.
The logic is that the damage is essentially the same for PvE in relation to the cool down, since NPCs aren't going to purge the effect. In PvP the set deals less pressure in a short period of time, which allows the attacked player to react accordingly especially if they don't have a purge.
From a PvP perspective decreasing the duration of DoTs won't solve anything if multiple peeps are dotting you up with any dot that deals a decent amount of damage over a short duration.
DoTs should get some of their oomph back so that they're viable in all content, but they shouldn't be as powerful as they currently are on live even if their duration is significantly lowered.
LiquidPony wrote: »Magicka on the other hand went bonkers. All of the sudden you've got ... Soul Trap, Degeneration, Flame Reach, Volcanic Rune, and Mystic Orb all doing just as much damage as existing DoTs. Optimal rotations in many cases became ... nothing but DoTs, maybe using Volcanic Rune as a semi-spammable to fill in a couple of gaps.
I've read the patch notes, did some testing, read some feedback from the class reps, etc, and feel like we are moving forward without actually addressing the problems with combat that were introduced with update 23. Nor are we creating what I would consider fun and interesting combat. While I fully support making more skills viable, the original problem created by Update 23 is that more DoTs were made viable and duration of the DoTs was increased to the point where maximum damage was achieved by essentially casting and recasting all the DoTs that we have access to making for boring damage rotations.
In update 24 PTS our combat team responded to the feedback from Update 23 by lowering the damage on all DoT skills, but still left them with a long duration and in some cases even increased the duration further, but lowered the damage to the point where damage rotations will not use them for optimal damage. I think this is the wrong way to fix the issue because as soon as a change is made to where these DoTs are viable again then we are back where we started with the Update 23 "meta" and filling out skill slots with DoTs and casting them over and over again. The combat team could also just leave them in a useless state, but then we just have even more skills that nobody slots for any reason, which I don't think is part of a good game design either.
In my opinion, the only reasonable solution is actually to shorten the duration of most DoTs to 6 seconds, with 12 second DoTs being limited in number. If you think in terms of the 1 second global cool down a 6 second DoT implies that I would have time to cast 5 more skills before refreshing it again. I also think all classes should have access to a 3 second burst skill. In other words, if I also have a skill that I cast ever 3 seconds then 2 of the casts during a 6 second duration will be the 3 second skill which leaves 3 seconds to cast 3 other skills. Having at least one 12 second skill means that I will alternate casting it ever other 6 second rotation and is a space for a spammable, buff, ultimate (if up), etc. This is just a guideline however and I think each class should have its own flavor, but I think that this overall strategy creates a baseline to expand on.
I am not going to be specific with numbers, because I don't think I am an authority on it, but the formula would be something like:
total damage = (base damage x duration factor) - (damage reduction to account for additional utility + damage reduction for non-class skills)
The longer the duration the higher the total damage of the skill is, and class skills should be stronger (IMO) than non-class skills so I think there should also be a damage reduction factor for non-class skills. All skills of the same duration should have roughly the same damage with utility (healing, buffs, and de-buffs) taken into consideration.
3 second skills - These should be strong enough to be in all "meta" rotations.
Templar
- Backlash - Change to 3 seconds, adjust damage accordingly.
Nightblade
- Grim Focus - No pre-buff cast, 3 light attacks while on bar creates proc, adjust damage accordingly.
Sorcerer
- Crystal Shard - Change to 33% chance of instant cast on base morph, Crystal Fragments does more single target damage, change Crystal Blast to physical damage based AoE.
Dragon Knight
- Inhale - Change to 3 seconds, adjust damage accordingly, add stamina morph.
Necromancer
- Blast Bones - Leave alone
Warden
- Scorch - Leave alone
6 second skills
Templar
- Solar Flare - remove cast time, takes base of Solar Barrage AoE DoT and Dark Flare does 6 second AoE DoT on target instead of caster
- Sun Fire - Change to 6 seconds adjust damage accordingly
Nightblade
- Cripple - Change to 6 seconds adjust damage accordingly
- Mark Target - Change to 6 second DoT and debuff, give stamina morph
Sorcerer
- Scamp Pulse - Change to 6 seconds adjust damage accordingly
- Daedric Curse - Change Haunting Curse to 6 seconds adjust damage accordingly
- Lightning Form - Change to 6 seconds adjust damage accordingly
Dragon Knight
- Searing Strike - Change to 6 seconds adjust damage accordingly
- Fiery Breath - Change to 6 seconds adjust damage accordingly
*Dragon Knight still retains Searing Heat passive
Necromancer
- Skeletal Mage - Change to 6 seconds adjust damage accordingly
- Shocking Siphon - Change to 6 seconds adjust damage accordingly
Warden
- Swarm - Change to 6 seconds adjust damage accordingly
- Arctic Wind - Change to 6 second AoE DoT adjust damage accordingly
12 Second Skills - Should generally only be ground based AoE skills
Templar
- Spear Shards - Change to 12 seconds adjust damage accordingly
* Ritual of Retribution should have the damage component removed
Nightblade
- Path of Darkness - Change to 12 seconds adjust damage accordingly
Sorcerer
- Lightning Splash - Change to 12 seconds adjust damage accordingly
Dragon Knight
- Eruption - Change to 12 seconds adjust damage accordingly
- Flames of Oblivion - Change to 12 seconds adjust damage accordingly
Necromancer
- Boneyard - Change to 12 seconds adjust damage accordingly
Warden
- Winter's Revenge - Already 12 Seconds
*Skills not in class lines should follow the same basic scaling rules, but as mentioned be weaker than class skill counterparts.
Weapon Skills
- Wall of Elements and Volley should be 12 seconds
- Destructive Touch, Poison Arrow, Acid Spray, Carve, and Twin Slashes should all be 6 seconds
Guild Skills buffed in update 23
I would prefer if these skills were not even DoTs, but rather direct damage skills with specific utility. If the duration was lowered to 6 seconds as well then it wouldn't matter if they were, but given that all classes have enough access to DoTs I think spammables would be more useful.
- Entropy - Make direct damage spammable with same buffs and duration of buffs.
- Soul Trap - Make direct damage spammable with execute (roughly the same power as Whirling blades) with same buffs and duration of buffs.
- Fire Rune - Make only direct damage AoE (i.e. remove DoT from Scalding Rune)
- Trap Beast - Change to direct damage, leave root/stun, and Minor Force duration (follow utility skill rules)
The intention is to leave most classes with a maximum of 6-7 damage skills on a build and at least 3 skill slots to use for defense, buffs, and group support giving a wider variety of utility use to damage dealer builds, rather than have a build just load up on damage abilities and rotate through them, or for Update 24, load up on skills with passive buffs and only cast spammable (which is equally as boring IMO).
For example, a Dragon Knight would have a rotation that used any of the skills (Inhale, Searing Strike, Fiery Breath, Eruption, Flames of Oblivion, Wall of Elements, and Destructive Touch), but would have to pick and prioritize which DoTs were best suited for the build/content/fight, because there shouldn't be enough global cool downs in a rotation to keep them all up 100% of the time. The ideal situation (IMO) is with a couple extra skill slots the Dragon Knight might for example also slot Unrelenting Grip and Burning Talons to help with crowd control or some other combination that gives the player extra group utility in content. The player would also have to prioritize which DoTs were better for the next phase of a fight. Ideally with this working the same way for all classes.
In conclusion, if I could have some input in the direction combat takes then this would be my preference over what is currently in Update 24 and would make it a bit more fun and dynamic in my opinion. It has always bothered me that we have all these utility skills that we never use on a damage dealing build, because we don't have the "bar space" to slot them. I feel like limiting the amount of skills that can be used in a rotation opens that up a bit, and also "raises the floor" if that is still a goal of the combat team since new players will be learning more straight forward rotations.
Dont' like any of your chanegs
1- It seem you want to destroy DKs even beyond what ZoS is already doing. It is a class that relies on DoTs to be somewhat reliable, and those DoTs help them with sustain. If you want to turn DKs DoTs into shorter DoTs then you should improve its resource recovery, otherwise DKs are gonna get OOM pretty soon. Adding a 3 secs cooldown on Inhale sounds like a huge nerf. Do you know that 3 secs in PvP at least is a LOT of time? Inhale is not appealing with its 2.5 secs, why it should be appealinh with 3 secs? Extra dmg? No way. If a magsorc sees me inhaling s/he will sgtreak away from me in 3 secs makig the burst absolutely useless. Consider that to trigger inhale effect you MUST hit an enemy with the initial hit.
2- Mark should NOT be a dot. It is useful just the way it is. NBs already have several dots, Lotus, VoB, Twisting patch, Tether, cripple. You could also consider Shades a DoT (fire and forget). An extra DoT will make them a class with even more DoTs than DKs (strife, breath, standard, talons, eruption, magma armor, volatile)
Regarding the rest, I don't see how standarizing DoTs duration would ever give you the feeling you are playing a class different from another.
Standarization =/= Balance
sfpiesb14_ESO wrote: »I like the idea of changing dots around. Making everything the same or very close duration makes gameplay boring. Though adding a 3 second cast time to skills sounds awful tbh. To take your idea I would make it 24 seconds, 12 seconds and 6 second duration dots. The 24 second dots would be like entropy and have an additional buff with moderate duration. Say 1.75 dmg of spammables. They have a higher damage but take way longer so its lower dps but higher damage per cool down.
I also think that the damage of some dots should scale dynamically. The longer the dot is on the target the more damage they take up to the 1.75 damage or whatever it is. So when you first cast the dot it wouldn't do that much but towards then end it does more damage. Also if the player who cast the dot dies, the dot ends.
Though I think that last part would be hard to implement and get right and performance would probably take a hit so if that were to happen I would be against it. Especially in pvp.
sfpiesb14_ESO wrote: »I like the idea of changing dots around. Making everything the same or very close duration makes gameplay boring. Though adding a 3 second cast time to skills sounds awful tbh. To take your idea I would make it 24 seconds, 12 seconds and 6 second duration dots. The 24 second dots would be like entropy and have an additional buff with moderate duration. Say 1.75 dmg of spammables. They have a higher damage but take way longer so its lower dps but higher damage per cool down.
I also think that the damage of some dots should scale dynamically. The longer the dot is on the target the more damage they take up to the 1.75 damage or whatever it is. So when you first cast the dot it wouldn't do that much but towards then end it does more damage. Also if the player who cast the dot dies, the dot ends.
Though I think that last part would be hard to implement and get right and performance would probably take a hit so if that were to happen I would be against it. Especially in pvp.
I didn't say 3 second cast time. It is a 3 second timed burst like Scorch or Blast Bones.
LonePirate wrote: »It's nice that you took the time to compose such a detailed post; but ZOS absolutely does not care about feedback for classes and skills. The past couple of updates have shown that ZOS is simply throwing darts on a board. There is no rhyme or reason to their changes and it is laughable to think they have some sort of strategy or vision at hand here.
OG_Kaveman wrote: »
Unless a DOT can offer appreciable more damage (including any weapon proc damage they might trigger) than a single execution of a spammable , then duration is irrelevant and the DOT is essentially useless. Similarly, with AOE's, unless its application triggers a weapon proc, if the cost is too high and application too narrow (most mobs are NOT stationary), including them in a rotation will push sustain issues, which has the net effect of reducing damage.
What we're left with is a rotation that includes couple of proc skills and a spammable. Hardly anything I would consider visionary.
brandoncoffmannub18_ESO wrote: »Every dot should be 12 seconds so I have enough time to use skills other than dots
brandoncoffmannub18_ESO wrote: »In my experience 8 seconds is stressful 10 seconds is like almost 12 seconds is juuuuuussst right
brandoncoffmannub18_ESO wrote: »14 seconds is lmao whut