The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
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• PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

PTS Patch Notes 5.2.3 Proposal

Alucu
Alucu
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rp0grpla8pjc.jpg

ok16dzv66yfh.png

General

· Adjusted the standards from Damage over Time abilities to no longer deal approximately 2.5x the damage of a traditional “spammable” attack, such as Force Shock or Lava Whip, and now deal approximately 1.75x the damage over their duration. Specific changes will be listed in the skill line section.

· Area of Effect Damage over Time abilities will now once again mirror the damage of their single target counterparts, instead of dealing approximately 33% less damage. To ensure they do not always beat out their single target counterpart, they will now cost approximately 50% more resources per second to maintain than their single target counterparts, up from 30%. Their standard durations have increased to 10 seconds from 8 seconds as well.

· Many morphs that change the behavior of their original parent (such as Eruption or Solar Barrage) are not fully adhered to some of these adjustments, such as power or cost, but have been kept within a range of power to ensure they do not wildly over perform compared to similar abilities.

· Abilities and item sets that grant Physical and Spell Resistances now grant an equal amount of both as a singular stat – Armor – rather than 2 separate stats. Many item sets that granted X Spell or Physical Resistance now grant .5X Armor. This was done to ensure total power remains the same, with less variance in these stats. Passives that grant a unique source of one have not been adjusted. **Updated tooltip text descriptions to ensure a better comprenhesion of their effects in line with their physical/spell resistance peers and how they work in line**

· Note that this has not yet happened to Fracture and Breach or forms of Penetration. **Once implemented Updated tooltip text descriptions to ensure a better comprenhesion of their effects in line with their physical/spell penetration peers and how they work in line**

Buffs and Debuffs

· Diseased: Fixed an issue where this status effect was reporting that it applied Major Defile, when it actually applied Minor Defile. **Updated tooltip text descriptions to ensure a better comprenhesion of Disease Glyphs applying this effect and not Major defile, not just diseased status effect**

Dragonknight

Ardent Flame

· Fiery Breath: Increased the damage per tick of the Damage over Time portion of this ability by approximately 20%.

· Lava Whip: The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
· Flame Lash (morph): Targetting an off balance enemy heals you over 2 seconds, this effect can occur once every 3 seconds.
· Molten Whip (morph): Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an enemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.

Earthen Heart

· Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
· Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds

· Stonefist: Increased range to 28 meters, up from 15 meters. Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

Nightblade

Assassination

· Teleport Strike:
· Lotus Fan (morph): Increased the damage per tick by approximately 20%.

· Blur:
· Mirage (morph): This Morph now grants major expedition for 6 seconds, in line with the Elude-Shuffle Standard. It no longer grants minor resolve and minor ward. Each assassination skill slotted increases the duration by 1 second

Shadow

· Summon Shade: Increased the damage per hit of this ability and the Shadow Image morph by approximately 20% per hit.
· Shadow Image (morph): The teleport for this morph is now increased to 25 meters, up from 28, since this morph is meant to operate on our gap closer or creator standard. This also prevents confusion in areas where the tooltip range would increase for the teleport, the ability will change in color as long as you stay in its range following the standards from Soul Harvest and Incapacitating Strike displays.
· Dark Shade (morph): Increased the damage per hit of the Dark Shade morph by approximately 5%. The Shade will now use its Area Attack on a set timer, rather than having a chance per attack.

· Path of Darkness: This ability and its morphs now grant Minor force to you and all allies in it while standing in the path and 2 seconds after leaving it

Siphoning

· Cripple: Increased the damage per tick of this ability and its morphs by approximately 30%.

Sorcerer

Daedric Summoning

Storm Calling

· Lightning Splash: Increased the damage per tick by approximately 10%.

Templar

Aedric Spear

· Piercing Javelin: These abilities no longer ignore the target’s Physical or Spell Resistance to ensure they have a unique auxiliary effect. Instead they apply Minor Enervation on a succesfull hit Decreasing the target Spell Crit and Weapon Crit by 1320 in order to allow a unique utility to the group while allowing for more defensive counterplay as another viable option to the predominance of toppling charge off balance/gap closer setups. The skill damages the templar critical damage toolkit if it gets reflected successfully

Dawn’s Wrath

· Solar Flare:
· Dark Flare (Morph): Reduced the cast time to 0.8 to be more in line with the standards for other skills such as uppercut, reduced its damage by 16% in order to make up for its additional utility applying major defile and empower

· Backlash:

· Power of the light (Morph): Fixed an issue that could cause the damage of the ability to not proper deliver its entire damage thus decreasing its overall dps potential

· Sun Fire:

· Vampire's Bane (Morph)
· Decreased the base cost to 2670, down from 2970. Increased the Damage over Time of these abilities by approximately 30% to ensure it remains viable while keeping the single target/aoe standards in line from Reflective light

Restoring Light

· Healing Ritual
· Ritual of Rebirth (Morph) Renamed this morph to Rite of Perseverance and reduced its cost to 3980 magicka. This ability no longer heals allies in an area and only heals yourself Scaling off your max Health to ensure templars have the proper tools to perform the tank role while in line with the class identity standards.

Warden

Animal Companions

· Dive:
· Cutting Dive: (morph) If you are at least 7 meters from the target upon dealing damage with these abilities, you now set them Off Balance. Down from 12 meters

· Swarm:
· Increased the damage per tick of these abilities by approximately 20%.

Necromancer

Grave Lord

· Frozen Colossus: This ability and its morphs will now only apply Major Vulnerability to enemies hit by just the initial smash, rather than any enemy to help its utility in pvp scenarios. Increased the duration of the Major vulnerability applied by this ultimate and its morphs to 5 seconds, up from 3. The duration gets reduced by 1 second per each necromancer in your group.

· Skeletal Mage: Increased the damage per hit of this ability and its morphs by 10%.

Bone Tyrant:

· Death Scythe:
· Ruinous Scythe (Morph): Increased the damage of this morph by 17% and reduced its cost by 19% . But removed the healing utility from this morph. The changes are intended to provide a power fantasy tool for melee playstyles in order to help with the identity of the class and the abundance of ranged spammables

Weapon

Dual Wield

· Twin Slashes: Increased the damage per tick of this ability and its morphs damage over time by approximately 20%.
· Blood Craze (morph): Increased the healing per tick of this morph by approximately 10% to ensure it heals for a closer value to the damage it deals

· Twin Blade and Blunt: decreased its damage done by 33% to ensure it works in line with the rest of the single target damage over time abilities standards

Bow

· Poison Arrow: Increased the damage per tick of this ability and its morphs by approximately 33%.

Destruction Staff

· Destructive Touch: Increased the damage per tick of this ability and the Destructive Reach morph by approximately 33%.

World

Soul Magic

· Increased the damage per tick of this ability and its morphs by 20%.

Werewolf

· Infectious Claws:
· This ability and its morphs now immediately apply the Diseased status effect to enemies hit, and do Disease Damage rather than a hybrid of Physical and Disease Damage.
· Increased the damage per tick of these abilities by approximately 27%.

· Werewolf Berserker (morph): Increased the damage per tick of the bleed applied from this morph by approximately 5%.

Guild

Fighters Guild

· Trap Beast: Increased the damage per tick of this ability and its morphs by approximately 30%.

Mages Guild

· Entropy:
· Increased the damage dealt of all 3 versions of this ability by 20%.
· Degeneration (morph): This morph no longer grants Magicka back when hitting an enemy affected by the Damage over Time, but continues to grant Major Sorcery for its original duration.
· Structured Entropy: This morph no longer heals you but regains the old degeneration effect of returning 100 magicka per light attack on a target affected by a DoT helping with the cost increases in some abilities

Undaunted

· Spawn Broodlings: Fixed an issue where the sinergies would prevent the sinergies related to dungeon and trial mechanics to proper display as intended
Edited by Alucu on October 5, 2019 12:19PM
Building communities since 2017

Para los Jugadores Hispanos: LA FUNDACION GM
For advanced PvE: DRAGON VOID Officer
For advanced PvP: PROJECT NOVA Member
  • Alucu
    Alucu
    ✭✭✭
    For devs:
    @ZOS_GinaBruno
    @ZOS_JessicaFolsom
    @ZOS_MattFiror
    @ZOS_Gilliam
    @ZOS_Finn
    @ZOS_MarkW
    @ZOS_RichLambert
    @ZOS_BrianWheeler
    @ZOS_RobGarrett

    And Class Reps:
    @CAB_Life
    @cicisch
    @Glory
    @Nefas
    @RebornZombie
    @Alcast
    @FeaR Turbo
    @GandTheImpaler
    @Masel
    @Quantum_V

    Apologies for the poor formatting, tried to do it as similar as possible, will adjust the following days

    Special thanks to @code65536 who motivated me to post this.
    Edited by Alucu on October 4, 2019 2:20PM
    Building communities since 2017

    Para los Jugadores Hispanos: LA FUNDACION GM
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    For advanced PvP: PROJECT NOVA Member
  • XIIICaesar
    XIIICaesar
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    Looks legit
  • StrandedMonkey
    StrandedMonkey
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    Two-Handed
    • Added the stun back to Dizzying Swing
  • Vlad9425
    Vlad9425
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    This isn't realistic since you actually gave NBs some lines in the patch notes.
  • Nefas
    Nefas
    Class Representative
    Some of it was...interesting.
  • Vaneur
    Vaneur
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    Would be nice to see some of the changes you propose, I use to play just my stamplar instead any other stamina based character because I do really hate stamina range spammables such necro's skull & warden's bat (stamdk has not a spammable (u24 dk rock feels... awful) so either stamsorc) I also hate dswing as spammable (a skill which everybody is wearing at the current meta and it also feels really weird when playing with lag)

    > Ruinous Scythe (Morph): Increased the damage of this morph by 17% and reduced its cost by 19% . But removed the healing utility from this morph. The changes are intended to provide a power fantasy tool for melee playstyles in order to help with the identity of the class and the abundance of ranged spammables


    This is what a spammable should be, it feels balanced, it feels cool and also fits perfectly what a stamina necromancer aka "deathbringer" needs , comparing with stamplar's bitting jab:
    - Barely the same cost
    - Cool class animation (Spectral scythe vs Spear of light)
    - Balanced damage
    - Good utility (3rd hit set enemy offbalance vs major savagery)

    Every class needs its own stamina melee spammable with its own and unique utility
    Edited by Vaneur on October 3, 2019 7:39PM
  • Daedric_NB_187
    Daedric_NB_187
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    I actually like the healing utility of Ruinous Scythe. But these changes will never happen. They are hellbent on nerfing damage to the ground unfortunately.
  • Davadin
    Davadin
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    Alucu wrote: »
    Dragonknight

    · Lava Whip:
    · The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
    · Flame Lash: Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
    · Molten Whip: Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an anemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
    no.
    · Earthen Heart
    · Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
    · Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds
    no
    · Stonefist:
    · Increased range to 28 meters, up from 15 meters.
    · Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

    no.


    Molten Whip: i want a stam spammable, not another stacking mechanism.
    Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
    Stonefist: are u out of ur mind? increased ranged and decreased damage? Melee class don't need ranged spammable. I can have a ranged utility, sure, but ZOS intention is to make this spammable. They did a first pass and will do a second pass.



    stop daydreaming. especially ridicolous ones.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Drako_Ei
    Drako_Ei
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    Werewolf

    · Infectious Claws:
    · Decreased the damage per tick of these abilities by approximately 27%.

    ... Excuse me?
  • Alucu
    Alucu
    ✭✭✭
    Drako_Ei wrote: »
    Werewolf

    · Infectious Claws:
    · Decreased the damage per tick of these abilities by approximately 27%.

    ... Excuse me?

    Apologies, typo. Was meant to be a 27% increase to match their goal of 33% standards on dots, so 27% up from 60% original decrease in 5.2.0.
    Davadin wrote: »
    Alucu wrote: »
    Dragonknight

    · Lava Whip:
    · The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
    · Flame Lash: Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
    · Molten Whip: Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an anemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
    no.
    · Earthen Heart
    · Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
    · Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds
    no
    · Stonefist:
    · Increased range to 28 meters, up from 15 meters.
    · Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

    no.


    Molten Whip: i want a stam spammable, not another stacking mechanism.
    Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
    Stonefist: are u out of ur mind? increased ranged and decreased damage? Melee class don't need ranged spammable. I can have a ranged utility, sure, but ZOS intention is to make this spammable. They did a first pass and will do a second pass.



    stop daydreaming. especially ridicolous ones.

    It's meant to give the player an option and specific tools for both ranged and melee playstyles. Where Furious whip would fill the spot for melee stamina and Stonefist for ranged stamina. For example bow/bow rotations used in pve in some trials and other specialized builds would benefit from Stofist, while melee builds would have access to a better suited melee skill that cant be reflected, etc. Yes, I guess you could see them as concurrent stack management mechanisms since they could be used together, sure. But not in a concurrent way since the whip only activate its stacks from different ardent flame abilities and stonefist by normal use. The extra utilities are redundant since stonefist is a stun + and furious whip could cause stuns after off balance. Im sorry if you dont like them, they are just my two cents trying to give some ideas from my humble perspective from both PvE and PvP :)
    Edited by Alucu on October 3, 2019 10:05PM
    Building communities since 2017

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  • Miloscpolski
    Miloscpolski
    ✭✭✭
    Davadin wrote: »
    Alucu wrote: »
    Dragonknight

    · Lava Whip:
    · The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
    · Flame Lash: Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
    · Molten Whip: Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an anemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
    no.
    · Earthen Heart
    · Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
    · Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds
    no
    · Stonefist:
    · Increased range to 28 meters, up from 15 meters.
    · Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

    no.


    Molten Whip: i want a stam spammable, not another stacking mechanism.
    Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
    Stonefist: are u out of ur mind? increased ranged and decreased damage? Melee class don't need ranged spammable. I can have a ranged utility, sure, but ZOS intention is to make this spammable. They did a first pass and will do a second pass.



    stop daydreaming. especially ridicolous ones.


    I agree, the guy writes nonsense about dk
  • Ragnarock41
    Ragnarock41
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    ✭✭✭✭
    Davadin wrote: »
    Alucu wrote: »
    Dragonknight

    · Lava Whip:
    · The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
    · Flame Lash: Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
    · Molten Whip: Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an anemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
    no.
    · Earthen Heart
    · Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
    · Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds
    no
    · Stonefist:
    · Increased range to 28 meters, up from 15 meters.
    · Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

    no.


    Molten Whip: i want a stam spammable, not another stacking mechanism.
    Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
    Stonefist: are u out of ur mind? increased ranged and decreased damage? Melee class don't need ranged spammable. I can have a ranged utility, sure, but ZOS intention is to make this spammable. They did a first pass and will do a second pass.



    stop daydreaming. especially ridicolous ones.


    I agree, the guy writes nonsense about dk

    Except

    1: stamDks are already forced into slotting molten whip for PvE purposes

    2: decreasing igneous weapons duration and range for the sake of giving it minor heroism would make it a real contender to replace forward momentum with.

    3: Absolutely nobody would care about what would happen to stonefist if there was a stam whip.

    Sorry but no, OP is not the guy writing nonsense about DK, you guys are. I'm not saying OP has all perfect ideas , there are flaws to it, but you two are only here to criticize and do it badly honestly.
    Edited by Ragnarock41 on October 3, 2019 9:29PM
  • jypcy
    jypcy
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    Hey I like the idea of seething fury on power lash so that I can spin whip while I spin whip, even if it’s just for the memes.
  • Ragnarock41
    Ragnarock41
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    @Alucu I would personally replace the damage reduction passive with one that increases poison damage taken/physical damage taken. (talking about the ''stamwhip'')

    stamDK as of right now is an incredibly hard to kill class especially when paired with a healer in PvP, So giving it more tankyness does not seem healthy for the game as we desperately try to end the tank meta, and if this damage taken debuff scaled with weapon damage/max stamina, that would make sure stamDKs have a place in trials aswell.
    Edited by Ragnarock41 on October 3, 2019 9:39PM
  • LiquidPony
    LiquidPony
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    ✭✭✭
    Some interesting ideas certainly.

    I particularly like Path of Darkness granting Minor Force.

    But in general the +20% DoT damage increase simply isn't enough unless I'm misunderstanding the intent. Take Rending Slashes ... if it had a 10k tooltip in U22, that became 13,700 in U23 and is 5,069 in v5.2.2. An increase of 20% gets us up to 6.1k, which is still trash and probably not worth slotting given the opportunity costs.

    Also, the Major Vulnerability functionality is pretty silly. Absolutely no good reason to punish groups based on the number of some class in the comp. That's a real middle-finger to PUGs.
  • JAwtunes
    JAwtunes
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    Looks interesting @Alucu

    And quite refreshing to see comments that are not obviously biased and based on knowledge of just one play style/ class/ etc.
  • OrderoftheDarkness
    OrderoftheDarkness
    ✭✭✭
    Here we can highlight your preferences. What is the beauty of nerfs in all games? No one expects what they will be.
    Edited by OrderoftheDarkness on October 3, 2019 10:05PM
  • ESO_Nightingale
    ESO_Nightingale
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    I like most of these ideas, but 7m for dive is just simply not enough. Remember new arctic blast is 6m radius ( speaking of, Blast's duration and radius are also too short. with 2m more radius and 4+ more seconds desired). Dive should be 12m or less benefiting range towards enemy. not away from enemy, as combined with our playstyle it feels punishing to use normally.
    Edited by ESO_Nightingale on October 3, 2019 10:12PM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Alucu
    Alucu
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    I like most of these ideas, but 7m for dive is just simply not enough. Remember new arctic blast is 6m radius ( speaking of, Blast's duration and radius are also too short. with 2m more radius and 4+ more seconds desired). Dive should be 12m or less benefiting range towards enemy. not away from enemy, as combined with our playstyle it feels punishing to use normally.

    Note that the 7m variation is just for Cutting dive morph.

    Edit: I assumed you were talking about magicka wardens. If already aware of this just affecting cutting dive, care to elaborate more?
    Edited by Alucu on October 3, 2019 10:20PM
    Building communities since 2017

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  • grannas211
    grannas211
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    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.
  • Alucu
    Alucu
    ✭✭✭
    grannas211 wrote: »
    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.

    You could certainly use it, but not get major vulnerability from it.
    Building communities since 2017

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  • JinMori
    JinMori
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    ✭✭
    Pretty good ideas, but stop it with the stam whip, stonefist is the better alternative, zos just needs to balance it properly and make it more interesting.

    Also i don't think it's a good idea to overly punish players for running necro, rather cap the amount of major vuln you can get so you don't run 8 necro dds, but not outright remove it.

    It could be something like, major vuln can only be applies once every 20 seconds or something like that, if you use the ultimate before that, the duration will start once the 20 sec cd has ended, you cannot stack 2 of them, so rotate your atros.
    Edited by JinMori on October 3, 2019 10:48PM
  • Firebrand10
    Firebrand10
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    Like it. Good job
  • MehrunesFlagon
    MehrunesFlagon
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    Alucu wrote: »
    grannas211 wrote: »
    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.

    You could certainly use it, but not get major vulnerability from it.

    That would not be a good change.
  • Alucu
    Alucu
    ✭✭✭
    Alucu wrote: »
    grannas211 wrote: »
    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.

    You could certainly use it, but not get major vulnerability from it.

    That would not be a good change.

    Care to elaborate?
    Building communities since 2017

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  • pharlex
    pharlex
    Alucu wrote: »
    Alucu wrote: »
    grannas211 wrote: »
    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.

    You could certainly use it, but not get major vulnerability from it.

    That would not be a good change.

    Care to elaborate?

    Its pretty obvious why its not a good idea.

    Basically you arent allowed to have more than 1 necro if you want full effect screwing over anyone who wants to play their main dd if they run necro main dd, also what if someone wants to run necro healer or tank or maybe both, they wouldnt be using the flesh collosus ult they would be running horn to buff the group that way but would add the detriment, also this would be screwing over 1 class in particular where as any other class there is no detriment to running multiple of the same class sure you might not get a full bonus from having multiple classes but at least you wouldnt be screwed over even more as you would with necros. Need more details why this idea is not a good idea?
  • Davadin
    Davadin
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    Alucu wrote: »
    Drako_Ei wrote: »
    Werewolf

    · Infectious Claws:
    · Decreased the damage per tick of these abilities by approximately 27%.

    ... Excuse me?

    Apologies, typo. Was meant to be a 27% increase to match their goal of 33% standards on dots, so 27% up from 60% original decrease in 5.2.0.
    Davadin wrote: »
    Alucu wrote: »
    Dragonknight

    · Lava Whip:
    · The base skill now grants seething fury passive. If you strike an enemy that is immobile or stunned, you set them Off Balance. While slotted, whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, which increases the damage of your next Lava Whip by 33% and your Weapon and Spell Damage by 75 for 5 seconds. This effect can stack up to 3 times.
    · Flame Lash: Targetting an off balance enemy grants you a more powerful attack that deals increased damage and heals you over 2 seconds, this effect can occur once every 6 seconds, up from 3 seconds.
    · Molten Whip: Renamed this morph to Furious Whip. This morph now scales off your maximum stamina and weapon damage and deals physical damage, Each time you strike an anemy with Furious Whip you reduce its damage done by 1,5%, up to a maximum of 5%.
    no.
    · Earthen Heart
    · Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
    · Igneous Weapons (morph): This morph decreased the duration to 32 seconds down from 42 seconds at Rank I. Also the radius to 15 meters, down from 28 meters. Now it grants minor heroism during 10 seconds
    no
    · Stonefist:
    · Increased range to 28 meters, up from 15 meters.
    · Decreased the damage by approximately 30%, to ensure it works in line with other ranged spammable abilities

    no.


    Molten Whip: i want a stam spammable, not another stacking mechanism.
    Igneous Weapons: dont decrease the duration and length. i want this to replace Forward Momentum.
    Stonefist: are u out of ur mind? increased ranged and decreased damage? Melee class don't need ranged spammable. I can have a ranged utility, sure, but ZOS intention is to make this spammable. They did a first pass and will do a second pass.



    stop daydreaming. especially ridicolous ones.

    It's meant to give the player an option and specific tools for both ranged and melee playstyles. Where Furious whip would fill the spot for melee stamina and Stonefist for ranged stamina. For example bow/bow rotations used in pve in some trials and other specialized builds would benefit from Stofist, while melee builds would have access to a better suited melee skill that cant be reflected, etc. Yes, I guess you could see them as concurrent stack management mechanisms since they could be used together, sure. But not in a concurrent way since the whip only activate its stacks from different ardent flame abilities and stonefist by normal use. The extra utilities are redundant since stonefist is a stun + and furious whip could cause stuns after off balance. Im sorry if you dont like them, they are just my two cents trying to give some ideas from my humble perspective from both PvE and PvP :)

    oh dont apologize. u shared ur thoughts.

    i simply disagree with them.

    from both PvE and PvP :)
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  • pharlex
    pharlex
    Though honestly i wouldnt mind if they just did away with the major vuln in favor of something else on the ult because everyone uses that as an excuse to nerf necros into the ground because, tHeY HaVe MaJoR vUlN.
  • Alucu
    Alucu
    ✭✭✭
    pharlex wrote: »
    Alucu wrote: »
    Alucu wrote: »
    grannas211 wrote: »
    So if you had 6 Necros you just wouldn’t be able to cast the ultimate? Didn’t read most of it but you had that bolded.

    You could certainly use it, but not get major vulnerability from it.

    That would not be a good change.

    Care to elaborate?

    Its pretty obvious why its not a good idea.

    Basically you arent allowed to have more than 1 necro if you want full effect screwing over anyone who wants to play their main dd if they run necro main dd, also what if someone wants to run necro healer or tank or maybe both, they wouldnt be using the flesh collosus ult they would be running horn to buff the group that way but would add the detriment, also this would be screwing over 1 class in particular where as any other class there is no detriment to running multiple of the same class sure you might not get a full bonus from having multiple classes but at least you wouldnt be screwed over even more as you would with necros. Need more details why this idea is not a good idea?

    Right now you have 3 seconds of major vulnerability on just the last hit as of PTS 5.2.2, upgrading to 5 seconds of base duration of major vulnerability on the initial hit and reducing 1 second of its duration per necromancer in the group allows for better burst opportunities in both pve and pvp scenarios and it means that you can have up to 3 necromancers in the group allowing them all for the same utility as in 5.2.2 now. While adding more necromancers would give diminishing returns. 2 seconds of major vulnerability at 4 necromancers and just 1 second at 5 necromancers. The goal is not to have 8 damage dealers in a raid to be all necromancers like a lot of groups seem to display nowadays. Thus allowing for more class diversity and desirability in a group DPS composition while also permitting the groups to configure their major vulnerability outputs. In more repeated quick calculated bursts or in more prolongated rotations
    Edited by Alucu on October 4, 2019 12:16AM
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  • Waffennacht
    Waffennacht
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    ✭✭✭✭✭
    Cq15hKy.jpg
    Gamer tag: DasPanzerKat NA Xbox One
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