newtinmpls wrote: »
I want no classes and just "skill lines" or maybe just "skills"
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
@Joy_Division As much as i agree with everything said - i fundamentally disagree with this statement.
I´m a firm believer that actual hardcounter abilities to playstyles that can be kept up permanently are bad game design and actually not fun to have in a game EVER (i have no issues with hardcounters on ultimates - like shield ulti - because that´s part of what ultimates should do).
I do however agree the wings nerf was idiotic - in that it not only achieved anything meaningful regarding their impact vs a single ranged combatants - but also became so mediocre in situations where it was previously needed that it´s no longer used widely at all.
What ZOS imo should have done would have been finding a way to keep the core functionality of the ability while removing the 100% guaranteed hardcounter aspect of it.
Give it a minimum range for the reflect to work of 8m.
This would keep the core identity of the skill. It would punish ranged spammers from the safety of allied backlines. It would also force kiting builds into the DKs range in a 1v1 scenario - where it is advantaged by it´s class design (see mage vs barbarian reference - contrary to what ppl seem to believe a sorc or nb would 100% not want to be in melee combat with a dk).
It would however not create a situation that is flatout unwinable and got only resolved by the ranged players running away from the fight (because that is what mostly happened back then).
I believe solutions like these could have been and can be found for virtually any perceived overperforming/hardcounter combat mechanic - keeping the core functionality but adding specific ways to circumvent them for opponents instead of flatout breaking abilities entirely.
As Templar my main question regarding fantasy powers is why Templars that use "Light" as source of their powers are not best in slot in fight against vampires while moderate knights with fire infernal abilities, i.e. dragonknights are best in this role. Maybe its is time to change what labeled in tooltip of "holy fire" to be some kind of unique damage source effects, like you know most dk skills is fire-based and cause burning, sorcs skills are lightning-based and can cause vulnerability, warden is frost-based causing chilled.
SidewalkChalk5 wrote: »As Templar my main question regarding fantasy powers is why Templars that use "Light" as source of their powers are not best in slot in fight against vampires while moderate knights with fire infernal abilities, i.e. dragonknights are best in this role. Maybe its is time to change what labeled in tooltip of "holy fire" to be some kind of unique damage source effects, like you know most dk skills is fire-based and cause burning, sorcs skills are lightning-based and can cause vulnerability, warden is frost-based causing chilled.
Skyrim's Dawnguard expansion introduced Sun Damage. Let's hope Greymoor does the same for ESO.
SidewalkChalk5 wrote: »As Templar my main question regarding fantasy powers is why Templars that use "Light" as source of their powers are not best in slot in fight against vampires while moderate knights with fire infernal abilities, i.e. dragonknights are best in this role. Maybe its is time to change what labeled in tooltip of "holy fire" to be some kind of unique damage source effects, like you know most dk skills is fire-based and cause burning, sorcs skills are lightning-based and can cause vulnerability, warden is frost-based causing chilled.
Skyrim's Dawnguard expansion introduced Sun Damage. Let's hope Greymoor does the same for ESO.
Sun damage only works on undead. So, do you really wanna slot a skill which does good damage against vampires and bad against everyone else? There used to be skills like that in ESO, Fighter's Guild skills like the crossbow or Camo Hunter. No one used them in that state back then.
SidewalkChalk5 wrote: »As Templar my main question regarding fantasy powers is why Templars that use "Light" as source of their powers are not best in slot in fight against vampires while moderate knights with fire infernal abilities, i.e. dragonknights are best in this role. Maybe its is time to change what labeled in tooltip of "holy fire" to be some kind of unique damage source effects, like you know most dk skills is fire-based and cause burning, sorcs skills are lightning-based and can cause vulnerability, warden is frost-based causing chilled.
Skyrim's Dawnguard expansion introduced Sun Damage. Let's hope Greymoor does the same for ESO.
Sun damage only works on undead. So, do you really wanna slot a skill which does good damage against vampires and bad against everyone else? There used to be skills like that in ESO, Fighter's Guild skills like the crossbow or Camo Hunter. No one used them in that state back then.
Ye, but Enhancements with Sun Damage in Dawnguard deal damage to any target and increased damage to undead. Ironically that Sun Fire-> Vampire Bane is exact name of Sun Damage skill from Dawnguard and is only skill in templar arsenal of holy magic that works that way as it just Fire Damage skill and thus deal damage to any target and even more damage to vampires with their vulnerability to fire.
So in ESO having weird situation: as ordinary Fire damage works as Sun Damage in latest TES games while original Sun Damage from earlier TES games that deal damage to undeads only no matter what, existing in ESO in form of Prismatic Enchancement that only deadra-undead.
And both of those sources that imitating Sun Damage are still doing nothing for "holy knights and priests with aedric magic" of ESO that is especially weird given that Orb of Magnus Memento from next Chapter showing how Aedric Light burning undead.
P.S.: There is even the set "Silks of the Sun" that boosting Fire damage, that is like direct acceptance of Fire=Sun.
Sun damage only works on undead. So, do you really wanna slot a skill which does good damage against vampires and bad against everyone else? There used to be skills like that in ESO, Fighter's Guild skills like the crossbow or Camo Hunter. No one used them in that state back then.
SidewalkChalk5 wrote: »Sun damage only works on undead. So, do you really wanna slot a skill which does good damage against vampires and bad against everyone else? There used to be skills like that in ESO, Fighter's Guild skills like the crossbow or Camo Hunter. No one used them in that state back then.
I don't know where you get the notion that anybody is calling for an exact copy/paste job. Obviously the effect would be tweaked to suit the game, like literally everything else ported into ESO from prior TES games. A small amount of bonus damage to undead would be appropriate for flavor, but nobody is asking for undead-only abilities.
Here are some obvious options for secondary effects:
1. Blind status effect - 5% miss chance
2. Burn status effect - Or a Sun Damage variation of it.Shuffling some Templar passives around would make it suit the holy light theme:3. Totally new minor debuff
Move Burning Light to Dawn's Wrath, and make the proc based on Burn instead of Spear abilities.
Move Restoring Spirit to Restoring Light.
Move Light Weaver to Aedric Spear and make it grant Empower after casting an Aedric Spear ability.
Change Solar Barrage's buff from Empower to Heroism or Berserk or something.Best option: The Healing Mage aka Mending set has a unique debuff that is the opposite of Major Courage. This debuff could be named Major Lethargy (a symptom of sun stroke) for -258 WD/SD. Minor Lethargy (-129 WD/SD) could then be used as the secondary effect for Sun Damage.
There's a dozen other ways to do it. I'm pretty sure every single person asking for Sun Damage is assuming the devs would come up with something other than a straight copy/paste job.
They can barely balance Oblivion dmg and bleeds, now you want to include a new dmg type...
Anytime they add something which is new, they *** it up...
SidewalkChalk5 wrote: »They can barely balance Oblivion dmg and bleeds, now you want to include a new dmg type...
Anytime they add something which is new, they *** it up...
There's nothing complicated about adding an element type, and the difficulty of balancing it is not remotely comparable to Oblivion or Bleeds. It's clearly more analogous to Flame Damage.
Templar has an entire skill line of Sun-themed abilities that deal basic Magic Damage, with no secondary effects. One oddball skill does Flame Damage, but not the others. It's a glaring omission, a half-finished job. Greymoor is the perfect time to remedy this. It's a tailor-made opportunity to introduce Sun Damage, for both a Dawnguard guild line and most Dawn's Wrath abilities. Frankly, Greymoor will be a huge disappointment if the dark/gothic vampire theme doesn't have an interesting counter-balance, and this seems like the most obvious and significant contrast they could introduce. It would be a major improvement for class identity and power fantasy.
So, would you give up some damage against non-vamps to get more damage against vampires?
SidewalkChalk5 wrote: »So, would you give up some damage against non-vamps to get more damage against vampires?
No. That wouldn't be necessary. If they did it: For PvE, mobs have elemental weaknesses (or at least they used to). Giving all undead 0 resistance to Sun Damage doesn't require sacrificing damage against other targets. For PvP, the weakness would be placed in the vampire's passives (just like Flame is currently). Again, that wouldn't reduce Sun Damage's effectiveness against non-vampire targets. There's literally no reason to change its cost:damage relative to other elements. This isn't as complicated as you're trying to make it sound.
Basically, you're stealthily asking for templars to get supercharged against vampires with no trade-off....
But I can't see them just giving a single class +300% damage against vamps on everything and calling it a day.
SidewalkChalk5 wrote: »I don't know where you get the notion that anybody is calling for an exact copy/paste job. Obviously the effect would be tweaked to suit the game, like literally everything else ported into ESO from prior TES games. A small amount of bonus damage to undead would be appropriate for flavor, but nobody is asking for undead-only abilities.
Vampires right now are already balanced to not be a clear upgrade to mortal characters.
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
@Joy_Division As much as i agree with everything said - i fundamentally disagree with this statement.
I´m a firm believer that actual hardcounter abilities to playstyles that can be kept up permanently are bad game design and actually not fun to have in a game EVER (i have no issues with hardcounters on ultimates - like shield ulti - because that´s part of what ultimates should do).
I do however agree the wings nerf was idiotic - in that it not only achieved anything meaningful regarding their impact vs a single ranged combatants - but also became so mediocre in situations where it was previously needed that it´s no longer used widely at all.
What ZOS imo should have done would have been finding a way to keep the core functionality of the ability while removing the 100% guaranteed hardcounter aspect of it.
Give it a minimum range for the reflect to work of 8m.
This would keep the core identity of the skill. It would punish ranged spammers from the safety of allied backlines. It would also force kiting builds into the DKs range in a 1v1 scenario - where it is advantaged by it´s class design (see mage vs barbarian reference - contrary to what ppl seem to believe a sorc or nb would 100% not want to be in melee combat with a dk).
It would however not create a situation that is flatout unwinable and got only resolved by the ranged players running away from the fight (because that is what mostly happened back then).
I believe solutions like these could have been and can be found for virtually any perceived overperforming/hardcounter combat mechanic - keeping the core functionality but adding specific ways to circumvent them for opponents instead of flatout breaking abilities entirely.
As much as I'd loved that solution, I'm sure the forum would have been filled with complaints about DKs reflecting attacks over 20 mts just because of lag.
Though it was a great idea
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
@Joy_Division As much as i agree with everything said - i fundamentally disagree with this statement.
I´m a firm believer that actual hardcounter abilities to playstyles that can be kept up permanently are bad game design and actually not fun to have in a game EVER (i have no issues with hardcounters on ultimates - like shield ulti - because that´s part of what ultimates should do).
I do however agree the wings nerf was idiotic - in that it not only achieved anything meaningful regarding their impact vs a single ranged combatants - but also became so mediocre in situations where it was previously needed that it´s no longer used widely at all.
What ZOS imo should have done would have been finding a way to keep the core functionality of the ability while removing the 100% guaranteed hardcounter aspect of it.
Give it a minimum range for the reflect to work of 8m.
This would keep the core identity of the skill. It would punish ranged spammers from the safety of allied backlines. It would also force kiting builds into the DKs range in a 1v1 scenario - where it is advantaged by it´s class design (see mage vs barbarian reference - contrary to what ppl seem to believe a sorc or nb would 100% not want to be in melee combat with a dk).
It would however not create a situation that is flatout unwinable and got only resolved by the ranged players running away from the fight (because that is what mostly happened back then).
I believe solutions like these could have been and can be found for virtually any perceived overperforming/hardcounter combat mechanic - keeping the core functionality but adding specific ways to circumvent them for opponents instead of flatout breaking abilities entirely.
As much as I'd loved that solution, I'm sure the forum would have been filled with complaints about DKs reflecting attacks over 20 mts just because of lag.
Though it was a great idea
Probably yes - but my post was more directed at the general sentiment of imbalance and advantages in combat.
I´m all for having classes with defining abilities that offer them an edge over everyone else in certain combat situations - but i absolutely oppose absolute hardcounters.
SidewalkChalk5 wrote: »Basically, you're stealthily asking for templars to get supercharged against vampires with no trade-off....
But I can't see them just giving a single class +300% damage against vamps on everything and calling it a day.
I'm very obviously not saying that. Literally nobody has asked for 300% bonus damage. Nobody. This should be 100% perfectly clear to any reasonable person. Like I said:SidewalkChalk5 wrote: »I don't know where you get the notion that anybody is calling for an exact copy/paste job. Obviously the effect would be tweaked to suit the game, like literally everything else ported into ESO from prior TES games. A small amount of bonus damage to undead would be appropriate for flavor, but nobody is asking for undead-only abilities.
Your objections have nothing to do with the actual idea, but your own made-up, biased distortions of it. If you don't like it, just say you don't like it. Stop inventing absurd strawman to beat up. It's very obvious that what you're arguing against exists only in your own imagination. That's not the way anyone has suggested for Sun Damage to be implemented.
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
@Joy_Division As much as i agree with everything said - i fundamentally disagree with this statement.
I´m a firm believer that actual hardcounter abilities to playstyles that can be kept up permanently are bad game design and actually not fun to have in a game EVER (i have no issues with hardcounters on ultimates - like shield ulti - because that´s part of what ultimates should do).
I do however agree the wings nerf was idiotic - in that it not only achieved anything meaningful regarding their impact vs a single ranged combatants - but also became so mediocre in situations where it was previously needed that it´s no longer used widely at all.
What ZOS imo should have done would have been finding a way to keep the core functionality of the ability while removing the 100% guaranteed hardcounter aspect of it.
Give it a minimum range for the reflect to work of 8m.
This would keep the core identity of the skill. It would punish ranged spammers from the safety of allied backlines. It would also force kiting builds into the DKs range in a 1v1 scenario - where it is advantaged by it´s class design (see mage vs barbarian reference - contrary to what ppl seem to believe a sorc or nb would 100% not want to be in melee combat with a dk).
It would however not create a situation that is flatout unwinable and got only resolved by the ranged players running away from the fight (because that is what mostly happened back then).
I believe solutions like these could have been and can be found for virtually any perceived overperforming/hardcounter combat mechanic - keeping the core functionality but adding specific ways to circumvent them for opponents instead of flatout breaking abilities entirely.
As much as I'd loved that solution, I'm sure the forum would have been filled with complaints about DKs reflecting attacks over 20 mts just because of lag.
Though it was a great idea
Probably yes - but my post was more directed at the general sentiment of imbalance and advantages in combat.
I´m all for having classes with defining abilities that offer them an edge over everyone else in certain combat situations - but i absolutely oppose absolute hardcounters.
I agree with the direction of your thinking. I felt useless fighting a DK with wings as a magblade. Most all attacks would get reflected as I couldn't even light attack with destro staff. Also testing (if i remember correctly) using swallow soul not only reflected damage to me, but also gave DK the HoT.
Because of wings i've adjusted my build to mainly use dual wields and concealed weap/sap essence as my offensive skill to this day. (currently slotted fire staff back b/c of stun removal from vamp drain)
Joy_Division wrote: »But, if you give DK their Reflective Scales back, it’s too overbearing to my ranged magicka player!
Too bad. Yeah, I said it. Too bad. In order to have meaningful character (let alone class) identity, there must be situations in which your class excels and situations your class struggles. If you are finding those pesky DKs so troublesome, why don’t you play the way Cyrodiil was meant to be played and find a buddy, a small group, or a raid so your strengths and weaknesses can be complimented by those of your allies?
@Joy_Division As much as i agree with everything said - i fundamentally disagree with this statement.
I´m a firm believer that actual hardcounter abilities to playstyles that can be kept up permanently are bad game design and actually not fun to have in a game EVER (i have no issues with hardcounters on ultimates - like shield ulti - because that´s part of what ultimates should do).
I do however agree the wings nerf was idiotic - in that it not only achieved anything meaningful regarding their impact vs a single ranged combatants - but also became so mediocre in situations where it was previously needed that it´s no longer used widely at all.
What ZOS imo should have done would have been finding a way to keep the core functionality of the ability while removing the 100% guaranteed hardcounter aspect of it.
Give it a minimum range for the reflect to work of 8m.
This would keep the core identity of the skill. It would punish ranged spammers from the safety of allied backlines. It would also force kiting builds into the DKs range in a 1v1 scenario - where it is advantaged by it´s class design (see mage vs barbarian reference - contrary to what ppl seem to believe a sorc or nb would 100% not want to be in melee combat with a dk).
It would however not create a situation that is flatout unwinable and got only resolved by the ranged players running away from the fight (because that is what mostly happened back then).
I believe solutions like these could have been and can be found for virtually any perceived overperforming/hardcounter combat mechanic - keeping the core functionality but adding specific ways to circumvent them for opponents instead of flatout breaking abilities entirely.
As much as I'd loved that solution, I'm sure the forum would have been filled with complaints about DKs reflecting attacks over 20 mts just because of lag.
Though it was a great idea
Probably yes - but my post was more directed at the general sentiment of imbalance and advantages in combat.
I´m all for having classes with defining abilities that offer them an edge over everyone else in certain combat situations - but i absolutely oppose absolute hardcounters.
I agree with the direction of your thinking. I felt useless fighting a DK with wings as a magblade. Most all attacks would get reflected as I couldn't even light attack with destro staff. Also testing (if i remember correctly) using swallow soul not only reflected damage to me, but also gave DK the HoT.
Because of wings i've adjusted my build to mainly use dual wields and concealed weap/sap essence as my offensive skill to this day. (currently slotted fire staff back b/c of stun removal from vamp drain)
Most DKs agreed to let strife go through wings, that would have been a good solution.
Problem is that the nerf to wings *** both, DKs and NBs. Neither the DK can use the skill efficiently to go against a ranged assassin, nor the NB can efficiently do dmg and heal himself while spending their magicka. At the end is an attrition race, the one who depletes his magicka first loses...
Boring