Skjaldbjorn wrote: »ESO_Nightingale wrote: »Internet_Mask wrote: »Some feedback about Crystal Weapon:
The name does not at all sound like a stamina sorcerer ability calling it something like Storm's Bite or Storm Strike sounds much more thematically fitting for a stamina sorcerer.
The ability itself is not at all interesting it is literally a copy-paste of Imbue Weapon with some tweaks. Please make it an actual direct damage spammable ability so stamina sorcerers can become a bit less reliant on weapon skills. Following that train of thought it would also be great for stamina sorcerers if one of Bolt Escape's morphs could be turned into a stamina based charge ability.
I see why they did it, doesn't necessarily mean i agree though. as stamsorc is based around weapons and being an arcane warrior, mixed with it's light attacks being used for bound armaments, it makes sense to me, why they did it from a thematical point of view. it looks cool, but they should have learned from crushing, that it's extremely clunky to use with melee weapons, and not ranged weapons, it's the whole reason mag can even use it in the first place, because you can pre-load a light attack onto it.
Having tested it for quite a bit of time myself, in melee it actually weaves incredibly cleanly. Much cleaner than Crushing Weapon ever did. I'd guess they cleaned up the animation timing and lockout from LAs or other effects. I had absolutely zero issues weaving it, but always hated weaving Crushing. I haven't played Stam Sorc in a while, and it instantly felt better than weapon spammables on them. I honestly give this change a 9/10.
Even if it weaves clean if it doesn't account for more damage than Rapid Strikes/Wrecking Blow it won't get used. They need to re-evaluate the bonus effects or the Dark Magic passives.
Some of the suggestions here (making it a cast-time melee ability like Wrecking with a change on LA/HA to proc an instant cast, to mirror Crystal Frags) are good, but I don't know if ZOS wants to completely redesign the ability at this point.
I mean, they've done that with DK's Stonefist a few times already. Would only be fair if they did so but maybe it won't all happen in this same patch.
I'm still in favor of directly adding the additional damage to Light and Heavy attacks instead, so it synergizes better with stamsorc's Bound Armaments light attack but a cast time "Wrecking Blow" is pretty okay with me as long as the secondary effect is still useful for both solo and group compositions.
When using Wrecking you still weave LA between casts, so having something like that wouldn't necessarily make an antisynergy with Bound Armaments.
But I get what you're saying and I do like the "buff next weapon attack" abilities. Maybe something like this:
Crystal Weapon:
Empower your weapon with dark crystals, causing your next Light Attack or Heavy Attack to deal XXXX additional damage and apply Dark Resonance to the target. Dark Resonance gives your next light or heavy attack a Y% chance to strike twice.
By "strike twice" I mean just duplicate its damage, but from a mechanical standpoint it would count as two separate hits (the extra LA/HA would not trigger an animation, so it would be "free"). This would provide some nice extra damage as well as alleviating some of the issues I described in my earlier post regarding on-hit procs, enchants, and poisons. It would also synergize really well with Bound Armaments as you would get an extra stack when Dark Resonance procs.
EDIT: Thinking about it more, it wouldn't necessarily need to be a debuff. Just bake the extra hit chance into the ability itself:
Crystal Weapon:
Empower your weapon with dark crystals, causing your next Light Attack or Heavy Attack to deal XXX additional damage. Striking an enemy with this ability has a Y% chance to trigger an extra Light or Heavy Attack.
I think they'd need to bring down the extra damage granted considerably to balance out the extra attacks, but it's a lot more interesting than a clone of Crushing Weapon.
JoSePHRiNG wrote: »I am a MagSorc pet user, but not just a normal pet user,
I train them with 60K Magicka, when I saw the patch notes I immediately log on to the PTS.
I use both Volatile Familiar and Twilight Tormentor in normal server
Volatile Familiar deals 2700 with normal attack and 4100 damage with its ability.
Twilight Tormentor deals 5800 with normal attack and it deals %50 more damage its ability.
But now in PTS;
Volatile Familiar deals 1725 with normal attack and 2560 damage with its ability.
Twilight Tormentor deals 3460 with normal attack and it deals %50 more damage its ability.
I am not saying don't make it scale with both spell damage and Magicka,
I say if my Magicka is higher make it scale with just Magicka again rather than spell damage.
Because I test it, their damage doesn't even come close to the original one even with high spell damage.
My sets give me only Magicka not spell damage,
I play this build like I am the commander of them. Please don't take it away from me.
I was hoping infused spell power jewelry would compensate the pets along with courage buff you tend have going in group content...Its challenging for me to move away from necropotence on my petsorc it has been dependable for me since I don't have the trial sets yet.
JoSePHRiNG wrote: »
I was hoping infused spell power jewelry would compensate the pets along with courage buff you tend have going in group content...Its challenging for me to move away from necropotence on my petsorc it has been dependable for me since I don't have the trial sets yet.
I tested it with 5100 spell and 40 k magicka
Familiar deals 2100 with normal attack and 3140 damage with its ability.
Tormentor deals 4300 with normal attack and it deals %50 more damage its ability.
Trust me on this one it won't go higher than this.
I wish they don't change it.
Blood for Blood (morph):
Decreased the execute multiplier on this morph to 60%, down from 100%.
This ability now ranks up in 5% execute scaling damage per rank, rather than scaling in 1.1% damage per rank.
After casting this ability, you cannot be healed by allies for 5 seconds.
JoSePHRiNG wrote: »
I was hoping infused spell power jewelry would compensate the pets along with courage buff you tend have going in group content...Its challenging for me to move away from necropotence on my petsorc it has been dependable for me since I don't have the trial sets yet.
I tested it with 5100 spell and 40 k magicka
Familiar deals 2100 with normal attack and 3140 damage with its ability.
Tormentor deals 4300 with normal attack and it deals %50 more damage its ability.
Trust me on this one it won't go higher than this.
I wish they don't change it.
maddiniiLuna wrote: »[Warden - Stamina]
Still have no real execute or spammable. Yeah cutting dive it's just.. Okay it CAN do a lot of damage, when you get the 7 stacks up it's pretty good. The only problem is, that it's only a ranged ability and it does not have animation cancel and it takes for ever for the animation to complete. If i have to stand there spam 7x cutting dive i might as well not use it at all. It does bleed damage - cool! Except for every player in this game has CP's invested in all 3 perks that mitigate bleed damage. Doesn't make a difference.
Remove the cast time, make it instant bleed damage but don't stack it. That's the changes i want to see.
It took a year to fix the stamina Swarm and at this point every class has a good spammable except for warden But nobody reads this anyway. Was quite disappointed when i saw that warden got almost no changes except a little bug fix and a nerf.
In addition - its heal from scaling off offensive stats could be overhauled into scaling off Max HP and thus it would became scaling defensive ability for both magplars and stamplars. Similar to nb dark cloak which is even tooltip-wise are familiar "cover yourself in protective...".And here we go with some feedback again:DEFENSEMain offender in templar defense arsenal is Eclipse, or more precisely Living Dark:
A. back in time this skill was situational CC but in echange granted high damage and heal, however to "lower it ceiling" and increase its reliability and also to make skill work for PvE skill was changed to self-buff. However all nerfs resulted in making profit of this skill less than its reliability along with no achieving its usability in PvE for next reasons:
1. Skill dont have actual scaling mechanic - in comparison with with similiar skills: NB Blur apply major evasion, this buff scale completely on amount of enemies and aoe they use - and in result can grant rudiculous amount of reduced damage, given that aoe most popular type of damage. DK Scales - also scale on amount of enemies atacking caster from range. Shimmering Shield - grant 100% mitigation agaisnt ranged attacks with very strong morph effects.
However Living Dark doesnt actually scale approximately to amount of enemies like previous skills. Also after Battle Spirit nerf - its functionality decreased by alot.
2. Ever since overhaul skill lost its cpability to protect against large portion of direct damage attacks, like procsets: even despite those attacks are Direct Damage.
3. In PvE it simply dont work - first: its morph effect have no use against lot of targets. Second and most important - skill dont work in PvE: simply because alot of NPCs attacks are not considered as Direct Attack, and I doubt that work to fix it is worth it, given amount of it needed.
Recap: skill scaling doesnt actually scale as efectively as other skills in game nowdays and its proc condition is unreliable nor achieve goal of making its usefull in PvE.
B. Even since its heal was nerfed for 20% its actuall amount of healing per proc became equal to heal proc of Living Vines or HPS in perfect conditions (which not possible to gain) equal to Intensive Mender. However main problem as i showed in lasted Spoiler tag above - its not reliable because it proc only on Direct Damage attacks. And reality is that you never get hit by enough dircet damage attacks for skill's scaling to effectively work unless you being heavily focused and recieve so much damage that wont be capable to survive. This making skill is even less reliable bacuse in combat where you not being constantly focused - there is no use of skill at all.
Cost-wise: Vines 2700(2700/10=270mana/s); Shimmering 3780-831*3-1287(1287/6=214m/s); Scales 3510(3510/6=585m/s); LD 4320 (4320/6=720m/s); Mender 2160(2160/8=270m/s). LD most expensive skill to keep up.
For reasons described above, i.e. skill terribly scale, dont work in PvE, dot work agaisnt some direct attacks, healing tick nerf, cost vs effectiveness like otehr skills, I believe there is simple solution that fix all the problems and bugs - Push Living Dark further into category of proactive healing/hot like Living Vines, i.e. change proc condition for skill to proc on any damage taken not only Direct Damage. so tooltip would looke like:
As you can see from red lines i marked this way of proc is eact how its effect described in morph description i.e. "when you take damage".
Thus LD with 6sec duration will have almsot triple cost than Vines or Mender. Total heals will be inline of each other: Mender 969x4=3876; Vines-254x10=2540; LD-254x8=~2032 (3048 on paper but 0.5s cd apply own limitation).
Thus LD vs Mender: LD is only self-applied proc only on damage 6sec cost 720m/s with total heal ~3000. Mender can be applied on self and as tool to heal allies HOT with 8sec cost 270m/s with total heal 3876. Almsot everything benefit Mender.
LD vs Vines: LD is only self-applied proc only on damage 6sec cost 720m/s with total heal ~3000. Vines can be applied on self and as tool to heal allies proc only on damage 10sec cost 270m/s with total heal 2540. Without taking in account morphs it looks comparably strong.
Visual affect could be changed into something more cooler and more precisely describe that skill is not mitigating damage but healing/HOT:
^^ i.e. looks effect of Unstable Core that also can be paired with smth like, for example, making armor layer completely black while skill is active, so it more definitive visual to figure that enemy use skill, while this yellow eesene floating from you could represent either healing proc or simply like it now - cosntantly active to represent uptime of skill in dark areas:
Overall - into smth as cool looking as Vampire Blood Frenzy which also has effect of darkness floating around.
Templar class ever since launch of ESO was dot-based class similarly to dragonknight and then suddenly ZOS decided that dots are to ffective and nerfed tham into too weak. However even tho templar was based on dots like DK - its dots wasnt treated differently like DK dots and thus suddenly lost bunch of damage.
Obviously if dot rotation got nerfed - it time to switch to burst rotation, but here is tempalr problm again - class simply dont have viable burst skill.
We have Backlash - which is not even burst skill but damage amplifier skill, bad part of that - it amplify damage of nerfed dot arsenal along while Backlash mechanic itself wasn't treated properly as I described in previous posts.
Other skills that possibly could be used as burst are:
A. Dark Flare - which wont be used effectively for same reasons why people dont use Crystal Blast. In addition keeping in mind that Empowered buff possibly will be changed into affect only heavy attacks - it come to the point that to take benefit of skil you have cast time Flare for 1 sec then channeling heavy attack for another 2sec. It is so clunky, leaving caster totally vulnerable, that, keeping in mind its straight pvp debuff, even "low apm players" doubtly will use this skill.
B. Solar Barrage - was fine before take palce of DOT version of such burst skills as Shalks or Blastbones yet after dot nerfs its damage decreased to the point where it cant be used as some kind of semi-burst skill. In addition this skill suffer from weird standartization of dots where its damage tick every 2sec, and thus cant even fully benefit with dot-based builds that is main build that Draugrkin set supposed to buff. And this is weird because back in time dev comment regarding Purifying Ritual was that it deal damage/heal every 2sec because its multifunction, yet Solar Flare dont have such multifunction. In its core mechanic is exact of sorc Lightning Form - its literally aura that ticking and dealing unblockable damage to targets around , with additional buffs. Yet Barrage tick every 2 sec while Form every 1 sec. Also visually Barrage not precisely describing its effect as its visual effect which is just recolored Impulse effect imply that it deal direct damage burst every 2sec. While precise visual effect should jsut have essence aura around caster with visual damage ticks on hitted enemy, and look like that simply: Also once again keep in mind possible Empower changes that will make Barrage loose its last reason for usability for "high apm players".
Recap: we simply dont have viable burst ability that would work in burst rotation and after dot skills nerfs - there wasnt any improvement of this problem.
So I suggest:
1. Address Backalsh mechanics and update them to how skill works nowdays without its group utility. I pretty sure my old posts about its bugs, like for example its incorrect skill memory: are not forgotten. But then there is risk to get too strong Xv1 ability that wont be fun to use.
2. Change Backlash into back to oldest mechanic when it was double reduce by battle spirit, etc. and thus was strong but only in PvE rotation; or turn it into yet another dot but in return address Flare skill to behave as burst skill with different functionality through it morphs:
A. Dark Flare - instead of keeping it as Crystal Blast-like version, to swap it in Crystal Frags-like Version:
And thus it will be single-target burst ability.
B. Solar Barrage - there is 2 ways of address it:
First is - to kkep it visual effect of impulse-like effect ticking every 2 sec - change Barrage into similar to Wild Impulse mechanic - strong blockable direct damage aoe pulsing every 2sec.
Second is - change its mechanic to how burst abilitiies of wardens and necromancers works, which are ~3s burst ability with aoe damage that apply strong effect. So Barrage would apply on yourself magnetic bomb visual effect that currently was removed from Unstable Core and only used now by NPC Mage eclipse (very beautiful effect) with essence aura it use now to imply that there is gona be explosion in its radius and megnetic bomb explode after 3sec in X radius, dealing damage similar to Deep Fissure and Stalking Blastbones.
Visual effect of exploding magnetic bomb is perfectly fit this type of skill unlike its currently used for Unstable Core: Its definitve enough fro enemy to see what hitted them even in large fights.
So why hasn't Stone Giant been touched? No one outside of trials uses this.
And so here is Templar feedback:
overall instead of decrease pain points of class in pvp, changes in first patch only increasing them.
a. Damage arsenal was nerfed post dot-meta and as class that heavily rely on dots it overall decreased pressure damagee. With change to Ritual of Retribution pressure damage will decrease even harder becasuse every magpalr now forced to use Extended to get at leas some hot and have synnergy with updated Light Weaver.
b. Class is lacking of burst damage skill, only damage amplifier skill - Backalsh. But along with bug fixes this skills mecahnics wasnt updated , making this already outdated skill even worse; in addition weird cahnge to Burning Light, that was some kind of burst damage, but no longer. And thus those 2 changes decreasing templar burst damage even further.
c. Class is lacking of any proactive defense skill or sources of mitigation skills taht in combine allow to push to large mitigations, it lack of trully strong HoT. Its entire defense is spammig purge and burst heal and as result its entire defense got heavily affected by changes to battle spirit healing. Now with nerf to Sweeps healing, its survivability in outnumbered situation will lowere even more.
Now more detaily:
1. Light Weaver - after update of this passive both bonuses bugged out as I showed up here https://forums.elderscrollsonline.com/en/discussion/comment/6866868/#Comment_6866868
Patchnotes however forgot to mention that Armor bonus got buffed twice. However even pre-update there was low profit of this effect due to Armor cap is easily to achieve and bonus that jsut add more armor is waste. Now bonus taht grant 33k armor will most of time waste half of it, i.e. additional armor numbers will simply wont have effect.
Thats why I suggest fully turn Light Weaver into typical passive with singular strong effect: remove Armor bonus on Rite of Passage altogether but change hp threshold of ult return from 50% to 75% hp. This exact way was cahnged Honor the Dead back in One Tamriel patch and it proved to be positive change. Given that Armor bonus no longer working after update, jsut dont waste time on fixing, but delete altogether.
2. Burning Light - changes of this passive are against pattern of update.
Its' slight redesign will barely affect PvE but it seems consequences of how it will affect PvP were ignored:
1. Perfomance - it is said that devs trying to optimizate perfomance of skills by lowering claculations it require. But It doesnt look as way taht was using for this passive. Previously it had calculation of proc chance and cooldown timer, both as global cd of caster. But now you cant deal 3 ticks of aedric skill to 1 target and then hit other target with 1 tick and proc BL because it apply now hidden debuff on enemy with timer and amount of stacks; so now instead of global calcualtions of caster it apply calcualtions on target, this doesnt look like calcualtions reduction and increase of perfomance.
2. After redesign passive in PvP defacto working with only 1 skill out of 6 - Jabs. This is not how similar passive Implosion was treated. In PvP: Spear Shards is immobile AoE, due to low uptime of Burning Light stacks and high mobility players can easily achieve - skill wont be able to proc it, so only Jabs remains. And as result any spec that is not using Jabs, like rangeplars that utilize only Javelin skill - wont be able to proc this passive in any way which means for them like having 1 less passive in aedric tree.
3. Overall change suppose to lower burst capability of passive by double proc within 1.0sec which wasnt rare thing but inexchange guaranteed its proc within 1sec, however given that Jabs only way to proc it - problem that jabs is slwoest melee channel that also heavily desyncing and thus simply unusable with latency spikes, resulting in fact thar guaranteed proc oftenly simply won't occure. So we at situation when de facto we have chance to proc guaranteed effect, kidna paradox.
So, I believe to fix this inconsistent in passive it could be treated same way as comparable passive, like Blood Magic:
Difference between this and Bl is that Blood Magic skilline вont have high intense spammable and thus such difference could be redeemed by cooldown difference.
So, to make BL equally strong in PvP and PvE without full overhaul (like was with Implosion) I suggest to keep BL as it is on live, remove 25% proc chance and increasing cooldown from 0.5s to 1.0s. Remove Charge from possiblity to proc it
With such treatment BL in PvE will be similar to how it operate now since with Jabs+Shards into dps rotation with such change will proc once per second while with current state it also procing at same rate, less efective than on live:
However in PvP it will fix all new problems:
it will be still dynamic ability that you can apply on differnt targets. It will be usable on any spec that utilize at least 1 skill from aedric skilline. It will loose its bursty nature when it was dealing too much damage by double proc within 1.0sec. It will have less calculations due to guaranteed proc.
Literally elimitating rng with lowering its powerlevel.
3. Survivability - templar desperately need skill equal to hot/procative defense/mitigation. And this skill is Living Dark but due to all changes to skill itself and overall pvp changes - its utility is at all times low, even lower than Total Dark was. Because for Total Dark situativeness it granted at least "spiked" boost to survivability, but for Living Dark with making it less situative it also stoped providing utility taht would be enough to use skill for its cost. Idescribed it in tempalr thread:In addition - its heal from scaling off offensive stats could be overhauled into scaling off Max HP and thus it would became scaling defensive ability for both magplars and stamplars. Similar to nb dark cloak which is even tooltip-wise are familiar "cover yourself in protective...".And here we go with some feedback again:DEFENSEMain offender in templar defense arsenal is Eclipse, or more precisely Living Dark:
A. back in time this skill was situational CC but in echange granted high damage and heal, however to "lower it ceiling" and increase its reliability and also to make skill work for PvE skill was changed to self-buff. However all nerfs resulted in making profit of this skill less than its reliability along with no achieving its usability in PvE for next reasons:
1. Skill dont have actual scaling mechanic - in comparison with with similiar skills: NB Blur apply major evasion, this buff scale completely on amount of enemies and aoe they use - and in result can grant rudiculous amount of reduced damage, given that aoe most popular type of damage. DK Scales - also scale on amount of enemies atacking caster from range. Shimmering Shield - grant 100% mitigation agaisnt ranged attacks with very strong morph effects.
However Living Dark doesnt actually scale approximately to amount of enemies like previous skills. Also after Battle Spirit nerf - its functionality decreased by alot.
2. Ever since overhaul skill lost its cpability to protect against large portion of direct damage attacks, like procsets: even despite those attacks are Direct Damage.
3. In PvE it simply dont work - first: its morph effect have no use against lot of targets. Second and most important - skill dont work in PvE: simply because alot of NPCs attacks are not considered as Direct Attack, and I doubt that work to fix it is worth it, given amount of it needed.
Recap: skill scaling doesnt actually scale as efectively as other skills in game nowdays and its proc condition is unreliable nor achieve goal of making its usefull in PvE.
B. Even since its heal was nerfed for 20% its actuall amount of healing per proc became equal to heal proc of Living Vines or HPS in perfect conditions (which not possible to gain) equal to Intensive Mender. However main problem as i showed in lasted Spoiler tag above - its not reliable because it proc only on Direct Damage attacks. And reality is that you never get hit by enough dircet damage attacks for skill's scaling to effectively work unless you being heavily focused and recieve so much damage that wont be capable to survive. This making skill is even less reliable bacuse in combat where you not being constantly focused - there is no use of skill at all.
Cost-wise: Vines 2700(2700/10=270mana/s); Shimmering 3780-831*3-1287(1287/6=214m/s); Scales 3510(3510/6=585m/s); LD 4320 (4320/6=720m/s); Mender 2160(2160/8=270m/s). LD most expensive skill to keep up.
For reasons described above, i.e. skill terribly scale, dont work in PvE, dot work agaisnt some direct attacks, healing tick nerf, cost vs effectiveness like otehr skills, I believe there is simple solution that fix all the problems and bugs - Push Living Dark further into category of proactive healing/hot like Living Vines, i.e. change proc condition for skill to proc on any damage taken not only Direct Damage. so tooltip would looke like:
As you can see from red lines i marked this way of proc is eact how its effect described in morph description i.e. "when you take damage".
Thus LD with 6sec duration will have almsot triple cost than Vines or Mender. Total heals will be inline of each other: Mender 969x4=3876; Vines-254x10=2540; LD-254x8=~2032 (3048 on paper but 0.5s cd apply own limitation).
Thus LD vs Mender: LD is only self-applied proc only on damage 6sec cost 720m/s with total heal ~3000. Mender can be applied on self and as tool to heal allies HOT with 8sec cost 270m/s with total heal 3876. Almsot everything benefit Mender.
LD vs Vines: LD is only self-applied proc only on damage 6sec cost 720m/s with total heal ~3000. Vines can be applied on self and as tool to heal allies proc only on damage 10sec cost 270m/s with total heal 2540. Without taking in account morphs it looks comparably strong.
Visual affect could be changed into something more cooler and more precisely describe that skill is not mitigating damage but healing/HOT:
^^ i.e. looks effect of Unstable Core that also can be paired with smth like, for example, making armor layer completely black while skill is active, so it more definitive visual to figure that enemy use skill, while this yellow eesene floating from you could represent either healing proc or simply like it now - cosntantly active to represent uptime of skill in dark areas:
Overall - into smth as cool looking as Vampire Blood Frenzy which also has effect of darkness floating around.
Visually-wise: if you dont want to overhaul effect - jsut swap that ugly bubble into 1st stage of Living Dark bubble, i.e. without this additional ugly yellow glowing layer taht ruining impression of "darkness". Here is comparison of effect - as you can see black bubble is easily visible even without glowing, so this glwoing layer just unnecessary: In addition cast animation of Living Dark is not precise and simply wrong. Current animation is taken from Backlash and imply that you summon smth out of/ cast into the sky and this is wrong as you cover yourself in a protective stuff and thus animation should be some kidn of defensive posture and there is already such animation:
4. Jabs - with chagnes to healings Jabs operate as aoe skill even less coz additional damage is lesser than standartized damage of aoe and thus overhauled heal calcualtions will grant lower than possible heal from aoe that would have % heal. And more importantly that closest-target damage now detached from additional damage. So how about finally treat initial single-target damage and exclude it from being affect by Evasion buff? You know like, Render Flash is not aoe heal but single target one even tho its heal is rektangle radius.
5. Backlash - there is so many wrong stuff with this skill. Its low store damage and limit on release was coz possibility for allies to store damage and skill having skill memory on stored damage. Now that it dont have group utility, its memory capabiltiy should be wiped, store damage % increased, max limit on store removed and possiblity for released damage to crit also removed as it break rule of how it operate.
Or simply get rid of skill and grant us actuall burst ability, here is couple ideas:@ZOS_GilliamTemplar class ever since launch of ESO was dot-based class similarly to dragonknight and then suddenly ZOS decided that dots are to ffective and nerfed tham into too weak. However even tho templar was based on dots like DK - its dots wasnt treated differently like DK dots and thus suddenly lost bunch of damage.
Obviously if dot rotation got nerfed - it time to switch to burst rotation, but here is tempalr problm again - class simply dont have viable burst skill.
We have Backlash - which is not even burst skill but damage amplifier skill, bad part of that - it amplify damage of nerfed dot arsenal along while Backlash mechanic itself wasn't treated properly as I described in previous posts.
Other skills that possibly could be used as burst are:
A. Dark Flare - which wont be used effectively for same reasons why people dont use Crystal Blast. In addition keeping in mind that Empowered buff possibly will be changed into affect only heavy attacks - it come to the point that to take benefit of skil you have cast time Flare for 1 sec then channeling heavy attack for another 2sec. It is so clunky, leaving caster totally vulnerable, that, keeping in mind its straight pvp debuff, even "low apm players" doubtly will use this skill.
B. Solar Barrage - was fine before take palce of DOT version of such burst skills as Shalks or Blastbones yet after dot nerfs its damage decreased to the point where it cant be used as some kind of semi-burst skill. In addition this skill suffer from weird standartization of dots where its damage tick every 2sec, and thus cant even fully benefit with dot-based builds that is main build that Draugrkin set supposed to buff. And this is weird because back in time dev comment regarding Purifying Ritual was that it deal damage/heal every 2sec because its multifunction, yet Solar Flare dont have such multifunction. In its core mechanic is exact of sorc Lightning Form - its literally aura that ticking and dealing unblockable damage to targets around , with additional buffs. Yet Barrage tick every 2 sec while Form every 1 sec. Also visually Barrage not precisely describing its effect as its visual effect which is just recolored Impulse effect imply that it deal direct damage burst every 2sec. While precise visual effect should jsut have essence aura around caster with visual damage ticks on hitted enemy, and look like that simply: Also once again keep in mind possible Empower changes that will make Barrage loose its last reason for usability for "high apm players".
Recap: we simply dont have viable burst ability that would work in burst rotation and after dot skills nerfs - there wasnt any improvement of this problem.
So I suggest:
1. Address Backalsh mechanics and update them to how skill works nowdays without its group utility. I pretty sure my old posts about its bugs, like for example its incorrect skill memory: are not forgotten. But then there is risk to get too strong Xv1 ability that wont be fun to use.
2. Change Backlash into back to oldest mechanic when it was double reduce by battle spirit, etc. and thus was strong but only in PvE rotation; or turn it into yet another dot but in return address Flare skill to behave as burst skill with different functionality through it morphs:
A. Dark Flare - instead of keeping it as Crystal Blast-like version, to swap it in Crystal Frags-like Version:
And thus it will be single-target burst ability.
B. Solar Barrage - there is 2 ways of address it:
First is - to kkep it visual effect of impulse-like effect ticking every 2 sec - change Barrage into similar to Wild Impulse mechanic - strong blockable direct damage aoe pulsing every 2sec.
Second is - change its mechanic to how burst abilitiies of wardens and necromancers works, which are ~3s burst ability with aoe damage that apply strong effect. So Barrage would apply on yourself magnetic bomb visual effect that currently was removed from Unstable Core and only used now by NPC Mage eclipse (very beautiful effect) with essence aura it use now to imply that there is gona be explosion in its radius and megnetic bomb explode after 3sec in X radius, dealing damage similar to Deep Fissure and Stalking Blastbones.
Visual effect of exploding magnetic bomb is perfectly fit this type of skill unlike its currently used for Unstable Core: Its definitve enough fro enemy to see what hitted them even in large fights.
Brun1234 wrote:Someone on the ESO Reddit Discord did some testing of Crystal vs. Rapid Strikes on the trial dummy and it was comparable DPS (about 1.2k difference in favor of Rapid, but the crystal parse missed a few LAs which accounts for some of that difference ). The actual DPS dealt by the two abilities in their respective parses was almost identical - 11698 for Rapid, 11811 for Crystal. Sustain is noticeably better with Crystal as expected, plus the self-heals. The armor shred is less of a factor than it would be on the live game, but I think that all else being equal (and data suggests that damage-wise, it is, at least compared to Rapid) the sustain and self-heal benefits of Crystal make a compelling case to use it over a weapon skill. The tester also reported that something had been done to the animation to make it feel less "clunky" than Crushing, though that may be a personal opinion.
Hello @Gilliamtherogue @ZOS_Gilliam ,
Refreshing path : Since the bugfix of this skill, the healing feels underwhelming(the area,duration,cost making this skill
bad to use aswell. The skill would be worth using by Increasing the duration.(To match the duration of
over ground based healing class abilities like cinder storm.)
This is what worries me:
Widowmaker: This set now deals 19728 damage over 5 seconds when it procs, rather than 7740 instantly.
Combined with:
Unleashed Terror (Medium)
2 – Adds 129 Weapon Damage
3 – Adds 1096 Maximum Stamina
4 – Adds 1096 Maximum Stamina
5 – When you deal direct damage with a Charge, Leap, Teleport, or Pull ability, you cut your enemy, causing them to bleed for 5 seconds, dealing 19728 Physical Damage over the duration. This ability can occur once every 10 seconds per target.
Imagine two 20k DOT over only 5 seconds duration procing at the same time while a DK jumps on you. Lol.
I have never seen anything like this before. If you look at magicka proc sets the closes a magicka proc set to this type damage is Icy Conjuror 20k DOT over 10 seconds. Seriously why?
Refreshing path : Since the bugfix of this skill, the healing feels underwhelming(the area,duration,cost making this skill
bad to use aswell. The skill would be worth using by Increasing the duration.(To match the duration of
over ground based healing class abilities like cinder storm.)