"In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench,"
ZOS_BrianWheeler wrote: »Give Frost Staff users more flexibility to fill the role of a tank, and also give Frost Staff users the opportunity to better fill the roles of support or DPS.
ZOS_BrianWheeler wrote: »A good example of this is the following upcoming adjustments to Wall of Frost/Flame/Shock:
- Lowering the damage done by Wall or Frost compared to Wall of Flame and Shock
- Removing Snare from Wall of Frost
- Casting Wall of Frost will create a Damage shield on you and up to 5 other nearby group members that absorbs projectiles
- Unstable Wall of Frost will apply a weaker version of the Damage Shield when the ability ends
ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds. We believe these changes, along with several others in the Destruction skill line, will help bring some parity between the three damage options for staff users and give greater flexibility to that weapon choice.
ZOS_BrianWheeler wrote: »Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
ZOS_BrianWheeler wrote: »Give Frost Staff users more flexibility to fill the role of a tank, and also give Frost Staff users the opportunity to better fill the roles of support or DPS.
CaffeinatedMayhem wrote: »HeroOfNone wrote: »Because Frost Staff is typically only used for tanking and not DPS due to Trifocus. One heavy attack and a DPS pulls the boss around and wipes out the group. With this, Wardens can now weave in attacks without fear of taunting the boss unless they have Frost Clench slotted. If you have a flame/lightning staff back bar to drop down wall of elements you can front bar your ice staff to weave in force pulse without any issue now.
It also gives some utility to add a damage shield to the group for AOE projectile fights, but I believe that's part of the utility change, not a DPS improvement. Especially with how useless snares are with most boss fights.
Did you know you can just... NOT put points into tri-focus to avoid the taunt issue with Ice staves? That being said, ice staves already lack a damage bonus like Flame and Shock, so already DPS lost even without points in tri-focus. Also, Warden's don't use frost staves in Meta because even with the frost passive bonus, overall damage is higher with either flame or shock, and double flame is currently highest, by a small amount.
The shield is meh as far as DPS is concerned. Your response only showed you haven't actually run frost staves on a warden in PvE.
emilyhyoyeon wrote: »HeroOfNone wrote: »Looking forward to the return of group queues while keeping solo queue option. Now I'm just hoping they add in a proper ranking system so PVPers have more incentive to win other than medals.
Interested to see how the changes to major/minor buffs will impact things. I hope it will impact malabeth and a warden builds to be lets tanky/heal heavy in PVP, if we're talking about impacting Vitality and Protection specifically.
With the change to Critical, maybe we can see a stat added in for healing in the future, rather than deriving everything from damage and resources. I'd much rather see healers have to build and balance their stats for a bit more build variety.emilyhyoyeon wrote: »I don't see how those changes to frost staff improve it in the DD role. Making the taunt less confusing doesn't improve its use in the DD role.
These changes, while better than the current, just reinforce the staff as a support staff. Destruction magic/staves are meant for destruction magic. I just don't understandCaffeinatedMayhem wrote: »How is lowering one of the main Destruction Staff skills used in PvE helping frost staff be a DPS weapon?
Also, please make sure someone ups the drop chance for fire/shock staves of Medusa. This is ridiculous.
Because Frost Staff is typically only used for tanking and not DPS due to Trifocus. One heavy attack and a DPS pulls the boss around and wipes out the group. With this, Wardens can now weave in attacks without fear of taunting the boss unless they have Frost Clench slotted. If you have a flame/lightning staff back bar to drop down wall of elements you can front bar your ice staff to weave in force pulse without any issue now.
It also gives some utility to add a damage shield to the group for AOE projectile fights, but I believe that's part of the utility change, not a DPS improvement. Especially with how useless snares are with most boss fights.
I'm aware of the taunting thing, I addressed it in my comment. I think everyone else is aware too. When we say ''how does this improve the staff for frost DDs,'' it isn't a genuine ''we genuinely don't understand how making the taunt issue less complicated helps DDs.'' I think we all do.
I don't consider this actual improvement for frost DDs. Heavy attacks offer so little in terms of dps that making this the ONLY change to frost staves that's intended to improve frost DDs (and it's coupled with a DECREASE IN FROST BLOCKADE'S DAMAGE) is so laughable that it feels mocking.
ZOS_BrianWheeler wrote: »Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
HeroOfNone wrote: »emilyhyoyeon wrote: »HeroOfNone wrote: »Looking forward to the return of group queues while keeping solo queue option. Now I'm just hoping they add in a proper ranking system so PVPers have more incentive to win other than medals.
Interested to see how the changes to major/minor buffs will impact things. I hope it will impact malabeth and a warden builds to be lets tanky/heal heavy in PVP, if we're talking about impacting Vitality and Protection specifically.
With the change to Critical, maybe we can see a stat added in for healing in the future, rather than deriving everything from damage and resources. I'd much rather see healers have to build and balance their stats for a bit more build variety.emilyhyoyeon wrote: »I don't see how those changes to frost staff improve it in the DD role. Making the taunt less confusing doesn't improve its use in the DD role.
These changes, while better than the current, just reinforce the staff as a support staff. Destruction magic/staves are meant for destruction magic. I just don't understandCaffeinatedMayhem wrote: »How is lowering one of the main Destruction Staff skills used in PvE helping frost staff be a DPS weapon?
Also, please make sure someone ups the drop chance for fire/shock staves of Medusa. This is ridiculous.
Because Frost Staff is typically only used for tanking and not DPS due to Trifocus. One heavy attack and a DPS pulls the boss around and wipes out the group. With this, Wardens can now weave in attacks without fear of taunting the boss unless they have Frost Clench slotted. If you have a flame/lightning staff back bar to drop down wall of elements you can front bar your ice staff to weave in force pulse without any issue now.
It also gives some utility to add a damage shield to the group for AOE projectile fights, but I believe that's part of the utility change, not a DPS improvement. Especially with how useless snares are with most boss fights.
I'm aware of the taunting thing, I addressed it in my comment. I think everyone else is aware too. When we say ''how does this improve the staff for frost DDs,'' it isn't a genuine ''we genuinely don't understand how making the taunt issue less complicated helps DDs.'' I think we all do.
I don't consider this actual improvement for frost DDs. Heavy attacks offer so little in terms of dps that making this the ONLY change to frost staves that's intended to improve frost DDs (and it's coupled with a DECREASE IN FROST BLOCKADE'S DAMAGE) is so laughable that it feels mocking.
As discussed above, I don't see this taking anything away from the current use of frost staff. Its not the best for DD, but its better than current "whoops I taunted" use. The blockade itsn't top tier DPS, but has more utility now.
relentless_turnip wrote: »Anyone understand what they're actually doing with buffs/debuffs 😂
It sounds like they're saying if you have less buffs and debuffs in your build you will equate to the same damage as someone that does!? What!? I understand them trying to simplify the game, but from a logical perspective this is lacking...
VaranisArano wrote: »I understand the risk of splintering the BGs queue, but taking away the choice of game types is not going to help its popularity.
It means that players who just want to Deathmatch get mixed into other game types, which frustrates everyone involved.
It means that players who build for certain objective types will struggle in randomized matches they could formerly avoid, thus diminishing build diversity.
It means that achievement hunters and style page hunters get screwed, having to wait up potentially so much longer for their needed game type to show up.
relentless_turnip wrote: »Anyone understand what they're actually doing with buffs/debuffs 😂
It sounds like they're saying if you have less buffs and debuffs in your build you will equate to the same damage as someone that does!? What!? I understand them trying to simplify the game, but from a logical perspective this is lacking...
What they're saying is they are rebalancing the value of minor and major debuffs. Compared to someone who is totally optimized right now, the resulting rebalance will be a nerf. Compared to someone who is relatively unoptimized right now, the resulting rebalance will be a buff.
emilyhyoyeon wrote: »HeroOfNone wrote: »emilyhyoyeon wrote: »HeroOfNone wrote: »Looking forward to the return of group queues while keeping solo queue option. Now I'm just hoping they add in a proper ranking system so PVPers have more incentive to win other than medals.
Interested to see how the changes to major/minor buffs will impact things. I hope it will impact malabeth and a warden builds to be lets tanky/heal heavy in PVP, if we're talking about impacting Vitality and Protection specifically.
With the change to Critical, maybe we can see a stat added in for healing in the future, rather than deriving everything from damage and resources. I'd much rather see healers have to build and balance their stats for a bit more build variety.emilyhyoyeon wrote: »I don't see how those changes to frost staff improve it in the DD role. Making the taunt less confusing doesn't improve its use in the DD role.
These changes, while better than the current, just reinforce the staff as a support staff. Destruction magic/staves are meant for destruction magic. I just don't understandCaffeinatedMayhem wrote: »How is lowering one of the main Destruction Staff skills used in PvE helping frost staff be a DPS weapon?
Also, please make sure someone ups the drop chance for fire/shock staves of Medusa. This is ridiculous.
Because Frost Staff is typically only used for tanking and not DPS due to Trifocus. One heavy attack and a DPS pulls the boss around and wipes out the group. With this, Wardens can now weave in attacks without fear of taunting the boss unless they have Frost Clench slotted. If you have a flame/lightning staff back bar to drop down wall of elements you can front bar your ice staff to weave in force pulse without any issue now.
It also gives some utility to add a damage shield to the group for AOE projectile fights, but I believe that's part of the utility change, not a DPS improvement. Especially with how useless snares are with most boss fights.
I'm aware of the taunting thing, I addressed it in my comment. I think everyone else is aware too. When we say ''how does this improve the staff for frost DDs,'' it isn't a genuine ''we genuinely don't understand how making the taunt issue less complicated helps DDs.'' I think we all do.
I don't consider this actual improvement for frost DDs. Heavy attacks offer so little in terms of dps that making this the ONLY change to frost staves that's intended to improve frost DDs (and it's coupled with a DECREASE IN FROST BLOCKADE'S DAMAGE) is so laughable that it feels mocking.
As discussed above, I don't see this taking anything away from the current use of frost staff. Its not the best for DD, but its better than current "whoops I taunted" use. The blockade itsn't top tier DPS, but has more utility now.
which does not improve it from a DD standpoint. so we agree?
The taunt change and blockade damage reduction is an overall nerf to frost DDs. So they are not making it a more flexible option for DD--only for supports. That is the issue here
ZOS_BrianWheeler wrote: »We believe these changes, along with several others in the Destruction skill line, will help bring some parity between the three damage options for staff users and give greater flexibility to that weapon choice.
HeroOfNone wrote: »
Because Frost Staff is typically only used for tanking and not DPS due to Trifocus. One heavy attack and a DPS pulls the boss around and wipes out the group. With this, Wardens can now weave in attacks without fear of taunting the boss unless they have Frost Clench slotted. If you have a flame/lightning staff back bar to drop down wall of elements you can front bar your ice staff to weave in force pulse without any issue now.
It also gives some utility to add a damage shield to the group for AOE projectile fights, but I believe that's part of the utility change, not a DPS improvement. Especially with how useless snares are with most boss fights.
ZOS_BrianWheeler wrote: »First off, let’s talk about the Major/Minor system. Originally, buffs and debuffs were designed as standard abilities, meaning they had to go through the same calculations as all abilities. As we have been moving towards making combat more performant, we identified this as a key area where we could get better performance due to how prevalent buffs/debuffs are in battles. As such, we’re shifting the buffs/debuffs system so they are calculated on the server much in the same way as Sprint and Block. With Major/Minor effects no longer being standard abilities, they will be more performant per calculation as they won’t go through the same process as other abilities do in a fight. This “hardcoding” of Majors/Minors will also make them less prone to incorrect stacking and mismatched values.
ZOS_BrianWheeler wrote: »During this change, we also adjusted buffs/debuffs to bring them more in-line with our standards for item sets and abilities. This was also combined with the overall goals to increase sustain, decrease damage done, and increase damage taken. Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
ZOS_BrianWheeler wrote: »As we have been moving towards making combat more performant, we identified this as a key area where we could get better performance due to how prevalent buffs/debuffs are in battles.
ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds.
Dusk_Coven wrote: »ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds.
People who didn't read Tri-Focus won't read Destructive Touch either.
Are people using Destructive Touch so little that they can move Frost Staff taunt there?
naturally balances itself in PvP scenarios, that is not the case in PvE situations; this already powerful stat is slowly creeping up in power with each update and global increase in damage.
The main cause of this imbalance is the ease of access to gain Critical Chance in our game
Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
Can we just create a new staff type, Alteration or whatever, for tanking? Frost is DESTRUCTION magic, let us destroy things with it.
DustyWarehouse wrote: »Dusk_Coven wrote: »ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds.
People who didn't read Tri-Focus won't read Destructive Touch either.
Are people using Destructive Touch so little that they can move Frost Staff taunt there?
RIP anyone using a Master's frost staff in PvE. Not that anyone does anyway...
DustyWarehouse wrote: »Dusk_Coven wrote: »ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds.
People who didn't read Tri-Focus won't read Destructive Touch either.
Are people using Destructive Touch so little that they can move Frost Staff taunt there?
RIP anyone using a Master's frost staff in PvE. Not that anyone does anyway...
So, why would you ever reward players that put less efforts into the game more than players that literally bleed themselves out to get better at it?ZOS_BrianWheeler wrote: »Players with builds that aren’t 100% optimized will see an increase in power, while players utilizing all Majors/Minors at once in coordinated efforts will see a decrease in power.
The imbalance does not depend on crit chance at all. Last patch was perfectly balanced, all magicka classes for example were able to produce more or less the same dps and they were all perfectly viable, playable, enjoyable, without having a single one of them outperforming the others, until you decided to overbuff Nightblade, so you'd better focus on specific classes passives and base damage than crit chance.ZOS_BrianWheeler wrote: »The main cause of this imbalance is the ease of access to gain Critical Chance in our game; we have a large amount of passive Crit enabled from passive abilities (Armor, Champion Points, Base Chance). On top of this, the raw standard of Crit Chance is higher than other DPS stats which results in stacking Crit being incredibly powerful. Due to this, certain classes scale more effectively in group content, resulting in “just stack X” in our end-game meta. While this is somewhat mitigated in PvP with Critical Resistance, we still hear a large number of complaints about the line certain classes teeter on in terms of balance in PvE as a result (either too strong, or we nerf them and they become too weak in other areas).
As such, we have created a new combined stat for Critical Chance which is a combination of Spell and Weapon Crit. This means if you see an item that grants 106 Critical Chance, it’s giving you both Spell and Weapon Crit. With this change, we are adjusting many sources of Critical Chance so they grant the new stat. This also results in fewer effects you need to track on your character. We’re making several other adjustments to individual stat faucets, such as reducing the amount of Critical Chance you can get from Champion Points and lowering the value of the Thief Mundus and Precise trait. We know this is only a small step in the larger picture of combat regarding Criticals, which we plan to continue in U29. We believe these changes will bring about better experiences, from the moment-to-moment combat to formulating your groups for Trials and PvP.
Dusk_Coven wrote: »DustyWarehouse wrote: »Dusk_Coven wrote: »ZOS_BrianWheeler wrote: »In terms of reducing some pain points that Frost Staff users and their groups, we’ll be removing the Auto-Taunt from Tri-focus. The taunt from Frost Staff will instead reside in Frost Clench, and will taunt the enemy for 15 seconds.
People who didn't read Tri-Focus won't read Destructive Touch either.
Are people using Destructive Touch so little that they can move Frost Staff taunt there?
RIP anyone using a Master's frost staff in PvE. Not that anyone does anyway...
Whatever specific staff they were using is irrelevant. The point is people were clearly using a Frost Staff but not intending to tank. That means dps. So apparently frost staff is actually being used for dps. Otherwise taunt accidents wouldn't be such an issue.
Now people genuinely using a Frost Staff to taunt have to sacrifice a skill to put in Destructive Clench or some other taunt.
And people who were using Frost clench for the immobilize (were there people doing that?) now have to watch out for the taunt in case they accidentally hit the boss. Fewer accidents maybe but legit frost staff tanks having to shuffle their skills because people can't be bothered to read the tooltip for Tri-Focus. Sheesh.