Atherakhia wrote: »Necromancer /
Frozen Colossus:
-Removed this Ultimate and the morph's Major Vulnerability invulnerability.
-Increased the duration of Major Vulnerability applied from these to 12 seconds per hit, up from 8. This will increase the total duration to 15 seconds per cast.
So.. Necro meta again ? Or Am I missing something ?
Hard to tell. Major Vulnerability was nerfed heavily so the question now becomes is it worth stacking Necros, who themselves aren't top tier DPS, just to boost the group's DPS by 10% for 15 seconds per Necro? On the flip side, if Stam comes back in style, Stam Necros are top tier damage so an all Necro stam raid is in the cards.
But for Mag Necros, this is bad news and one of many nerfs the class has gotten and couldn't afford any of them.
We're now 8 months into Stalking Blast Bones being worthless, which is the primary burst skill available to Mag Necromancers. We saw Harmony nerfed last patch, the only other means of burst available to the class, with nothing done to improve Mag Necromancers. Now we're seeing Minor Maim, Major Vuln and Major Protection, 2 rather important skills for PvP for Mag Necros, also nerfed. All for a class that is undeniably the worst Mag in the game by a considerable margin. And still no word from ZOS with even a hint as to the direction they're trying to take the class or how much longer Mag Necromancers will need to put up with mediocrity.
9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.
ExistingRug61 wrote: »9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.
Also, putting minor breach on a weapon skill also reduces the incentive to bring a templar, as this was something that only they as a class had access to (outside of some sets and focused aim). May be best if this could be kept as a specific debuff templar could bring to a group.
9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.
ExistingRug61 wrote: »9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.
Also, putting minor breach on a weapon skill also reduces the incentive to bring a templar, as this was something that only they as a class had access to (outside of some sets and focused aim). May be best if this could be kept as a specific debuff templar could bring to a group.
I'm not against putting this skill on a weapon ability or making it more available , but adding both minor and major breech on one cheap skill will make that skill overpowered since penetartion is one of the strongest damage buffs .
for example they can add minor breech to ice clench since it's in tank toolkit now .
YandereGirlfriend wrote: »9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.
The new Breaches are crazily overpowered especially when contrasted against the newly nerfed Berserk line.
In PvP, Major Breach is giving a 10.8% true damage increase (since it is a de-buff applied to the target) versus ~7% (since it stacks multiplicatively in the player damage calculation) for the new Major Berserk.
Minor Breach is giving a 5.4% true damage increase versus ~3.5% damage increase from the new Minor Berserk.
And you can stack them both in the same skill!
Imagine being able to stack Major and Minor Berserk on-demand, the forums would be on fire. Yet here we are....
universal_wrath wrote: »Thor199389 wrote: »Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Please explain a skill like grim focus if light attacks are not intended.
Light Attacks are not an unintended mechanic. Don't state your "facts" as real facts.
Light Attack weaving is what distigues eso from any other MMO. That is what makes ESO so much more fun than any other Game. You have to practice.
Maybe instead of "removing" light attacks just except the skill gap and except that not every title is ment for everyone to achieve. Otherwise... just put it in Crownstore.
Light attacl weaving does exist in other games, its just that it is called auto attack. Only differnt is thst it deals signifcantly less damage in other games because it is essentaily free damge that cost no resources.
What's going on with DPS?
I'm seeing a huge dps loss from live. granted my atro isn't working, but even with that aside everyone in my guild is showing large dps losses.
I've gone from 90k to 80k. That's more than I would think 4.5% crit and 10% light attack damage should account for...
Anyone else seeing this?
Live parse (pre precise nerf)
pts parse
Last patch removed some of Templar's utility (RoR nerf) While destroyed them in PvP (BackLash and Burning light changes)
With this patch, you remove another utility of Templars(especially Stamplar, adding Minor Breach to s&b) while MagPlar is already the worse MagDD in PvE as soon as you play it in Range (which is why you want to play a MagDD anyway)
I hoped for some good changes for templars in this patch but apparently it still not on the board. Awefull restoration passives, no utility, and bad in PvP with many unusable skill.
I wont bother linking/quoting suggestion, i did it last time and nothing was done (not even an answer to aknowledge us it was noticed) At this point, 2/3 of my playable characters are less and less attractive for a group. . .
Thor199389 wrote: »Last patch removed some of Templar's utility (RoR nerf) While destroyed them in PvP (BackLash and Burning light changes)
With this patch, you remove another utility of Templars(especially Stamplar, adding Minor Breach to s&b) while MagPlar is already the worse MagDD in PvE as soon as you play it in Range (which is why you want to play a MagDD anyway)
I hoped for some good changes for templars in this patch but apparently it still not on the board. Awefull restoration passives, no utility, and bad in PvP with many unusable skill.
I wont bother linking/quoting suggestion, i did it last time and nothing was done (not even an answer to aknowledge us it was noticed) At this point, 2/3 of my playable characters are less and less attractive for a group. . .
MagPlar is 2nd best MagDD in PvE xD
Try sustain a Mag DK... not even considering most Mag DK Skills are short range
ParaViking wrote: »Vampire?.. Anyone... hello... ... .. ECHO... Echo... echo...
MagDK is probably in a bad situation too. Both class have terrible sustain and melee magicka skill. I agree on that.
But at least, DK are best tank :')
What's going on with DPS?
I'm seeing a huge dps loss from live. granted my atro isn't working, but even with that aside everyone in my guild is showing large dps losses.
I've gone from 90k to 80k. That's more than I would think 4.5% crit and 10% light attack damage should account for...
Anyone else seeing this?
Live parse (pre precise nerf)
pts parse
It's looking like the changes to major and minor breach have not been implemented in any of the combat dummies. So you're missing about 6.7k penetration. I'm seeing the same 10k loss in parsing.
https://forums.elderscrollsonline.com/en/discussion/546510/missing-penetration-from-trial-dummy#latest
brandoncoffmannub18_ESO wrote: »PvE MagDK sustain issues continued
Using eye scream and sustain is still awful on Iron Atro, around 15~20 spell symmetries based on luck and timing of when I cast it ( before eruption I get more sustain )
I know it's been said but please, help magDK sustain, please give us some sustain passive other than just combustion, I'm running a charged staff and it is NOT enough, (only around 300 per second ) nor is it a good feeling to build for something all in one status effect that only gets 50% more damage and nothing else. If burning gave us a unique damage buff in addition to increasing burning damage itself it would feel worth it ( 8% or so ? Or since you seem to call my class the attrition class 15% more for DoTs ).
Being bound to spell symmetry isn't fun but magDK has almost always had to use it with the exception of blood for blood patch but let's not touch that issue.
Heavy attacks are too long and too much of a DPS loss to consider and so we build for everything else before that, ANYTHING but that.
This is my class, my role, my reason for playing ESO, but it doesn't feel balanced when I try other classes; but I just don't enjoy the game like that, I enjoy as a magDK.
In PvP I also have sustain issues but it's such a dynamic gameplay I can build for it much easier because tanky options are available; however, with the loss of half of ele drain I will be hurting even more now.
Last patch removed some of Templar's utility (RoR nerf) While destroyed them in PvP (BackLash and Burning light changes)
With this patch, you remove another utility of Templars(especially Stamplar, adding Minor Breach to s&b) while MagPlar is already the worse MagDD in PvE as soon as you play it in Range (which is why you want to play a MagDD anyway)
I hoped for some good changes for templars in this patch but apparently it still not on the board. Awefull restoration passives, no utility, and bad in PvP with many unusable skill.
I wont bother linking/quoting suggestion, i did it last time and nothing was done (not even an answer to aknowledge us it was noticed) At this point, 2/3 of my playable characters are less and less attractive for a group. . .Thor199389 wrote: »Last patch removed some of Templar's utility (RoR nerf) While destroyed them in PvP (BackLash and Burning light changes)
With this patch, you remove another utility of Templars(especially Stamplar, adding Minor Breach to s&b) while MagPlar is already the worse MagDD in PvE as soon as you play it in Range (which is why you want to play a MagDD anyway)
I hoped for some good changes for templars in this patch but apparently it still not on the board. Awefull restoration passives, no utility, and bad in PvP with many unusable skill.
I wont bother linking/quoting suggestion, i did it last time and nothing was done (not even an answer to aknowledge us it was noticed) At this point, 2/3 of my playable characters are less and less attractive for a group. . .
MagPlar is 2nd best MagDD in PvE xD
Try sustain a Mag DK... not even considering most Mag DK Skills are short range
MagPlar using a range Spamable cant hit 80K on dumie (check t3hasiangod) and this is why it's the worse actual MagDD. It's actually good if you can play it in melee with Sweep which dosent make any sense for a MagDD Meta Boring
Czekoludek wrote: »This is pure BS. Sweeps is like 1-1,5k better then ele weapon do if you can't hit even 80k with it, you definitely needs to work on your rota.
As for melee for magicka, it was a thing for couple patches already. DK needs to stay melee, blades needs to be melee, sweeps templars, necros if they want to have easier rota. Pure range damage dealer is probably only sorc, not sure about magden as i don't use any in PvE
Czekoludek wrote: »This is pure BS. Sweeps is like 1-1,5k better then ele weapon do if you can't hit even 80k with it, you definitely needs to work on your rota.
As for melee for magicka, it was a thing for couple patches already. DK needs to stay melee, blades needs to be melee, sweeps templars, necros if they want to have easier rota. Pure range damage dealer is probably only sorc, not sure about magden as i don't use any in PvE
I'm tired of people not reading entire coments. I'm talking about Range setup. I KNOW (ffs) that Sweep is better, and MagPlar viable and can compet IF (and only IF) they can play in mele (which isn't the purpose and advantage of a MagDD and for why you want them in Trials ! (the specific hard one at least)) Otherwise, Stam would be more played and you could see more group running Stam, which i never saw in the 5+ months i'm playing ESO...
But DK is in a bad situation too, i didn't deny that. I just dont have a DK (yet)
A. Burning Light:
1. Burning Light procrate in PvP post update and from 2019 stats:
so while old rng-based was approximately 1 proc per 5.5 aedric skill hits at least with my melee playstyle, new one is 1 proc per 8.9 aedric hits which is large procrate reduction and thus huge damage loss.
2. As shown on pts which can easily emit pvp perfoamnce on live - 1sec stack is simply not enough to safely store BL stacks:3. As already showed on pts - total procrate of BL is reduced twice for aoe scenario where there is at least 2 enemies:Burning Light 1sec duration of stacks in not enough.
pts with 200 ping and even using 4 consecutive aedric skills on cooldown is unable to proc passive. On live server it will drastically reduce possibility to proc BL.
https://www.youtube.com/watch?v=XEI4B5kqgxg
Increase duration of BL to atleast 5sec.
Old BL:
New BL:
4. Due to inability to proc BL twice per 1.0s anymore it lost it burst nature.
Recap: In PvP - passive lost it burst potential, it damage output in aoe scenarios decreased twice, it total procrate in pvp and thus total damage decreased for ~40%.
Its redesign completely ignored pvp aspect and thus no wonder that result is passive's drastical reduction of perfomance. I believe for all those losses of its offensive capability passive should get full reliability and thus each tick of aedric skill to account and not lost for BL proc. For that I once again suggest to increase duration of BL stacks to at least 10sec, similarly to how mechanics based on light attacks based - 10sec duration of each stack, or add skill memory similarly like Bound Weapons and Grim Focus have with increased duration of saving stacks timer even further.
What's going on with DPS?
I'm seeing a huge dps loss from live. granted my atro isn't working, but even with that aside everyone in my guild is showing large dps losses.
I've gone from 90k to 80k. That's more than I would think 4.5% crit and 10% light attack damage should account for...
Anyone else seeing this?
Live parse (pre precise nerf)
pts parse
It's looking like the changes to major and minor breach have not been implemented in any of the combat dummies. So you're missing about 6.7k penetration. I'm seeing the same 10k loss in parsing.
https://forums.elderscrollsonline.com/en/discussion/546510/missing-penetration-from-trial-dummy#latest
This isn't true. The pen is there, it's just not being reported properly by the tools we have available.
If you hit the 21m dummy with a light attack or 3, reset it, cast ele drain on it and hit it again your damage is unchanged.
you can do the same test on the 3mil dummy and it won't display the pen, it won't display minor mag steal or breach, but the light attack damage increases and in the mag return you can see the mag from minor mag steal