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PTS Update 29 - Feedback Thread for Combat & Classes

  • Faulgor
    Faulgor
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    Koronach wrote: »
    They would prob have a better time with Argonians passives if they would of made them the classes they should be. Going all the way to Arena mains stats, Intelligence, Agility, and Speed and later games a handicap in Endurance/HP. I see magic and stamina, what I don't see is heavy armor wearing tanks with high HP. They should of been healers, magic/stam dps, no wonder they are having a hard time. They want them to be tanks, when they are mostly healers, mages, assassins, and thieves.

    Yeah, I've been suggesting since the first race rework that Argonians should have the same attribute bonuses as Dunmer (1875 Magicka and Stamina on live). They don't need the health bonus, not even tanks really need a bonus to health as they are the only role that makes frequent use of both magicka and stamina.
    This would make them useful hybrids focusing on sustain instead of damage, fitting their lore and claiming a niche that isn't really filled yet.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • xAlucardx92
    xAlucardx92
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    Sword and Board
    Considering the changes to the Twin Blunt and Blade Passive (DW), please look at granting this passive a flat increase to both Weapon and Spell Damage, effectively making it useful for hybrids.

    MagDK need a execute ability, active or passive!
  • Thraben
    Thraben
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    Qbiken wrote: »

    If nothing is adjusted werewolf will be even harder to kill and even more defensively overtuned next patch than they already are. Werewolf should be about dealing good damage, not being a tool to avoid dying in PvP.

    When you are at it, please fix the whole tank meta (and I'm saying this as a tank player myself)

    It might be not that bad in NA yet, but on Ravenwatch EU it must be absolutely nightmarish for newer players. It is not in the interest of the game that you need a health tank to even start PvPing. Even without Vateshran-/Zaan- mist formers, there are too many viable options for that playstyle compared to what a PvE DD COULD possibly play.
    Edited by Thraben on February 2, 2021 12:56PM
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • ealdwin
    ealdwin
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    Suggestion Regarding Armor Passives:

    With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.

    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.

    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.
  • YandereGirlfriend
    YandereGirlfriend
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    ealdwin wrote: »
    Suggestion Regarding Armor Passives:

    With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.

    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.

    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.

    This is the single change that I would most welcome for armor.
  • Dracane
    Dracane
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    ealdwin wrote: »
    Suggestion Regarding Armor Passives:

    With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.

    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.

    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.

    This is the single change that I would most welcome for armor.

    I do not like it personallyl. It would blur the line between magicka and stamina specs too much. I would hate for this game to turn everyone into hybrids.

    The proposed changes would be good for the game and open up possibilities, so it would be the right decision. I do not like it anyway. :smile:
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • sweatapodimas
    sweatapodimas
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    Please remove cast times from deathstroke/dawnbreaker/berserker strike. With all these buffs to damage mitigation and healing, and nerfing damage, this would return some semblence of finesse to burst damage classes that utilize these.

    This was a TERRIBLE implementation and many have left just because of these cast times a few updates back.
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • TheImperfect
    TheImperfect
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    I'd like to request a feature to be able to change an individual skills morph without resetting all your morphs. Just click on the morph and say for a little gold you can swap it to the other morph easily. If you change your mind or make a mistake it's easy to fix.
  • VaxtinTheWolf
    VaxtinTheWolf
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    I'd like to request a feature to be able to change an individual skills morph without resetting all your morphs. Just click on the morph and say for a little gold you can swap it to the other morph easily. If you change your mind or make a mistake it's easy to fix.

    But isn't it that you can do this at the existing respec shrines? If you select to change Morphs, change the one skill you want and save changes.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • TheImperfect
    TheImperfect
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    I'd like to request a feature to be able to change an individual skills morph without resetting all your morphs. Just click on the morph and say for a little gold you can swap it to the other morph easily. If you change your mind or make a mistake it's easy to fix.

    But isn't it that you can do this at the existing respec shrines? If you select to change Morphs, change the one skill you want and save changes.

    OK, I don't do it a lot, I thought it reset everything. Thanks for clarification.
  • Faulgor
    Faulgor
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    ealdwin wrote: »
    Suggestion Regarding Armor Passives:

    With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.

    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.

    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.

    Hm. I had similar thoughts, but more along the lines of
    Light Armor: Spell and Physical Penetration, beating Heavy Armor
    Medium Armor: Crit Chance (and Damage?), Spell and Weapon Damage, beating Light Armor
    Heavy Armor: Crit Resistance, beating Medium Armor

    That might keep the rock-paper-scissors approach between the armor types without having to add artificial penalties that are nonsensical (Light Armor giving less martial protection than being naked) or harmful to PvE (Tanks susceptible to magic).
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • StarOfElyon
    StarOfElyon
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    Dracane wrote: »
    ealdwin wrote: »
    Suggestion Regarding Armor Passives:

    With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.

    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.

    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.

    This is the single change that I would most welcome for armor.

    I do not like it personallyl. It would blur the line between magicka and stamina specs too much. I would hate for this game to turn everyone into hybrids.

    The proposed changes would be good for the game and open up possibilities, so it would be the right decision. I do not like it anyway. :smile:

    I hate being forced into either mag or stam.
  • Tigertron
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    I’m seeing some desync with block. I need to block at least a second or longer, sooner than I am used to for it to register.
  • Gigasax
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    Since we decrease the channel/cast time on most of the skills (eg. Frags and Solar Flare):

    Please give Templar Jabs the same treatment, aka 0.8sec channel time and ~15-20% dmg reduction with a better/more fluid animation.

    It would help with a more fluid rotation, with la weaving...
    Edited by Gigasax on February 4, 2021 2:45PM
    - Noractis -
    - PC EU -
  • Josira
    Josira
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    Mechanically,there is no reason to go Argonian anymore. Almost every other race can do what they do better. The racial changes of this patch should be looked at further,and adjusted with increases to their healing passives,and their resourcefulness passive,rather then a reduction to the later.
    "BlooD FReNZy TicKS aLL thE BoXes of WhaT iT mEanS tO bE a VaMpiRe"
  • Koronach
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    Josira wrote: »
    Mechanically,there is no reason to go Argonian anymore. Almost every other race can do what they do better. The racial changes of this patch should be looked at further,and adjusted with increases to their healing passives,and their resourcefulness passive,rather then a reduction to the later.

    It's looking obvious that they didn't seem to care about Argonians on ESO at all.
    Koronach wrote: »
    Lets see a compilation of Argonians descriptions and stats over the games. (If I post the pics right, don't usually post pics)
    Ok lets look at Arena
    f14cjg2q7wr5.png
    Ok now Daggerfall
    3exv2nrj40aj.png
    Morrowind
    y7dguvz7sfnb.png
    Oblivion
    rsdt7mncna7b.png
    Skyrim
    dqdbavo2dnfw.png

    So what did they do look at Argonians for 10 seconds? They saw the Int across the series and the Restoration bonus in Skyrim and said ok Healers, which I'm fine with. Then they ignored everything else and looked at Daggerfall "Some are regarded well as warriors." Oh look lets make them HP tanks while ignoring the fact every game says Thief or Assassin, makes sense Shadowscales *cough*. Even Morrowinds Ideal Character section says they can make the finest Nightblades. Total disregard for an entire races lore. They were always a Magic and Stamina race and they are trying to shoe horn them into something they were never well known for. (Sorry if the pictures are too small. Right click and open in new window or tab if you have to.)




  • Trayyacakes
    Trayyacakes
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    I like a lot of changes to the system such as champion points increasing weapon and spell damage for certain things, as it makes it easier to build hybrids or even just a character that uses class abilities with a 2hander or bow or whatever...

    I like the proposed changes to light armor providing spell and physical penetration, as well as medium armor providing weapon and spell critical, can we also get a jewelry enchant that adds weapon and spell damage?
    Edited by Trayyacakes on February 5, 2021 12:44AM
    Bjorn Uldnost
  • StarOfElyon
    StarOfElyon
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    I like a lot of changes to the system such as champion points increasing weapon and spell damage for certain things, as it makes it easier to build hybrids or even just a character that uses class abilities with a 2hander or now or whatever...

    I like the proposed changes to light armor providing spell and physical penetration, as well as medium armor providing weapon and spell critical, can we also get a jewelry enchant that adds weapon and spell damage?

    This has been a big desire of mine but I doubt they'll do it. Tri-stat recovery is probably all we'll ever get, I think. Also weapon/spell power potions or weapon/spell crit potions.
  • Trayyacakes
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    I like a lot of changes to the system such as champion points increasing weapon and spell damage for certain things, as it makes it easier to build hybrids or even just a character that uses class abilities with a 2hander or now or whatever...

    I like the proposed changes to light armor providing spell and physical penetration, as well as medium armor providing weapon and spell critical, can we also get a jewelry enchant that adds weapon and spell damage?

    This has been a big desire of mine but I doubt they'll do it. Tri-stat recovery is probably all we'll ever get, I think. Also weapon/spell power potions or weapon/spell crit potions.

    I didn't even think about potions but yeah that would be sick too...
    Bjorn Uldnost
  • Daemonai
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    In keeping with the change to Dark Talons, which changes its Magic Damage into Flame Damage, I propose that the retaliate damage of Spiked Armor also be changed from Magic Damage into Flame Damage. This will allow Spiked Armor to potentially trigger Burning, and therefore the Combustion passive, which could help with DK sustain issues.

    Dark Talons: This ability and the Choking Talons morph now deal Flame Damage, rather than Magic Damage. The Ignite synergy now also deals Flame Damage rather than Magic Damage.
  • master_vanargand
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    The Dagger in Twin Blunt and Blade Passive (DW) is weak.
    Please increase the Critical Chance of The Dagger in Twin Blunt and Blade Passive (DW).
  • rrimöykk
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    DK needs an execute ability and help with sustain.
  • Rkindaleft
    Rkindaleft
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    Why is Stam DK 5k behind the next worst stam spec in PvE still?
    Runeblades enjoyer https://youtube.com/@rkindaleft
    All Solo, Dungeon and Arena trifectas.
    8/10 Trial trifectas.
    Tick Tock Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker | Dream Master | Unstoppable
  • Faded
    Faded
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    MerguezMan wrote: »
    I'm on console and can't test properly, but feel concerned about the upcoming changes.

    - On armor, could you tweak the native passive perks so the "take X% more damage from Y source" condition would apply to player-sourced, instead of just magic/physical type (so that fits for pvp balance without hurting pve builds) ?

    Oh hell no.
  • Faulgor
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    ZOS, I'd really love to have some direction from you in regards to racial passives. What are you trying to accomplish?

    You noted that there were several adjustments due to the changes in the CP system. There was a nerf to recovery buffs as a whole, and a change to recovery bonuses from CPs, so I can see a nerf to Argonian's Resourceful passive as an 'adjustment'.

    But how does that warrant giving Altmer Weapon Damage, or Orcs Spell Damage?
    This not only flies in the face of the lore. It buffs already considered top-tier races even further, and dilutes the previously unique aspect of Dunmer as hybrids. But it is difficult to give feedback beyond that if we don't know why this change happened.

    Is this part of a larger plan to consolidate all sources of weapon and spell damage, like it has happened for certain sources of critical chance, penetration and armor? Or do you want to broaden the roles of Altmer and Orcs specifically?

    Do you have any plans to reevaluate under-performing races, such as Redguards?

    And why are you so reluctant to give Bosmer their stealth passive back?
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • WrathOfInnos
    WrathOfInnos
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    So crit% dropped by a lot, but Necromancers still get 100% while hitting the final 25% health of a target by simply swapping a different skill onto the bar. Is that cool? Ok? Ok...

    Necromancers cannot reasonably have more than 5 Grave Lord skills on the front bar, often only 4. So they only reach 100% in execute if they can build more than 50-60% crit chance without this passive. It also doesn’t affect back bar crit, and every skill moved from back to front bar to compensate for lower crit means even worse damage while on back bar. It’s true that Necro was affected slightly less than other classes by the crit nerfs, but they’re still feeling most of the effects (first 75% of any fight and while on back bar even during the last 25%, as well as moving skills around in suboptimal ways and losing Mages Guild passives).
  • ealdwin
    ealdwin
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    Suggestion Regarding Armor & Weapon Passives

    @ZOS_GinaBruno @ZOS_Wrobel

    I am asking once again for a few changes to armor and weapon passives. The changes to some weapon types as described in the 6.3.0 patch notes are good changes that help expand the options for different builds, especially off-meta and hybrid builds. With only a couple weeks left in this PTS cycle, I think that you (ZOS) should consider expanding on those changes to those weapons not addressed and the offensive armor weights. These changes are not drastic, and are in the same continuous vein as those changes in the 6.3.0 patch notes. These changes target those passives that specifically provide offensive bonuses to each weapon and armor type.

    Weapon Passives
    One Hand and Shield
    • Sword and Board: Adjust this passive so that it grants a flat increase to both Weapon Damage and Spell Damage rather than increasing Weapon Damage by 3%/5%. (Similar to the change to Twin Blunt and Blade in 6.3.0)
    Destruction Staff Restoration Staff
    • Restoration Mastery: Adjust this passive so that it increases Healing Done by 3%/5% so that it affects all heals rather than just those with Restoration Staff.

    Armor Passives
    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense. They do not target the recovery or cost reduction passives on purpose in order to keep the distinction between the benefits each armor type provides to different attributes.
    Edited by ealdwin on February 16, 2021 5:17AM
  • Trayyacakes
    Trayyacakes
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    rrimöykk wrote: »
    DK needs an execute ability and help with sustain.

    Definitely sustain...

    Bjorn Uldnost
  • ExistingRug61
    ExistingRug61
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    ealdwin wrote: »
    Suggestion Regarding Armor & Weapon Passives

    @ZOS_GinaBruno @ZOS_Wrobel

    I am asking once again for a few changes to armor and weapon passives. The changes to some weapon types as described in the 6.3.0 patch notes are good changes that help expand the options for different builds, especially off-meta and hybrid builds. With only a couple weeks left in this PTS cycle, I think that you (ZOS) should consider expanding on those changes to those weapons not addressed and the offensive armor weights. These changes are not drastic, and are in the same continuous vein as those changes in the 6.3.0 patch notes. These changes target those passives that specifically provide offensive bonuses to each weapon and armor type.

    Weapon Passives
    One Hand and Shield
    • Sword and Board: Adjust this passive so that it grants a flat increase to both Weapon Damage and Spell Damage rather than increasing Weapon Damage by 3%/5%. (Similar to the change to Twin Blunt and Blade in 6.3.0)
    Destruction Staff Restoration Staff
    • Restoration Mastery: Adjust this passive so that it increases Healing Done by 3%/5% so that it affects all heals rather than just those with Restoration Staff.

    Armor Passives
    Light Armor
    • Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
    • Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
    Medium Armor
    • Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn
    • Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.

    These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense. They do not target the recovery or cost reduction passives on purpose in order to keep the distinction between the benefits each armor type provides to different attributes.
    In the same vein:

    Weapon Passives
    Dual Wield
    • Dual Wield Expert: Adjust this passive so that it increases Weapon and Spell Damage by 6% of off-hand weapon's Damage.
  • lQrukl
    lQrukl
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    This dark flare change makes no sense to me.
    Templars already have a spammable, we don't need another one.
    There are multiple ranged options out of class already, especially with solar barrage in mind.

    Again we don't need another spammable on templars, and. 2 second less cast time will still leave us wide open to get interrupted anyway.

    I dissagree. Puncturing Sweep makes much better damage then psyjic or forse pulse spamable for templar. Even with PTS passive nerf. Keep in mind that magplar is the lowest tier dps class on both live and ptr.
    So Plar needs alternative range spamable and it should make comparable damage with PS at least, not to mention the general class buff.
    It should not auto heal you and should not give protection buff to keep PS relevant spamable for melee gamplay (solo play, PvP, etc), but it should provide you freedom to choose the style of play, not like "stay in mele or dont do any consistent damage".
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