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PTS Update 29 - Feedback Thread for Combat & Classes

  • Firstmep
    Firstmep
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    lQrukl wrote: »
    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".
    Well, either way, I think they missed the mark, 21% dmg nerf on dark flare takes care of that.
  • ealdwin
    ealdwin
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    Firstmep wrote: »
    lQrukl wrote: »
    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".
    Well, either way, I think they missed the mark, 21% dmg nerf on dark flare takes care of that.

    Pretty much. One of the first things I tested on the pts was how well Solar Flare/Dark Flare could function as a spammable, and while it was easier to weave (by a slight amount) it didn't quite work as a suitable ranged spammable for Magplars. The larger issues remain that (1) ranged abilities with a cast time just don't work as well as spamambles and (2) Burning Light is still a large factor in Templar dps.

    If ZOS wanted to provide a ranged spammable for Templars, it might be better to do the following (but not entirely sure):
    • Make Sun Fire a ranged spammable, removing the DoT component and increasing the direct damage.
      • Reflective Light keeps its morph effects (split projectile & snare).
      • Vampire's bane gains a new effect (can't think of anything at the moment, maybe 100% application of Burning?).
    • Make Solar Flare a 3 second delayed burst, fire and forget ability. Player casts ability and 3 seconds later a ball of solar energy hits the target for X damage. Player gains empower for 3 seconds after cast (or after hit?).
      • Dark Flare applies AoE Major Defile on hit for 4 seconds.
      • Solar Barrage remains as it currently is.
    • Make Backlash a Damage over Time ability. Give it a similar ramping damage effect to that on Ritual of Retribution (5% each tick).
      • Purifying Light heals you and allies near the target through its duration rather than for 6 seconds at the end.
      • Power of the Light increases the damage gained per tick to 6% and retains application of minor Breach.

    (Not entirely sold on these ideas, but what's the harm in putting them out there for feedback... not like ZOS listens to Templar suggestions anyways.)
    Edited by ealdwin on February 17, 2021 7:12PM
  • Savagejack
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    The functionality of Sorcerer's Overload ultimate and Crystal Weapon seems backwards. Overload should consume ultimate for increased damage on light/heavy attacks. And Crystal Weapon should become a real spammable and weave smoothly like Overload currently does on live.
  • actosh
    actosh
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    Savagejack wrote: »
    The functionality of Sorcerer's Overload ultimate and Crystal Weapon seems backwards. Overload should consume ultimate for increased damage on light/heavy attacks. And Crystal Weapon should become a real spammable and weave smoothly like Overload currently does on live.

    Leave Crystal as it is pls. Maybe change the armor pen to a higher value or another useful effect.
  • propertyOfUndefined
    propertyOfUndefined
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    Please consider changing the effect of the stalking blastbones morph. As it stands today, the skeleton leaping to its target as soon as it finishes its spawn animation makes the effect useless in most situations. This was requested many times starting a year ago, but nothing has been done. Ideally, it should be an effect that’s on par with blighted blastbones, which is the stamina variant.
  • Yamenstein
    Yamenstein
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    Please consider changing the effect of the stalking blastbones morph. As it stands today, the skeleton leaping to its target as soon as it finishes its spawn animation makes the effect useless in most situations. This was requested many times starting a year ago, but nothing has been done. Ideally, it should be an effect that’s on par with blighted blastbones, which is the stamina variant.

    Please this. It's not even a matter of buffing a skill. Actually fix it because it's not even a morph. Possible 10% increase in damage if it actually runs after the player but most times it just dies attempting to jump.

    Is the base morph cheaper? Gotten to they point that is it is I might as well slot that. I would use the stamina version if I didn't feel like I was thinking myself even more
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • MyKillv2.0
    MyKillv2.0
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    Aedric Spear : Burning Light: This passive now has a 3 second window between each stack, rather than a 1.1 second window, to reduce the cadence in which you must consistently attack with an Aedric Spear ability.

    Am I understanding this correctly? Does this mean that the Burning Light Proc will work similar to Shalk/Blastbones and have a three second windows in between usage? For instance if you wanted to mid max this ability, you would cast Sweeps, then another skill, then another skill, then another skill, and then recast Sweeps in order to ensure this procs every time?

    Am I misunderstanding this change?

  • Nezyr_Jezz
    Nezyr_Jezz
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    Nightblade

    Death Stroke
    • Remove channeling on this ultimate and its morphs making it instant. It's way to easy to avoid it in pvp, and makes a clunky animation problems in PVE.

    Malevolent Offering
    • This skill is allmost useless for nightblade himself.
    • Useless for PVP unless you are a fully dedicated healer build in which case it's situationally usable
    • Magica nightblades need a heal that would help them survive immediately (all the other classes have at least one healing with a big initial healing value and an ongoing ovetime effect). Some time ago you removed 10% damage mitigation from Relentless Focus.
    • Because of the nerf of Minor Protection Nightblade also lost some of his survivability on the Dark Cloak morph of Shadowy Disguise

    Relentless Focus
    • Fix the minimal range and the projectile traveling time on the base skill as well as morphs.

    Soul Shred
    • Remove channeling on this ultimate and its morphs making it instant. It's way to easy to avoid it in pvp, and makes a clunky animation problems in PVE.

    Edited by Nezyr_Jezz on February 19, 2021 11:22PM
  • Nezyr_Jezz
    Nezyr_Jezz
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    Destruction Staff

    General comment:
    PVP: Destruction staff needs a single target execute skill that would fill a role for almost every magica class that doesnt have it's own execute just like Reverse Slash fills the role for PVP stamina based builds. This doens't have to hit very hard, but it should be usable within reasonable health percentages just like Reverse slash does. This would be highly attractive to classes such as magica dragonknight, magica necromancer and magica warden which do not have access to any form of resonable execute ability.
    PVE: Tho some classes have built in damage increase mechanics, or general DPS improvement over the course of the fight, most of the magica builds lack the ability to close the fight within resonable amount of time, like their stamina counterparts.
  • ExistingRug61
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    MyKillv2.0 wrote: »
    Aedric Spear : Burning Light: This passive now has a 3 second window between each stack, rather than a 1.1 second window, to reduce the cadence in which you must consistently attack with an Aedric Spear ability.

    Am I understanding this correctly? Does this mean that the Burning Light Proc will work similar to Shalk/Blastbones and have a three second windows in between usage? For instance if you wanted to mid max this ability, you would cast Sweeps, then another skill, then another skill, then another skill, and then recast Sweeps in order to ensure this procs every time?

    Am I misunderstanding this change?
    @MyKillv2.0
    I think the change is simply extending the time before the stacks drop off from 1.1 to 3 sec, not a cooldown on the actual proc occuring, or stacks being added.

    So nothing should change for how japs/sweeps activates it if you simply spam that skill, but now it’s easier to keep stacks and not lose them when using the other aedric spear skills that have a larger time gap between the damage occurrences, or when weaving other skills between sweeps/jabs.

    Ie: say you did:
    Javelin (1stack)
    Sweeps (proc after 3 hits, then get left with 1 stack)
    Some other skill
    Sweeps

    Previously, you would lose that “left over” stack after the first sweeps due to spending a gcd doing something else. This meant there is more than 1.1sec between the last hit of the first sweeps and the first hit of the second, so the stack is lost and the count resets. So the seconds sweeps starts from 0 stacks again, and will proc burning light on the fourth hit and the the stack resets to 0. With the change, that left over stack now remains for 3sec, so it is still there when the second sweeps is cast, so then this sweeps starts from 1 stack and procs burning light on the third hit, rather than the fourth, and again leaves 1stack left over.

    It’s not much, but it should result in stacks not dropping off as frequently and building up slightly quicker (as non sweeps/jabs aedric abilities are now more likely to have their stacks count and not get reset) so more burning light procs overall.
    Edited by ExistingRug61 on February 20, 2021 12:43AM
  • MyKillv2.0
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    Thanks @ExistingRug61 !!!
  • stefj68
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    Why is Stam DK 5k behind the next worst stam spec in PvE still?

    go parse templar they fall behind by a lot :pensive:
  • stefj68
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    actosh wrote: »
    The flat 15% mitigation and the push to base stats Are both too high and should be halfed.

    they lower that to 10% but now its too low for stamplar that can't survive a single blow!
  • stefj68
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    Qbiken wrote: »
    Since there´s no specific thread for the werewolf changes I´ll use this thread for feedback since I find it to be the most approriate one. My feedback is mainly from a PvP perspective as these adjustments made on PTS barely have any effect on the PvE aspect of werewolf.

    mine will be from pve perspective, now light/medium armor werewolf having a hardtime do contents cause of the lost of 5k resist + 5k spell resist from cp, and 3k physical resist from cp

    all of that cause of heavy armor werewolf pvp'ers!

    they should have just gives like 10k base resist bonus - 1.25k per pieces of heavy armor, or just give a 21k flat resist what ever armors you are wearing...

    tested a few of my werewolfs on pve dungeon farming and its really hurt ... can't do 2 groups pulls anymore!!!
  • spacebandit
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    im here with a werewolf perspective also. im running heavy/medium and just did vet malestrom. It feels odd honestly i substituted one damage slot for the 7% heal for testing and used ring of pale order. I died 6 times but that's not unusual for me i can clean it up a bit.

    I think this might be a good change, i still feel fairly tanky and my damage feels better honestly.

    My only complaint is now with defenses that anyone can easily aquire do we really need to take increased poison damage? I feel like the increase should eather be removed or lowered by 10-15%. i Mean you did remove 8k worth of resists. or perhaps major and minor resolve or minor protection.

    It feels good until you can't recover because your heals cost an arm and a leg. which before we didn't need as much heals.

    on another note like i said the damage feels really good. I guess iron atronach is broken? but my best parse so far is 65K on it in werewolf and my non ww parses are around there also.

    I hope the Atronach is broken anyway cause i used to could parse around 90K or so a few years ago.

    Edited by spacebandit on February 20, 2021 10:32AM
  • Sahidom
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    Could we remove the Crystal Fragment cooldown immediately after breaking free from stuns or interrupted? This isn't consistent with other casting skills under the same conditions. This basically locks you out of an offensive skill and also prevents the instant-casts until the skill finishes it's cooldown timer.

    [Edited] Also. Could you update the Vampire skill Evicerate where it cannot be silenced or reflected? It's a melee skill and should follow the same accessibility as other melee skills. This also goes without saying to update Conceal Weapon under the same ruleset since it is also a melee skill.
    Edited by Sahidom on February 22, 2021 4:19PM
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