ESO_Nightingale wrote: »I don't think I agree here but only with this statement. I certainly don't think it's the best, far from it and it should recieve some help for sure, but I'd honestly say that Dive is worse.
Bodycounter wrote: »ESO_Nightingale wrote: »I don't think I agree here but only with this statement. I certainly don't think it's the best, far from it and it should recieve some help for sure, but I'd honestly say that Dive is worse.
No doubt that Dive is a bad spammable. Problems with Stone Giant:
- One quarter of it is AoE and melee
- Three quarters of it is single-target and ranged
- One quarter of it is a stun
- One quarter of it has a cast time that drops block that happens to be your melee cast!
The visuals of the ability are really nice though. Stone Giant is awful to get into as a newer player, especially as tank, and is only worth slotting because of stagger. I agree with you that making more Warden abilities frost damage would be a really nice addition/flavour to the class.
Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
PureEnvelope35 wrote: »Arctic Wind and morphs:
So been testing quite a bit and in both PvE Tank and PvP Magden testing (no procs because I am a Pure and innocent boy.) and man this change hurts a lot.
I was personally hoping for a nerf to Arctic Blast (Because of the sheer amount of healing it put out in PvP with a hard CC) but more in the lines of scaling off of Max Magicka/Spell Damage, removing the stun or just removing the damage altogether and keeping Polar Wind a strong HP based heal for you and nearby allies...
PvE wise its definitely a painful change in regards to Polar Wind, so far not tested in any trials but recovering from hard hitting bosses such as Arkasis or that weird secret hardmode boss in Black Drake that I forgot the name of hurts sustain a lot.
I am not sure if it is something to do with the fact that is a base 20% reduction on a heal that already scales off of health but I do hope that other Wardens feel that a different approach to nerfing the heal should have been taken.
master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
The counter to ultimates in the past was reading a fight and reacting proactively.
This adds depth to the game rather than dumping it down and promoting people to stall fights until numbers decide the fight
Bodycounter wrote: »Are there really no buffs to Dragonknights? I have been playing Dragonknight since release and its current state is just awful outside of PvE tanking. It has reached a point where DK is the worst Healer and one of the worst DPS class in the game, their class based passives/buffs/debuffs are negligible and their sustain is bad. Almost every passive of the Dragonknight needs to be looked at because they fall short in comparison to modern design like Necromancer.
- Stone Giant is still the worst spammable in the game with an awful design
It's not a spammable though, it's a buff skill. Whip is the class spammable, and it sucks that there isn't a stam or max stat morph.- Ash Cloud and its morphs are still too costly and weak
- Dragon Blood has no stamina and/or maximum health morph
Green Dragon Blood heals based on percentage of missing health, so it scales off max health. Sort of. It's a decent tank heal anyway.- Reflective Scale and Inhale (and their morphs) need buffs! Both are expensive and weak
Yes, reflective scale is much worse than Warden's shimmering shield. Inhale though: I think the interrupt version is ok, it's a utility skill and useful now and again on a tank. The other morph should probably change to something more like daedric prey: cast it and filling your draconic lungs with oxygen buffs all your ardent flame abilities for 6s, and at the end you exhale a fiery blast doing AOE flame damage in a cone in front of you. If you recast too early, you lose the final damage same as with daedric prey. Cost, damage and buff potential scaled to be similar to what you get from daedric prey.- Lava Whip needs the Soul Trap treatment to be viable on Stamina and Magicka
Agreed wholeheartedly.- Inferno needs Prophecy and Savagery baseline, should get Soul Trap treatment and tick more frequently
Also molten weapons and morphs are kind of useless because everyone gets these buffs from potions anyway. Change them to a new unique damage buff (area and duration are fine) and these skills might actually see some serious use. Maybe an x% buff to all non critical damage, seeing as you seem to be trying to deter us from dealing too much crit damage these days.
master_vanargand wrote: »master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
The counter to ultimates in the past was reading a fight and reacting proactively.
This adds depth to the game rather than dumping it down and promoting people to stall fights until numbers decide the fight
I think lowered the threshold in PvP.
Not everyone is in an environment of 50 pings or less.
People in Asia and Australia will not be able to block in time without cast time of Ultimate Skills.
For fighting games, for example, Super Arts (this is like a ultimate) has time to block.
master_vanargand wrote: »master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
The counter to ultimates in the past was reading a fight and reacting proactively.
This adds depth to the game rather than dumping it down and promoting people to stall fights until numbers decide the fight
I think lowered the threshold in PvP.
Not everyone is in an environment of 50 pings or less.
People in Asia and Australia will not be able to block in time without cast time of Ultimate Skills.
For fighting games, for example, Super Arts (this is like a ultimate) has time to block.
Also molten weapons and morphs are kind of useless because everyone gets these buffs from potions anyway. Change them to a new unique damage buff (area and duration are fine) and these skills might actually see some serious use.
master_vanargand wrote: »master_vanargand wrote: »Casttimes on Ultimatesthis change has resulted in a big imbalance as classes which don't have access to delayed burst abilities lose out on a lot of burst and lethality as they give the enemy a full gcd + the casttime to recover. This issue is further worsened by the lack of offensive CCs.
This single change has negatively affected PvP balance and overall fun in the game the most of all changes in the last 7 years
I like "Cast times on Ultimates".
I like watching beautiful ultimate animation.
And having time to roll dodge or block is a good game balance.
I think need Casttimes to be added to all Ultimate Skills.
The counter to ultimates in the past was reading a fight and reacting proactively.
This adds depth to the game rather than dumping it down and promoting people to stall fights until numbers decide the fight
I think lowered the threshold in PvP.
Not everyone is in an environment of 50 pings or less.
People in Asia and Australia will not be able to block in time without cast time of Ultimate Skills.
For fighting games, for example, Super Arts (this is like a ultimate) has time to block.
CP Imbalances
Salve of RenewalThis passive has the potential to make ball groups immortal, first of all it gives a huge gcd advantage as it adds a heal to the gcd you're spamming purge. Using this CP in a ballgroup will increase its power exponentially as the heal also applies to everyone in a 8m radius.
Another issue with this is the interaction with expunge and warden's netch as both abilities have no magicka/stamina cost and expunge's health cost will be compensated by the heal you gain from Salve of Renewal.
[...]
Rune focus and morphs: only tested restoring so far which is the stronger of the two, but I have to say, I don't like having to stand in the rune..
I understand that this is a cheap skill and it already restores resources etc, but the extra should persist for 2-3 seconds after leaving the rune for it to be relevant.
It's just not feasible to stay inside in any realistic pvp scenario.
Living dark: I already mentioned this, but sustaining this skill on a pve tank is basically impossible without spell symmetry, which kinda defeats the purpose.
Either reduce the cost, or increase the duration slightly.
The change to shards restoring equal resources is welcome, but I think I'll still run healing orb on my healer Templar, it's mobile, and it heals, unlike shards.
What's not in these notes:
Backlash needs something to be viable, after the latest nerf it's not even worth slotting in pvp, and Power of the light lost its unique debuff now that minor breach has so many more sources.
Please reduce the duration of Backlash to 3-4 seconds, and give potl a different secondary effect, like: Allies attacking a target with Potl on gain a small amount of wpd/spd, like let's say 200 for 6 seconds.
Healing ritual:
Please just make this skill into a yellow vigor like aoe hot, with hasty prayer giving minor expedition being the Stamina morph.
Jabs: this skill gets complained about a lot, here's what I would do,
Reduce the dmg dealt to the closest slightly, but make it so that it's not affected by aoe reduction effects.
This way it would do similar damage to people whether they use such effects or not, which is IMHO fair, considering only 1 target can receive this higher damage.
Burning light:
This passive atm is really only relevant with jabs, which when combined with the offensive power of that skill, makes for a very boring offensive kit, especially for stamina templars, both pve and pvp.
Consider making it a short, but hard hitting dot which procs off the first tick of any aedric spear skill, also allow it to be procced on multiple targets.
That would allow the passive to be more useful than now.
Or keep the direct dmg proc, but move it to the first tick and give it a longer CD, like 1 second.
Dark flare: after the cast time adjustment, the animation and the actual cast time of this skill are not in sync, it's actually harder to weave now, since you can't see when your character can start their next animation without interrupting this cast.
You just blindly need to have very good timing to actually be able to weave this skill properly now.
Please adjust.
Sun fire and morphs:
Since the dot nerf patch a while back, this skill have been irrelevant both in Pve and pvp.
Due to the split direct dmg and dot portions total power being counted towards the Standard, neither does any decent damage, and it makes scaling either part much worse than pure dot or pure direct dmg skills.
On top the extra duration morph of vampires bane is useless, as the extended duration on a useless dot, is well, useless.
Remove the initial damage and boost the dot to standards, make 1 morph stamina, to help stamplar rotations break away from mindless jabs spam.
That's it for now, thanks.
From a design perspective Stone Giant is meant as a spammable. You have to constantly apply the stagger mechanic and you are able to weave the stones. But yes, the Dragonknight needs some form of Lava Whip for stamina.It's not a spammable though, it's a buff skill. Whip is the class spammable, and it sucks that there isn't a stam or max stat morph.
Yes, it is a good tank heal. Keep Green Dragonblood as it is. But Coagulating Blood should scale off your highest offensive stats to be viable for stamina and magicka. On top of that Coagulating Blood needs something different as Major Fortitude to be a good burst heal for DPS. It could give Minor Intellect/Endurance and/or Minor Courage/Berserk for example.Green Dragon Blood heals based on percentage of missing health, so it scales off max health. Sort of. It's a decent tank heal anyway.
Yes, a buff to Molten Weapons is definitely needed. It's kinda laughable in comparison to Netch or Critical Surge for example. The 50% damage increase to heavy attacks sound really good, but is barely useful in the current state of the game. Igneous Weapons is just a boring duration increase.Also molten weapons and morphs are kind of useless because everyone gets these buffs from potions anyway.
Rune focus and morphs: only tested restoring so far which is the stronger of the two, but I have to say, I don't like having to stand in the rune..
I understand that this is a cheap skill and it already restores resources etc, but the extra should persist for 2-3 seconds after leaving the rune for it to be relevant.
It's just not feasible to stay inside in any realistic pvp scenario.
Living dark: I already mentioned this, but sustaining this skill on a pve tank is basically impossible without spell symmetry, which kinda defeats the purpose.
Either reduce the cost, or increase the duration slightly.
The change to shards restoring equal resources is welcome, but I think I'll still run healing orb on my healer Templar, it's mobile, and it heals, unlike shards.
Backlash needs something to be viable, after the latest nerf it's not even worth slotting in pvp, and Power of the light lost its unique debuff now that minor breach has so many more sources.
Please reduce the duration of Backlash to 3-4 seconds, and give potl a different secondary effect, like: Allies attacking a target with Potl on gain a small amount of wpd/spd, like let's say 200 for 6 seconds.
We've been asking this for years. My guess is that it's not happening because ZOS fundamentally believes the "healing" class should not have access to a normal HoT. Zero reason why this assumption should still hold after Wardens and Necros stole parts of the templar identity.Healing ritual:
Please just make this skill into a yellow vigor like aoe hot, with hasty prayer giving minor expedition being the Stamina morph.
Jabs: this skill gets complained about a lot, here's what I would do,
Reduce the dmg dealt to the closest slightly, but make it so that it's not affected by aoe reduction effects.
This way it would do similar damage to people whether they use such effects or not, which is IMHO fair, considering only 1 target can receive this higher damage.
Burning light:
This passive atm is really only relevant with jabs, which when combined with the offensive power of that skill, makes for a very boring offensive kit, especially for stamina templars, both pve and pvp.
Consider making it a short, but hard hitting dot which procs off the first tick of any aedric spear skill, also allow it to be procced on multiple targets.
That would allow the passive to be more useful than now.
Or keep the direct dmg proc, but move it to the first tick and give it a longer CD, like 1 second.
Dark flare: after the cast time adjustment, the animation and the actual cast time of this skill are not in sync, it's actually harder to weave now, since you can't see when your character can start their next animation without interrupting this cast.
You just blindly need to have very good timing to actually be able to weave this skill properly now.
Please adjust.
Sun fire and morphs:
Since the dot nerf patch a while back, this skill have been irrelevant both in Pve and pvp.
Due to the split direct dmg and dot portions total power being counted towards the Standard, neither does any decent damage, and it makes scaling either part much worse than pure dot or pure direct dmg skills.
On top the extra duration morph of vampires bane is useless, as the extended duration on a useless dot, is well, useless.
Remove the initial damage and boost the dot to standards, make 1 morph stamina, to help stamplar rotations break away from mindless jabs spam.
Joy_Division wrote: »It's almost like ZOS is afraid of having interesting skills that have different functions from other classes
Joy_Division wrote: »Rune focus and morphs: only tested restoring so far which is the stronger of the two, but I have to say, I don't like having to stand in the rune..
I understand that this is a cheap skill and it already restores resources etc, but the extra should persist for 2-3 seconds after leaving the rune for it to be relevant.
It's just not feasible to stay inside in any realistic pvp scenario.
They figured this out a couple years ago. You're not meant to stand in it. PvE tanks often do stand still. I woudn;t fish for a buff here because those 2-3 seconds is going to be pretty much irrelevant and ZOs will incorrectly be able to claim that they buffed templars when it's proverbial peanuts.Living dark: I already mentioned this, but sustaining this skill on a pve tank is basically impossible without spell symmetry, which kinda defeats the purpose.
Either reduce the cost, or increase the duration slightly.
Problem here is most skills function with this formula: good skill = higher cost. What happens is that ZOs always nerfs good skills, but hardly ever adjust the costs. So now we have meh skill = high cost. At any rate, Templar tanks will be highly disappointed with this skill because it only heals when receiving direct damage, and NPC attacks tend to be sloooooooooooooow and not of the machine gun variety. You know how every other class has a real HoT mechanic that actually heals them? This is lols by comparison.The change to shards restoring equal resources is welcome, but I think I'll still run healing orb on my healer Templar, it's mobile, and it heals, unlike shards.
Of course, why wouldn't you? Orbs is still a way better DoT. ZOS's burning Light change totally screwed Shards. Only one person can activate the shards. Everyone can activate the Orb and the Orb also goes BOOM.
Backlash needs something to be viable, after the latest nerf it's not even worth slotting in pvp, and Power of the light lost its unique debuff now that minor breach has so many more sources.
Please reduce the duration of Backlash to 3-4 seconds, and give potl a different secondary effect, like: Allies attacking a target with Potl on gain a small amount of wpd/spd, like let's say 200 for 6 seconds.
You're not being clear here what you want for Backlash. Because I can't fill the potential damage in a competitive PvP environment in 6 seconds, I'm most certainly not going to be able to do it in 3-4. This is by far the worst of the burst skills and needs to be redesigned from the ground up.We've been asking this for years. My guess is that it's not happening because ZOS fundamentally believes the "healing" class should not have access to a normal HoT. Zero reason why this assumption should still hold after Wardens and Necros stole parts of the templar identity.Healing ritual:
Please just make this skill into a yellow vigor like aoe hot, with hasty prayer giving minor expedition being the Stamina morph.Jabs: this skill gets complained about a lot, here's what I would do,
Reduce the dmg dealt to the closest slightly, but make it so that it's not affected by aoe reduction effects.
This way it would do similar damage to people whether they use such effects or not, which is IMHO fair, considering only 1 target can receive this higher damage.
It's complained a lot by people who reject the notion that because their class has unique and effective skill that it's logical that other classes have unique and effective skills. People want to turn this into a single target dodgeable skill and claim that it;s just fine because the slow immobile templar that lack a HoT and has terrible skills people probably have never seen used like Healing Ritual and Radiant Aura and would be perfectly balanced compared to say a Stamden and Stamcro.Burning light:
This passive atm is really only relevant with jabs, which when combined with the offensive power of that skill, makes for a very boring offensive kit, especially for stamina templars, both pve and pvp.
Consider making it a short, but hard hitting dot which procs off the first tick of any aedric spear skill, also allow it to be procced on multiple targets.
That would allow the passive to be more useful than now.
Or keep the direct dmg proc, but move it to the first tick and give it a longer CD, like 1 second.
Should have never been changed. If ZOS doesn't like calculations, then simply remove the passive in its entirety and adjust the damage to Sweeps and Shards. Then give us a passive that works in multiple combat scenarios and not just a target dummy where the enemy nicely stands still to be hit every 4th jab.Dark flare: after the cast time adjustment, the animation and the actual cast time of this skill are not in sync, it's actually harder to weave now, since you can't see when your character can start their next animation without interrupting this cast.
You just blindly need to have very good timing to actually be able to weave this skill properly now.
Please adjust.
Reported years ago. The main problem with this skill however is not that it's hard to weave, it's just not very good. Interruptible, by far the easiest skill in the game to dodge, and when has it appeared in any PVE damage rotation video even though it's supposed to be the templar version of crystal frags (which has almost always appeared in every sorcerer DPS video)?Sun fire and morphs:
Since the dot nerf patch a while back, this skill have been irrelevant both in Pve and pvp.
Due to the split direct dmg and dot portions total power being counted towards the Standard, neither does any decent damage, and it makes scaling either part much worse than pure dot or pure direct dmg skills.
On top the extra duration morph of vampires bane is useless, as the extended duration on a useless dot, is well, useless.
Remove the initial damage and boost the dot to standards, make 1 morph stamina, to help stamplar rotations break away from mindless jabs spam.
While you proposed fix would help a little, the skill would still be bad. The upfront damage portion you mention is/was actually what used to make the skill somewhat viable. Templars are bad at burst and anything that contributed to basically more damage now, less damage later was a boon for the class. Sunfire was actually semi-functional as a spammable because of that upfront damage (there was an video of a Templar DPs in the Twins fight who got top DPS spamming this skill. This was taken away in the name of standardization and it's been bad ever since.
Another issue with the skill is that it's secondary effect doesn't really do anything. SunFire Crit bonus? Every DPs worth their salt (and even many who aren't) use spell crit potions or have inner light slotted so the secondary effect contributes nothing. Vampire Bane duration bonus? It's just extending the duration of a DoT. That's not actually doing anything. Merely delaying the time I have to hit that button again.
Looking at it from a broader perspective, ESO has done a terrible job at making any of the class DoTs actually interesting to use.
Bunning Embers used to have the strong appeal of being dirt cheap (and also a lot of upfront damage). Both gone, turned into generic boring DOT with same stats as every other DoT in the game.
Cripple used to provide the NB with a speed boost in addition to serving as it's primary DoT. That's gone. I legit cannot remember the last time I was hit with this skill.
The Necro summons have never done anything more than damage. They aren't even used by most of the better Necro players I come across.
It's almost like ZOS is afraid of having interesting skills that have different functions from other classes and do something other than damage over time.
Narvuntien wrote: »I understand you are all super passionate about balance but we all know that ZoS's balance team moves at a glacial pace at best you'll see some of your ideas start to turn up next year.
I feel like you should really focus on small tweaks to numbers that can be implemented in a month. rather than whole mechanics or skill reworks
You can post these bigger ideas later on in the cycle when even small changes are not possible.