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.
RogueShark wrote: »xI_The_Owl_Ix wrote: »Just to add to PvE:
PvE class balance isnt much better, most endgame groups straight up run with 8 necro DDs all magicka because stamina hasnt been viable since craglorn trials...
Worse now, a stam in an all or mostly-mag group struggles to support themselves penetration-wise. I'm running lover with a cringey crit rate just to hit pen cap because it's not worthwhile supporting a stam when 6 out of 8 dps don'tneed alkosh.
Why not find a stam group? Finding one WOULD be the problrm there; mag just works so much better, the real question is why run stam at all?
We're losing more pen with this patch. It's getting harder to make up. Bad changes. Stam needs some more work put into it, PvE wise.
SilverKatz wrote: »DK is in desperate need for better class healings .
- Dragon blood ( both morph)
Although the cost of dragon blood is reduced but it is still the very least healing in heal/cost ratio .It is amazing heal on tanks with 50K health, but it is terrible for other roles for dk.
Other class heals in similar cost : the best single target burst heals Pet heal / Render Flesh ; or the best HoTs Darkclock Winter’s Embrace.- Cauterize
The gap between Cauterize is so large , which making it unreliable, unaccountable . In both PVP and PVE no one could expecting a heal would arrive in 5 second later ,with a sip of mediocre heal amount.
That is also the case that player isnt get killed during this 5 sec. Which is mostly impossible against Dungeon/Trail mechanisms or a burst of dmg from PVP . I would call it the worst healings .
Nirntrotter wrote: »It's baffling me how after such a long time, with a new chapter coming up, there's a pittance of class changes coming and lots of it feels completely out-of-touch with the reality of current gameplay. Instead of breathing life into vanilla classes according to the vision of DD/Heal/Tank trees that the DLC classes are clearly built around, we're still stuck with multiple class specs that are a underperforming horribly in harder content, not to mention the gigantic rift between mag and stam that seems to steadily get bigger instead of smaller. Still no better definition of class identity through passives. Very disappointed so far.
phantasmalD wrote: »I disagree on that last part, Obsidian Shard is already amazing, that's the one skill that doesn't really need any extra effects and is actually usable. It's a vastly superior version of Breath of Life as it's omnidirectional, has a longer reach, cheaper and heals for more. It's about on par with Twilight Matriarch, which iirc is the best burst skill in the game?!
The target provision requirement is completely inconsequential as if there are no enemies nearby then you don't need use a huge emergency burst heal. In other words, you only need to use big burst skills when there's active danger (aka enemies) around, which means you have a target to proc it off on.
The only bad thing about OS is that it has a good 1 second delay between firing and the healing reaching the target, but you can anticipate the damage and pre-fire it.
Compat Prayer is a ludicrous comparison
a) heals for way less, so if only one or two person needs healing it's not efficient
b) it's an AoE which means you can't heal targets NOT in front of you (sometimes you have to split up, for example: SCP bosses + PUG DDs love to stand behind the healer)
c) has only a reach of 20 meter as opposed to a reach of 56m(!!)
d) Minor Berserk is not a unique buff, there are other sources (for example, Kinras'), same for Minor Resolve, so the buffs' usefulness depends on team composition
Cinder Storm
The snare has the niche usefulness of stopping trash packs from spreading out so they remain grouped together for longer, but you are better off getting the other morph, Eruption, so they also die faster since you don't need heavy healing for most trash fights. And then swap to Illustrious Healing for boss fights.
But the radius. the radius is truly, utterly ridiculous. Iirc it's supposedly so small to stop it from being too oppressive in PvP, buuuut, we have Caltrops, 50% snare with an 8m radius??????
This is pretty much the theme for DK healers, everything they could bring to the table (besides Obsidian Shard, Engulfing Flames and occasionally Talons) is either obsolete or there's a universal skill that does the job better.
Cinder Storm -> Caltrops or Grand Healing
Cauterize -> Regeneration
Magma Armor -> Barrier
Obsidian Shield -> Bone Shield
Molten Weapons -> obsolete
So you just end up swapping out all your class skills for universal skills cause they do the job better.
Back onto the radius of Cinder Storm. The 5m radius means that CS covers an area of pi*25 = 78.5 meter area. While Illustrious Healing covers pi*64 = 201 meters. That alone is already a bonkers difference, but not even the opportunity cost is balanced. [using numbers from my own tooltips here btw]
Illustrious Healing is 2350 healing for 1+12s for 2527 magicka = 12.09 healing per magicka
Cinder Storm is 2309 for 18s for 5103 magicka = 8.14 HpM
Tbh, this last difference is mainly only present for the morphs, the base versions are more balanced:
Grand Healing is 1564 for 1+8s for 2527 magicka = 5.57
Ash Cloud is 1540 for 18s for 5103 magicka = 5.43
So the thing that mainly breaks balance here is the overloaded morph bonus of IH?!
WrathOfInnos wrote: »I think that change to Necromancer’s passive Death Knell was excessive. I think most would agree that 10% crit chance per Grave Lord skill in the current meta is a little high (where crit chance is generally low and crit damage is higher than ever before). However, I believe that back when Necromancer was first introduced the passive seemed balanced (on magcro at least, stamcro was powerful for other reasons).
In 2019 Necro crit damage was typically around 105-110% (from Elfborn, Shadow, Maj/Min Force). These days we have more (EC, Brittle, Khajiit, Backstabber, Maj Force buff) with 150% crit damage reasonably achievable. This means that in terms of power, crit chance is roughly 40% more valuable now, and 10% of 2019 crit chance would be equal to 7% of 2021 crit chance.
Th calculation above is assuming Shadow Mundus. Maybe Thief is more common currently, in which case crit damage drops to ~132% and 10% crit chance from 2019 would be equal to 8% crit chance now.
So maybe 7-8% crit chance per Grave Lord would be fair? But 4% is too low. Keep in mind this passive is Necro’s only form of execute ability.
Another way to look at it is by comparing to Nightblade’s crit chance passive: 2% per Assassination ability. Since Death Knell only applies to 25% of the fight, it could give 8% crit during this window and still average out to the same 2% crit chance as Nightblade. This also seems like a fair way to balance the passive.
4% crit chance with 25% uptime only averages 1% crit chance per Grave Lord skill. This has hardly any impact, and really waters down one of the most valuable and unique things about Necromancer. It also will homogenize builds since there’s very little diminishing return on the new crit peak, so everyone will just stack 5-6 Grave Lird skills front bar (previously builds would use 3-5 GL front bar to optimize crit on both bars, and it was dependent on gear choices).
Anyway, I believe 7-8% crit chance per Grave Lord ability would be balanced, without being overpowered, and retain the feel of the class “execute”.
YandereGirlfriend wrote: »@nihoumab14_ESO I love your suggestions!
I'd forgotten to mention Magma Shell and definitely agree that it needs significant work in order to bring it up to par for a support ultimate.
At the very least, the shield needs to cover everyone in the group and not be capped at a mere 6 targets. Its closest analogue, Barrier, covers an entire 12-person group and provides additional benefits depending upon the morph. Losing the Flame Damage component for the caster seems like a fair trade in order to strengthen the group component of the morph.
For its secondary benefit, you could invert the ult-gen concept from Replenishing Barrier (that restores 4 ultimate and 1000 Magicka to the caster when each shield ends - for a total of 48 ultimate returned and 12000 Magicka returned) and instead provide ultimate to the shield recipients for each second that the shield remains active on them. Or you could de-couple the secondary effect from the shield and simply provide something like 15 seconds of group Major Heroism (e.g. 30 ultimate per group member).
For pure shielding, Barrier will always be superior since it scales to the moon with Weapon/Spell Damage and its duration is 3x longer than Magma Shell. Meanwhile, Magma Shell will always be inhibited by scaling with Maximum Health so appending some potent group utility is really the only means of it ever finding a home on a Healer's bar.
I would, however, leave Corrosive Armor alone as a damage morph. In fact, I would like to see Spell Penetration added to the morph so that magDKs might get some mileage out the morph as well.
nihoumab14_ESO wrote: »YandereGirlfriend wrote: »@nihoumab14_ESO I love your suggestions!
I'd forgotten to mention Magma Shell and definitely agree that it needs significant work in order to bring it up to par for a support ultimate.
At the very least, the shield needs to cover everyone in the group and not be capped at a mere 6 targets. Its closest analogue, Barrier, covers an entire 12-person group and provides additional benefits depending upon the morph. Losing the Flame Damage component for the caster seems like a fair trade in order to strengthen the group component of the morph.
For its secondary benefit, you could invert the ult-gen concept from Replenishing Barrier (that restores 4 ultimate and 1000 Magicka to the caster when each shield ends - for a total of 48 ultimate returned and 12000 Magicka returned) and instead provide ultimate to the shield recipients for each second that the shield remains active on them. Or you could de-couple the secondary effect from the shield and simply provide something like 15 seconds of group Major Heroism (e.g. 30 ultimate per group member).
For pure shielding, Barrier will always be superior since it scales to the moon with Weapon/Spell Damage and its duration is 3x longer than Magma Shell. Meanwhile, Magma Shell will always be inhibited by scaling with Maximum Health so appending some potent group utility is really the only means of it ever finding a home on a Healer's bar.
I would, however, leave Corrosive Armor alone as a damage morph. In fact, I would like to see Spell Penetration added to the morph so that magDKs might get some mileage out the morph as well.
I was maybe a little harsh about Corrosive Armor. I pretty much exclusively heal, and Dragonknight is my first character and still kind of my main, but playing Warden, Templar, and Necro just shows how far behind the curve DKs are not just in terms of healing, but also magicka and stamina damage dealing.
I also think it is very telling that the Skills Advisor for the Elder Dragon advises you to get Igneous Shield for healing, instead of Fragmented Shield.
I just want DK healers to not be laughed at when brought up in a discussion, there is still a huge stigma around DK healers and it isn't helped at all by ZOS allowing them to languish in their current state
master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Only PvP related:
Nightblade:
- Needs a skill that scales with the targeted player's health if this Crimson/Vanguard health tank nightmare 2.0 starts again, as your itemization does imply
- Needs a non- ultimative synergy to be useful in group play, preferably something following the 6k AOE damage standard of mythic orbs.
general:
Due to the abuse of HoT stacking, either increase the potency of Borrowed Time (the anti- healing effect should now work even without the stun!), or replace every HoT in the game entirely by a new Major/ Minor Regeneration buff.
Other than that, you did a great balancing work in the last patch, and I think I should mention that as well
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.
Dk healer can do:
Stagger
Engulfing
Igneous
Zens
The way I see it dk has more than enough support offensively.
More unique utility isn't rly what the class needs.
RandomKodiak wrote: »Sorc: Crystal Frags not fragging! 50 casts of Crystal frag and not one single instant for more damage. I know it's a 35% chance but literally 50 in a row without a single proc? Update 50 casts of Mages wrath and no procs for it either.
nihoumab14_ESO wrote: »Magma Armor
This ultimate is the closest thing DKs have to a 'healer ultimate' but it falls so, so short. One of the morphs, Corrosive Armor, is trying to be a DPS ultimate while offering survivability. The other tries to be a healer ultimate while offering survivability. And I get this is also a tank ultimate as well, but I know of no tank builds that use this in high end play, and I've honestly never seen anyone aside from myself use it in group play in dungeons and small group pvp. I honestly feel Corrosive Armor should be removed, and this ultimate retooled. One morph could retain the 3% maximum amount of damage taken at a time and be allowed to refocus as a more 'tank survivability' tool. The other could be reworked to be more healing/support focused as an ultimate, and potentially offer a unique group benefit as well.
nihoumab14_ESO wrote: »
Dk healer can do:
Stagger
Engulfing
Igneous
Zens
The way I see it dk has more than enough support offensively.
More unique utility isn't rly what the class needs.
Zen is not something inherent to DKs. That is a set debuff, not a class debuff. Anyone can apply it. Stagger is a unique debuff, sure, but it is designed for stamDK, not healer DKs, and it takes the place of our class burst heal. Engulfing flames is unique, sure, but it is the only unique thing DK heals could provide, and you have to build for it. And igneous weapons isn't providing anything unique that most people don't already build in for their potion usage.
DKs as a whole suffer from sustain issues, that isn't something that is unique to DK healers. But DK healers in particular are bottom tier. And as someone who mains as a DK healer (I'm no pro player or anything, just like to do dungeons and battlegrounds), DK healers are bad healers because they don't have any unique utility attached to their heals. Just comparing to Wardens because I know them the best, they have Vines, which is a way better hot than cauterize, and you can morph it to either proc lifesteal or to do a small burst heal upon expiration, they have seeds, which is an aoe hot with a burst heal at the end that can grants a burst heal synergy, or alternatively can be morphed to apply major defile to enemies while still having the burst heal at the end and retaining the synergy, lotus to allow them to heal with light and heavy attacks, and nature's grasp, which allows them to swing around to allies to heal them. In addition, wardens offer Minor Toughness, and are the only source of it in the game. Those are on the healer skills.
What I want, and hope for DK healers isn't for them to be better than other healers, but to be brought potentially to par with at least the midrange ones