Update 31 Combat Preview

ZOS_Gilliam
ZOS_Gilliam
Combat Team
Greetings!

Today, the combat team would like to share what we’ve been working on since Update 30! While this update won’t have too many large-scale changes, there are a number of little things. We’d like to highlight a few of the more noteworthy changes in this post as well as talk about some behind the scenes work we’ve been doing.

Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe.

In relation to TTK and PvP in general, we’re also doing a substantial pass on player abilities, item sets, and passives in Update 31 in regard to how they operate with both Stealth and Invisibility. This pass focuses on trying to improve the rules on what abilities should and should not hit or remove Stealth or Invisibility on targets, as well as fixing some issues where Sneak attacks were stronger than intended in some areas. To clarify, Sneak attacks, or attacks made from the Hidden state while crouching, should only do the following:
  • A guaranteed Critical Strike on one direct damage attack
  • 275% bonus critical damage against monsters if it was a melee attack
  • 40% bonus critical damage against monsters if it was a ranged attack
  • Stun the target if it was a melee attack
In hopes to improve both the ability to utilize or distinctly deny and remove Stealth and Invisibility, we’re adjusting our rules to what player attacks should break these effects, or even attempt to try and hit them. Previously, this was handled purely on the ability level of these effects, like Shadow Cloak, leaving them very susceptible to breaking in a multitude of ways when complex and dynamic abilities were used against them. Now, we’re adjusting a significant amount of player-sourced attacks and effects to have rules applied to them, in addition to the rules built into abilities like Shadow Cloak, reaching a much more streamlined experience.

For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare. Player Damage over Time abilities of any type will no longer remove targets from Stealth or Invisibility, but may still damage them depending on their source of attack. Area of Effect based Damage over Time will damage targets under these effects, but not remove the effects themselves. There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect. On the other hand, we’ve better accounted for reveals or detections in these rule sets of Stealth and Invisibility, so attacks won’t miss as often as before when utilizing them. All in all, we hope this improves both using and fighting against Stealth and Invisibility in ESO by improving the consistency of the experiences so patterns and strategies may better evolve!

Much of our focus outside of the pass mentioned above has been on the back-end scripting of abilities and cleaning up the amount of information they have, making sure they use relevant technological advancements we’ve made in the recent years, rather than using older and less efficient systems. For example, removing errant data or finding better ways for one-off checks and validations to be done was a large focus here, while cleaning up inconsistencies in behavior or power along the way. Expect many little changes and bug fixes as a result of this such as improving Flame Skull’s damage bonus calculation, or minor tweaks to values like Essence Drain granting Major Mending for a full integer duration at all ranks.

One of the larger changes you’ll see from this pass are reworks for the Skilled Hunter passive, Expert Hunter and its morphs’ visual displays on enemies, and Prismatic Weapon enchants. Previously, all three of these effects were constantly validating themselves against massive lists to determine if your target was an Undead, Werewolf, or Vampire with very little pay off for the amount of extra weight they had. We’ve decided to retain the slayer of evil theme of Fighters Guild, but only have it active against players to improve performance while still getting the feel-good identity they have. Prismatic Weapon enchants, however, have been completely changed to better fit their theme of Tri Resource seen from the other Prismatic enchants. They now operate similarly to a Drain Life or Magicka weapon enchantment but grant all three resources!

Outside of behind the scenes work and minor adjustments, there’s a handful of larger changes or new introductions coming as well. We’re adding three new sub constellations to the Fitness tree filled with all new slotted stars! Their names are Wind Chaser, Survivor’s Spite, and Walking Fortress, with each focusing on unique aspects of core mechanics and actions. Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance. In addition to this, we’re reworking a few older item sets that had an incredibly low amount of player engagement: Sithis’ Touch will focus on zipping around from successful battles quickly one after the other, Nikulas’s Heavy Armor will improve its ability to shrug off incoming attacks, and Crusader will receive a fitting shift to grant something more appropriate of an enabling bruiser. Likely the biggest adjustment to an existing set is to Pelinal’s Aptitude, which will be changed to Pelinal’s Wrath, which now focuses on the blood lust this hero of lore succumbed to in their legacy left in Tamriel! Finally, there will be some targeted buffs to niche areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE, as well as Frost Staff’s ability to give the touch of cold death. Keep an eye out in the patch notes for some juicy buffs to two specific abilities!

The list of changes coming for Update 31 is quite long, but it’s built up from many little changes rather than huge ones, so our hope is it will be less disruptive than some of our more recent updates. We still look forward to hearing your feedback and discussion that comes from the upcoming PTS cycle based on the changes! Thanks for reading and see you in Tamriel.
ESO Senior Combat Designer
Staff Post
  • UrbanMonk
    UrbanMonk
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    4R48.gif
    Urban.Monk

    -Monk I- Magden- ⭐⭐⭐⭐⭐
    -Tsürügi- MagBlade- ⭐⭐⭐⭐⭐
    -Bantam Bomber- MagPlar- AVA28
    -Hot Nöödle- MagDK - AVA37
    -Pablo Necrobar- StamCro- AVA24



    youtube.com/c/UrbanMonkGaming
    Easiest mDK for vMA and vVH- https://youtu.be/dUxQO1FO1XQ

    ___________________________________________________________________________________________________________________________________
    Balance for the Sake of Balance is no Balance at all.
  • Strider__Roshin
    Strider__Roshin
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    Any word on removing cast times from Death Stroke, Soul Tether, Onslaught, or Dawn breaker?
  • Tommy_The_Gun
    Tommy_The_Gun
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    Greetings!

    Today, the combat team would like to share what we’ve been working on since Update 30! While this update won’t have too many large-scale changes, there are a number of little things. We’d like to highlight a few of the more noteworthy changes in this post as well as talk about some behind the scenes work we’ve been doing.

    Let’s start with something we’ve seen a lot of discussion on: Time to Kill (TTK) in Player versus Player environments. Compared to previous updates, the amount of damage is higher across the board than it was previously, but simultaneously, defensive power is lower too. This is mainly caused by two things: the balance standards that Champion Point 2.0 was held to in Update 29 where we introduced more choices between either offensive or defensive options, as well boosting up stats on fresh characters with the introduction of base Weapon and Spell Damage, and the base Maximum Resource adjustments from Update 30. Between these two, many builds are making more choices in improving their ability to deal or take damage while experiencing a sharper operational loss of the other. As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%. Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe.

    In relation to TTK and PvP in general, we’re also doing a substantial pass on player abilities, item sets, and passives in Update 31 in regard to how they operate with both Stealth and Invisibility. This pass focuses on trying to improve the rules on what abilities should and should not hit or remove Stealth or Invisibility on targets, as well as fixing some issues where Sneak attacks were stronger than intended in some areas. To clarify, Sneak attacks, or attacks made from the Hidden state while crouching, should only do the following:
    • A guaranteed Critical Strike on one direct damage attack
    • 275% bonus critical damage against monsters if it was a melee attack
    • 40% bonus critical damage against monsters if it was a ranged attack
    • Stun the target if it was a melee attack
    In hopes to improve both the ability to utilize or distinctly deny and remove Stealth and Invisibility, we’re adjusting our rules to what player attacks should break these effects, or even attempt to try and hit them. Previously, this was handled purely on the ability level of these effects, like Shadow Cloak, leaving them very susceptible to breaking in a multitude of ways when complex and dynamic abilities were used against them. Now, we’re adjusting a significant amount of player-sourced attacks and effects to have rules applied to them, in addition to the rules built into abilities like Shadow Cloak, reaching a much more streamlined experience.

    For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare. Player Damage over Time abilities of any type will no longer remove targets from Stealth or Invisibility, but may still damage them depending on their source of attack. Area of Effect based Damage over Time will damage targets under these effects, but not remove the effects themselves. There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect. On the other hand, we’ve better accounted for reveals or detections in these rule sets of Stealth and Invisibility, so attacks won’t miss as often as before when utilizing them. All in all, we hope this improves both using and fighting against Stealth and Invisibility in ESO by improving the consistency of the experiences so patterns and strategies may better evolve!

    Much of our focus outside of the pass mentioned above has been on the back-end scripting of abilities and cleaning up the amount of information they have, making sure they use relevant technological advancements we’ve made in the recent years, rather than using older and less efficient systems. For example, removing errant data or finding better ways for one-off checks and validations to be done was a large focus here, while cleaning up inconsistencies in behavior or power along the way. Expect many little changes and bug fixes as a result of this such as improving Flame Skull’s damage bonus calculation, or minor tweaks to values like Essence Drain granting Major Mending for a full integer duration at all ranks.

    One of the larger changes you’ll see from this pass are reworks for the Skilled Hunter passive, Expert Hunter and its morphs’ visual displays on enemies, and Prismatic Weapon enchants. Previously, all three of these effects were constantly validating themselves against massive lists to determine if your target was an Undead, Werewolf, or Vampire with very little pay off for the amount of extra weight they had. We’ve decided to retain the slayer of evil theme of Fighters Guild, but only have it active against players to improve performance while still getting the feel-good identity they have. Prismatic Weapon enchants, however, have been completely changed to better fit their theme of Tri Resource seen from the other Prismatic enchants. They now operate similarly to a Drain Life or Magicka weapon enchantment but grant all three resources!

    Outside of behind the scenes work and minor adjustments, there’s a handful of larger changes or new introductions coming as well. We’re adding three new sub constellations to the Fitness tree filled with all new slotted stars! Their names are Wind Chaser, Survivor’s Spite, and Walking Fortress, with each focusing on unique aspects of core mechanics and actions. Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance. In addition to this, we’re reworking a few older item sets that had an incredibly low amount of player engagement: Sithis’ Touch will focus on zipping around from successful battles quickly one after the other, Nikulas’s Heavy Armor will improve its ability to shrug off incoming attacks, and Crusader will receive a fitting shift to grant something more appropriate of an enabling bruiser. Likely the biggest adjustment to an existing set is to Pelinal’s Aptitude, which will be changed to Pelinal’s Wrath, which now focuses on the blood lust this hero of lore succumbed to in their legacy left in Tamriel! Finally, there will be some targeted buffs to niche areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE, as well as Frost Staff’s ability to give the touch of cold death. Keep an eye out in the patch notes for some juicy buffs to two specific abilities!

    The list of changes coming for Update 31 is quite long, but it’s built up from many little changes rather than huge ones, so our hope is it will be less disruptive than some of our more recent updates. We still look forward to hearing your feedback and discussion that comes from the upcoming PTS cycle based on the changes! Thanks for reading and see you in Tamriel.
    Umm... is it a NB nerf or buff ? I presume it will be a nerf... I mean I don't expect things to be "reliable" all of the sudden... :|
    Edited by Tommy_The_Gun on July 9, 2021 4:32PM
  • Vevvev
    Vevvev
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    Quick question, but with these stealth changes does it mean Dragonknights can cast Volatile Armor and Molten Armaments from stealth and stay invisible? As long as nobody is hit of course.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Fazuszek
    Fazuszek
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    Its nice that u are giving more start in CP system, but u know what? I cant slot most of them. I just put my cp points for collections, and then i have to select ONLY a few of them

    Give MORE SLOTS for cp bonuses. Thats the priority. We dont need more stars, that need to be slotted. Its just annoying.
  • Girl_Number8
    Girl_Number8
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    But everything already breaks cloak....🤦🏻‍♀️

    Edited by Girl_Number8 on July 9, 2021 4:40PM
  • Tommy_The_Gun
    Tommy_The_Gun
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    Vevvev wrote: »
    Quick question, but with these stealth changes does it mean Dragonknights can cast Volatile Armor and Molten Armaments from stealth and stay invisible? As long as nobody is hit of course.
    That is a good question. On the other hand I am curious if casting any buff / heal ability while invisible / stealth will also break it ?

    For example, right now if you cast vigor - it breaks stealth & invisibility. If you however cast cloak or enter stealth after casting vigor - you will still have some HOT "ticks" left.

    Since invisible targets will now take DOT dmg, I assume heals should not break invisibility anymore - if that is going to be consistent that is.

    @ZOS_Gilliam
  • ESO_Nightingale
    ESO_Nightingale
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    "as well as Frost Staff’s ability to give the touch of cold death"

    yeeeeeeeeeeeeeees!
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Masel
    Masel
    Class Representative
    tenor.gif?itemid=5577709
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Masel
    Masel
    Class Representative
    "as well as Frost Staff’s ability to give the touch of cold death"

    yeeeeeeeeeeeeeees!

    :wink: you'd be even more excited if you knew whats coming for the frosty folks
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Noszet
    Noszet
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    Greetings!
    ...
    Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance.
    ...

    I am wondering if this includes weapon passives such as Elemental Force.
  • Ragnaroek93
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    To be honest, stop messing around with Battlespirit so much. You need to adjust the outliers, you won't fix Necro defense in pvp by adjusting Battlespirit for example. Giving everybody 20% effective damage mitigation for free looks like a terrible idea. It's not like the ttk of vampire stage 3 + Pariah builds is too low right now...
    Edited by Ragnaroek93 on July 9, 2021 5:13PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • KurtAngle2
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    Do not touch Pelinal's Aptitude
    Thanks
  • carlos424
    carlos424
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    Noszet wrote: »
    Greetings!
    ...
    Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance.
    ...

    I am wondering if this includes weapon passives such as Elemental Force.

    It says “player passives,” so I’m assuming it does not include weapon passives, fighters guild, etc., although it would be nice.
  • ESO_Nightingale
    ESO_Nightingale
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    Masel wrote: »
    "as well as Frost Staff’s ability to give the touch of cold death"

    yeeeeeeeeeeeeeees!

    :wink: you'd be even more excited if you knew whats coming for the frosty folks

    OH YEAH BABY
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Girl_Number8
    Girl_Number8
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    Are you also going to address Boosting in PvP to promote healthy gameplay....?

    I mean, all these changes are not going to do much if some core issues are not looked at and resolved.

    During MyM in a campaign that several sister guilds pop-locked they took boosting to new heights. Had all colors in one keep with no PvP going on for the entirety of the event.

    I can explain how and what they did to you, plus give you vids and screenshots. Any sort of balance goes out the window if this is allowed to get worse and it is.

    @ZOS_Gilliam

    Edited by Girl_Number8 on July 9, 2021 4:55PM
  • DinoZavr
    DinoZavr
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    Please, re-work weapon penetration. With CP2.0 subsequent nerfs is is laughable, making stamDKs and stamplars a joke.
    PC EU
  • jecks33
    jecks33
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    yes, make 35k hp 7k wd stamden and stamcro more tankier pls, they need defence!
    PC-EU
  • Ratzkifal
    Ratzkifal
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    That sounds good. It remains to be seen if it actually is.

    Also speaking of niche areas of the game that are currently lacking and stealth - Bosmer are known for being stealthy. They currently have no explicit bonus to stealth when that would be very easy to fix. Just give them the same 3m of stealth they used to have. Can we please have that back? That change made no sense.
    This Bosmer was tortured to death. There is nothing left to be done.
  • TempestM
    TempestM
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    So NBs in stealth in PVP will be more annoying for no reason now? Thanks, I hate it
  • Mr_Arce88
    Mr_Arce88
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    "Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%"

    Battle Spirit is 44% damage reduction, not 50%. How on God's green earth can you not know how your own game works? Like, how is that even a thing? How can you change PvP combat mechanics without basic knowledge of how PvP works? O.o
  • tonyblack
    tonyblack
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    Why add more slotted green passives despite overwhelming negative reaction to existing ones? It is not fun and hindrance to normal gameplay. I would rather prefer making all green tree just passives, since most of them don’t provide any combat advantage.
  • Dalsinthus
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    Are you also going to address Boosting in PvP to promote healthy gameplay....?

    I mean, all these changes are not going to do much if some core issues are not looked at and resolved.

    During MyM in a campaign that several sister guilds pop-locked they took boosting to new heights. Had all colors in one keep with no PvP going on for the entirety of the event.

    I can explain how and what they did to you, plus give you vids and screenshots. Any sort of balance goes out the window if this is allowed to get worse and it is.

    @ZOS_Gilliam

    Unfortunately, I don't think that ZOS cares about this as I've not seen any repercussions for people that aggressively boosted. People in one of my guilds were making just under 1 million ap per hour in Quagmire for 6-10 hours per day throughout the event, just going in circles over and over and over. It's taken away what meaning there was left in pvp rank. I've done my best to let go of caring about this.

  • VaranisArano
    VaranisArano
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    Hey, while your team is working on your CP passives, can someone spare a moment to check the RNG on the Plentiful Harvest star?

    Because its been months now and its still not giving the promised results. With my passive equipped and at 50%, I checked a small batch of 245 nodes. 100 were doubled rolls and 145 were single rolls. Or 41% doubled, 59% single, roughly the same as when I did my larger test with 2000 nodes back in April.

    This was my result:
    Plentiful-Harvest-Results-Total.png

    Community Results here:

    1.https://forums.elderscrollsonline.com/en/discussion/566457/plentiful-harvest-passive-does-not-equal-50-tested/p2

    2.https://forums.elderscrollsonline.com/en/discussion/564705/plentiful-harvest-cp-star-underperforming


    @ZOS_Kevin, if you're lurking around here, it'd be really nice to know that this has gotten passed on to the correct team. I've bug reported it in the past, so please let me know if I need to start a new ticket or something.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Ratzkifal wrote: »
    That sounds good. It remains to be seen if it actually is.
    Same here. I remain sceptical, but I am kinda worried. I mean again, entire patch seems to be focused around balancing NB. Last time when it happened... lets just say it did not ended well for NB class. They introduced Necro and they wanted to make it more appealing without making it too OP, so they nerfed most similar class (in terms of theme & power fantasy) to the ground.
  • jaws343
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    Unless I am reading this wrong, it sounds like casting cloak will no longer shut down incoming projectiles. But it will also be more difficult to pull people out of stealth. Seems like a fair trade off if true.
  • Selot
    Selot
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    Remove cast time from Death stroke and Soul shred!!!
  • Mr_Arce88
    Mr_Arce88
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    Also: "areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE" 2H is strongest weapon in PvP, are you seriousely gonna buff it up more because it lacks in PvE? If you want to touch weapons, just give DW a proper Major Brutality like 2H has. That will give us a real choice of weapons, instead of locking every single class without native brutality sourcing to 2H...
  • jecks33
    jecks33
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    Mr_Arce88 wrote: »
    Also: "areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE" 2H is strongest weapon in PvP, are you seriousely gonna buff it up more because it lacks in PvE? If you want to touch weapons, just give DW a proper Major Brutality like 2H has. That will give us a real choice of weapons, instead of locking every single class without native brutality sourcing to 2H...


    they should also take a look at staves that are the weaker weapons in the game. Even mag characters use DW in pve, there is something wrong
    PC-EU
  • SillyGT
    SillyGT
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    Still waiting on a harmony nerf. At most should buff synergies by 5% per piece.
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