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Are the changes to Battle Spirit really addressing Time To Kill???
Battle spirit -44% damage, -50% healing
(Current)
Battle spirit -50% damage -55% healing
(Patch Notes v7.1.2)
- - - - -
So theoretically, that’s 20% less survivability.
6% damage reduction / current 56% battle spirit = 10% effective change to current damage reduction battle spirit.
5% healing reduction / current 50% battle spirit = 10% effective change to current healing reduction battle spirit
...so that’ll make “time to kill” slower if a healer isn’t around - burst builds become less potent
...and “time to kill” faster if a healer is around - stalemates between heal bots become less frequent
If time to kill is a bit slower by 10% for the burst builds, then theoretically sustain will be a bigger factor. Since the one shot builds will “sometimes” have to go in for a second round of burst to finish off their opponents, assuming they just aren’t waiting for people to be at half health before executing their combo. Which a lot of them currently do.
If sustaining the kind of damage output that gets kills isn’t really going to a be a factor... then the changes to battle spirit aren’t really going to have the desired effect. The unintended consequences may be just another Tank Meta.
Can’t Stam sorcs have nearly infinite sustain even with their one shot builds because they have access to Dark Deal in their class kit?
The stam sorc one shot builds are even more frustrating to fight because they are untargetable.
- They are super fast so they exploit positioning desyncs since the server can’t calculate the game right.
- And they also have access to Streak which they only need to press that button twice to be completely out of range of any counter attack by their opponents.
Once again ZOS is trying to apply a macro level change when they really need to understand the nuances in their game, how people actually play the game, and use a scapal instead...
Edited by Skoomah on July 28, 2021 11:21AM