I think the changes for hybridization is an interesting choice, and agree with the general direction, it will at least give something small but "new" to engage with. Opening class lines to everyone and not having to pick a class also seems like a reasonable direction that would coincide with these goals as well as fit the theme of Elder Scrolls.
I heard in the stream that you wanted to keep the combat changes simple; however, in the future will there be any new mechanics or are we sticking with the core combat that exists now?
Constructive criticism is that the current model is a bit boring for me, probably due to having played so long and having a high APM rating, and I would hope to see either off global cooldown skills/triggers, toggles, and combos of some sort instead of doing my rotation in my sleep.
My main two problems are the look and feel.
For the feel, the combat is generally the same regardless of class, you use some form of buff/dot skills, then some form of spamming whether that is the same skill or some variation (blast bones/shalks come to mind, as well as sub. spam/dot for ult when you get it.), and then keep reset on cool-down, all while weaving light attacks. Oh and of course pop a potion every 45 seconds in most situations.
For the look, my skills are not very interactive or powerful feeling. Spamming whip 8 times in a row with the SAME exact animation doesn't feel or look amazing. Having a scamp at max level, doesn't look or feel amazing.
So good job on hybridization, but it's feeling a bit too little too late at the moment for me personally.
P.S. Still waiting on spell crafting, one of the most interesting aspects of Morrowind/Oblivion and one of the biggest disappointments of Skyrim.
magnusthorek wrote: »Nice to see stamplars getting another Major buff for free. <_<
Why don't you just take away magplars' already ultra-nerfed jabs healing and give us the REALLY nice stuff.
StarOfElyon wrote: »I was expecting a lot of skills/morphs to get "spruced up". There are so many bad ones in the game that people don't play with. Hmm. What happened to that? When you have so many skills that are clearly better than, or morphs that are clearly better, the game is going to get really narrow really quickly.
Storm-Cursed’s Revenge set
What's the reason this set has a proc chance when you've previously made it a point to remove all proc chances from non-Monster sets? Feels like a step backwards. Either balance it like Ice Furnace (no proc chance, easy proc condition, short cooldown, low damage -> reliable performance) or balance it like all the other proc sets that don't have a proc chance anymore. I don't get what makes this set special.
The randomness was the only thing that made the proc sets of old balanced, but that's also what made them so unfun to play against as their entire playstyle was to wait for the proc to happen at the right time and let luck decide the fight instead of skill. Proc chances were removed for a reason...
@ZOS_GinaBruno It also doesn't mention a cooldown anywhere in the patchnotes, so unless it actually has no cooldown it should probably be mentioned.
Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
Extinct_Solo_Player wrote: »Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
In my opinion, from reading the developer comments you have missed the mark as Powerbash is inherently a CC ability not a spammable. You should have done to change for Low slash which has the potential to be decent ability but currently that skill is useless and moving the change to that skill would actually "significantly amp up the viability of Bash builds by giving them a true spammable"
Extinct_Solo_Player wrote: »Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
In my opinion, from reading the developer comments you have missed the mark as Powerbash is inherently a CC ability not a spammable. You should have done to change for Low slash which has the potential to be decent ability but currently that skill is useless and moving the change to that skill would actually "significantly amp up the viability of Bash builds by giving them a true spammable"
Low slash is the aoe spammable of the snb skill line with power bash being the single target one, in terms of damage output and cost.
Extinct_Solo_Player wrote: »Extinct_Solo_Player wrote: »Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
In my opinion, from reading the developer comments you have missed the mark as Powerbash is inherently a CC ability not a spammable. You should have done to change for Low slash which has the potential to be decent ability but currently that skill is useless and moving the change to that skill would actually "significantly amp up the viability of Bash builds by giving them a true spammable"
Low slash is the aoe spammable of the snb skill line with power bash being the single target one, in terms of damage output and cost.
Powerbash is the base skill, powerslam is a morph like reverberating bash is. Same with low slash which base skill is single target and has 2 different morphs, one single target (heroic slash) and one aoe (deep slash)
Extinct_Solo_Player wrote: »Extinct_Solo_Player wrote: »Extinct_Solo_Player wrote: »Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
In my opinion, from reading the developer comments you have missed the mark as Powerbash is inherently a CC ability not a spammable. You should have done to change for Low slash which has the potential to be decent ability but currently that skill is useless and moving the change to that skill would actually "significantly amp up the viability of Bash builds by giving them a true spammable"
Low slash is the aoe spammable of the snb skill line with power bash being the single target one, in terms of damage output and cost.
Powerbash is the base skill, powerslam is a morph like reverberating bash is. Same with low slash which base skill is single target and has 2 different morphs, one single target (heroic slash) and one aoe (deep slash)
Edit: of course no one uses the base skill but it makes sense to actually buff the ability (low slash) that is more suited for bash playstyle, powerslam is too clunky compared to low slash to weave bashes in between.
Noble Duelist's Silks: This set now adds 2681 Weapon and Spell Damage to your Light and Heavy Attacks, rather than adding 1811 damage to these attacks.
Undaunted Infiltrator and Unweaver: These sets now add 2014 Weapon and Spell Damage to your Light and Heavy Attacks, rather adding 1685 damage to these attacks.
Noble Duelist's Silks: This set now adds 2681 Weapon and Spell Damage to your Light and Heavy Attacks, rather than adding 1811 damage to these attacks.
Undaunted Infiltrator and Unweaver: These sets now add 2014 Weapon and Spell Damage to your Light and Heavy Attacks, rather adding 1685 damage to these attacks.
Why? PvP consensus that heavy attacks are OP as is, with this buff I would be able to melt everything and everyone on 35k armorcapped build.
Any changes to how lightning staff heavys work so those changes would be reasonable?
Noble Duelist's Silks: This set now adds 2681 Weapon and Spell Damage to your Light and Heavy Attacks, rather than adding 1811 damage to these attacks.
Undaunted Infiltrator and Unweaver: These sets now add 2014 Weapon and Spell Damage to your Light and Heavy Attacks, rather adding 1685 damage to these attacks.
Why? PvP consensus that heavy attacks are OP as is, with this buff I would be able to melt everything and everyone on 35k armorcapped build.
Any changes to how lightning staff heavys work so those changes would be reasonable?
It is not a buff to (lightning/resto) heavy attacks... those gain 4x1685 (6740) base tooltip damage on Live, this is equivalent to around 5,8k spell damage towards them.
MashmalloMan wrote: »Noble Duelist's Silks: This set now adds 2681 Weapon and Spell Damage to your Light and Heavy Attacks, rather than adding 1811 damage to these attacks.
Undaunted Infiltrator and Unweaver: These sets now add 2014 Weapon and Spell Damage to your Light and Heavy Attacks, rather adding 1685 damage to these attacks.
Why? PvP consensus that heavy attacks are OP as is, with this buff I would be able to melt everything and everyone on 35k armorcapped build.
Any changes to how lightning staff heavys work so those changes would be reasonable?
It is not a buff to (lightning/resto) heavy attacks... those gain 4x1685 (6740) base tooltip damage on Live, this is equivalent to around 5,8k spell damage towards them.
Hard facts, sheesh, 5.8k.. sounds about right honestly.
Please consider something else for biting jabs.
10 seconds for one of the most important buffs in the game.
Also this is not a buff skill, its a spammable ability.
As someone that's played Stam-Sorc religiously for a long time, I'm very much against the PTS duration extension on hurricane.
To start, extending the duration disrupts the fluidity of Stam-sorc's buffs. To give you an example: hurricane is 15 seconds, while quick-cloak is 14 seconds and crit-surge is 33 seconds, so two hurricane and cloak durations will fit perfectly in one surge duration. A 20 second hurricane throws this out the window, causing over-buffing on hurricane and a net damage loss because of how hurricane scales it's damage in practice.
But extending the duration to put it "more in line with other armor buffs" is not only bad for gameplay functionality, damage scaling, but also detracts from class-Identity.
If you want to buff hurricane some other way, make it increase in damage stages faster (at its base duration), or increase its base damage, rather then just broad-strokes increasing the duration so it fits nicer in a spreadsheet.
etchedpixels wrote: »Disappointing that it's still "play as you wish providing you put 64 in magicka or stamina".
The scaling ought to consider the sum of magicka/stamina driven damage (so health effectively is the counterbalance to damage).