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.
francesinhalover wrote: »[snip]
francesinhalover wrote: »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.
I must not have read properly , i always do endless hail 14 sec than hurricane 15sec. If endless duration became a 10 or 20 it would help... Tbh most dots should be 10 or 20. Would make most rotations easier
francesinhalover wrote: »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.
I must not have read properly , i always do endless hail 14 sec than hurricane 15sec. If endless duration became a 10 or 20 it would help... Tbh most dots should be 10 or 20. Would make most rotations easier
I'm specifically speaking about PvP.
But if your talking about PvE, hurricane's 15 second duration already meshes pretty well with other 10 second buffs/DoTs when bar swapping in 5 second intervals. This can be clearly demonstrated in many Stam-Sorc parses.
And whether you play PvE or PvP, changing the duration on a core ability that some of us have used for 5+ years is gonna mess with alot of people for no good reason. My point was there are better ways to buff a skill like this.
TheEndBringer wrote: »francesinhalover wrote: »[snip]
I don't think this would be a good idea. I'd rather not get hit with crystal frags between dizzy swings.
I know people are excited for these changes and want to open up pretty much every skill for every scenario, but keep this in mind.
The way Magicka and stamina morphs are currently written sets damage and cost around whether you're gonna be melee or ranged (with a few exceptions). The damage and cost are scaled accordingly.
Magicka morphs often cost more but do more damage to balance the weakness of being ranged in light armor. This is why you push max mag. Stamina morphs are cheaper but do a little less damage. This is why no one pushes max stamina.
Giving my Stam sorc the ability to proc frags from my melee weapon skills would be just too much. You wouldn't be able to dodge it at all and probably wouldn't even brace in time. I'd just hit dizzy on repeat till it lights up then nuke you.
I know a lot of these suggestions are from the PvE side. The monsters don't care if you can do that. But it would be an issue in pvp.
There is another thread on this but in case developers are only paying attention to the official feedback thread I'll repeat it here.
Please revert the changes to Undaunted Infiltrator and Undaunted Unweaver. The proposed change to spell/weapon damage makes these sets unviable compared to the current versions. Please find another way to rebalance them for PVP.
These sets are a very popular combination for lightning staff heavy attack builds used in PVE and solo play, particularly by people with low dexterity or mobility problems that can't perform more complex rotations. The balance for PVE is just about right: enough damage to allow harder content to be tackled without being overpowered.
MashmalloMan wrote: »I think people need to take a step back and look how far things have come. Hybrids were not nearly as powerful only a year ago, let alone 4-5 years ago. It's a work in progress.
Really look at how much of a difference 32 stamina is anyway in terms of damage.
There is another thread on this but in case developers are only paying attention to the official feedback thread I'll repeat it here.
Please revert the changes to Undaunted Infiltrator and Undaunted Unweaver. The proposed change to spell/weapon damage makes these sets unviable compared to the current versions. Please find another way to rebalance them for PVP.
These sets are a very popular combination for lightning staff heavy attack builds used in PVE and solo play, particularly by people with low dexterity or mobility problems that can't perform more complex rotations. The balance for PVE is just about right: enough damage to allow harder content to be tackled without being overpowered.
=== TEMPLAR FEEDBACK ===
After dwelling on it for a day, I'm not entirely sold on the addition of Major Brutality/Sorcery on Biting Jabs. I appreciate the thought behind adding those buffs to the Templar kit—its something that has been requested in the past—but I am not quite sure that this is the best implementation, for either those Buffs or Biting Jabs.
Consider other abilities that provide those buffs. Molten Weapons, Surge, Betty Netch, and Momentum are all good sources of those buffs. Why? They are self-buffs that can be put easily on either bar—though usually the back bar—and have relatively long durations of 20-30 seconds. This reduces the required recasts of the ability and allows them to truly serve as self-buff abilities. On the opposite side there is Drain Power. It should come as no surprise that NBs often request those buffs be added to another skill such as Siphoning Strikes. In order to get those two buffs, Nightblades have to deal damage and in a melee range. It's the perfect storm of attaching a requirement (damage) to the buffs and enforcing a playstyle that not every iteration of the class operates with (melee). When it comes to what may be the two most important self-damage buffs in the game, players prefer that the sources of it be broadly useful to a multitude of playstyles. Hence, why Siphoning Strikes is the frequent request by NBs as the source of those buffs—its a self-buff skill that requires no target and has a long duration, ie. flexible and less micro-management.
Biting Jabs is not in as bad a place as Drain Power is, but it still is not a great implementation. The duration is short (10 seconds) which means that in order to maintain that buff, Stamina Templars will have to make sure no more than 10 seconds passes since the last cast of Biting Jabs. It is not a bad thing, just not optimal when talking about important self-buffs. And I mention Stamina Templar specifically, because Magicka Templars are left out of the equation as they will lack the sustain required for maintaining Biting Jabs (if they would even choose it over Puncturing Sweeps). I hope this makes it clear that while an in-class source of those buffs is appreciate, the implementation of them is just un-optimal, highly inflexible, and kind of awkward.
The simple solution would be to return Major Prophecy/Savagery to Biting Jabs and attach Major Sorcery/Brutality to Sun Fire. It is not a perfect solution, but just a slightly better and more simple one. Stamina Templars would have less of a problem with Sun Fire uptime than Magicka Templars would have with Biting Jabs uptime. This method doesn't get around the root problem that Major Prophecy and Major Savagery were just not that thrilling of secondary effects for Sun Fire and Biting Jabs respectively. The Buffs were easily accessed passively through guild skills. Swapping Prophecy/Savagery to Biting Jabs and Sorcery/Brutality to Sun Fire wouldn't be exciting, just simple.
Alternatively, the Buffs could be moved to another underutilized skill that is more of a self-buff ability. Restoring Aura and Morphs or Healing Ritual are both less used skills in the class kit that could be potential candidates. There are other abilities in the Dawn's Wrath that could be sources of those buffs. The key, in my opinion, is finding a place to put them that has the potential to benefit both Magicka and Stamina Templars and provides those buffs for a longer duration (ideally 20 seconds at least).
Templar
I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.
This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…
In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.
I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.
gariondavey wrote: »Templar
I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.
This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…
In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.
I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.
Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.
gariondavey wrote: »Templar
I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.
This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…
In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.
I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.
Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.
Lose empower for the most common major buff. Yeah that’s an easy no. With it being on jabs we lost nothing and gained it on a skill that all Stamplars use and will use every 10seconds. Other than a fight opener I’d have to shoehorn other advocated damage skills in just for good uptime. Anyways we always start a fight with a potion just make yours a weapon power potion after that you are almost guranteed to be jabbing once every 10 seconds.
gariondavey wrote: »gariondavey wrote: »Templar
I am loving this new change to jabs. In pve Damage dealers generally got our buffs from a weapon power potion. Major savagery was made redundant twice over with jabs and camo hunter. Now we are free to pre buff major brutality with a simple jab before combat no different than using any other buff. This change frees templars from using weapon power potions in favor of ultimate generating potions and yes we jab at least once every 10 seconds soo major brutality uptime is a non issue.
This change alone is a net gain in DPS. If shards scales that is another bump in DPS. Add in Jesus beam…
In pvp vamps bane will scale for damage and grant major savagery/prophecy or we passively get it with inner light/camo hunter. If need be we still can pre buff damage with a potion or skill but once in combat we will be jabbing at least once every 10 seconds. No doubt about that. Free’ing templars to use all sorts of potions and using vigor over rally for heals.
I want to say kudos to the developers for attaching this to a core Templar skill. Imagine how annoying it would be if it was attached to solar barrage or ritual of retribution, that would be about as awkward as a football bat. At least we know we will be jabbing.
Sorry, but are you being sarcastic? It would be a million times better on solar barrage. Randomly jabbing before engaging in a fight in PvP is so weird and a waste of a gcd + resources.
Lose empower for the most common major buff. Yeah that’s an easy no. With it being on jabs we lost nothing and gained it on a skill that all Stamplars use and will use every 10seconds. Other than a fight opener I’d have to shoehorn other advocated damage skills in just for good uptime. Anyways we always start a fight with a potion just make yours a weapon power potion after that you are almost guranteed to be jabbing once every 10 seconds.
I'm coming from a pvp perspective. I am not discussing pve.