I am really a one character guy. Magsorc since the beginning. But I have to say, I am loving playing around with hurricane and bound armaments. Having two proc spells in my rotation (c-frags) is really fun.
So thanks! Early testing is promising for an enjoyable update.
Hey, quick feedback to massive cost increase of Blessing of Protection and morphs and opinion of one end-game healer (PC EU, Stress Tested)
@ZOS_GinaBruno
Cost and duration increase are not a good or meaningful change.
TLDR: It would be understandable and fine if provided buffs (minor berserk and minor resolve) were smart
why --->
Since game release, Combat Prayer has never been a smart buff - which was successfully bypassed by smart positining of the group by splitting into 2 smaller groups of 6 people each. However, we as players cant afford such strict positioning in every ingame instance, for example Cloudrest or Rockgrove due to both support and group positioning so for better ultimes we need to press it more often than twice in a tooltip duration. Increasing the cost will make keeping up this uptimes harder in a way, as you would afford less casts of it, and increased duration won't really solve it either, because buff is not smart.
Along several years/patches decreasing healing potential has been a constant topic, and by implementing this change you're not really getting wanted result.
I'll briefly explain why - in any PVE environment (I have no clue about organized PVP so won't say anything, but pretty sure what I say about PVE also happens in Cyro pugs) majority of healing comes from heal over time abilities such as Illustrious healing/Energy orb/Altar and morphs/class hots. Combat prayer is used as a buff + burst heal in a situations of big incoming damage but it is normally 3-5th in the list of abilities contributing to all raw healing done. You probably also noticed that in certain builds it is widely used as a "spammable" - which is big true in case of classes with rather underwhelming group healing utility such as templars - because the only reason to have one in group is either Minor Breach when needed - rarely now, as tanks provide it with Pierce Armor in most of encounters (excluding Lokkestiz HM and several cases where MT is responsible for Brittle, or MT goes offensive while basically being a DPS with taunt) which is minority of cases, and in majority of them Templars are only used for providing Minor Sorcery to the group which is 1 cast per 20 seconds. People spam Prayer because they mostly have nothing to do. Some spam Radiating regen which is not better in any way. On a contrary, Necromancers who have to cast empower 8 times in 20 seconds to keep up good uptime on a group - an expensive skill btw, will have to cast even more expensive skill as an effective burst heal, making use of such item as Pearls of Elnhofey very close to impossible because of huge blow to sustain (you also removed interaction of Pearls with Mend wounds, ye, which was here since Pearls release in Markarth and get nerfed only after becoming popular in Necro builds - the only class which actually needed it to be able to benefit from pearls on nearly every ability cast, while other classes ultigen from Pearls remains unchanged and untouched but thats another topic), and by implementing more and more sets which are tied to Ultimate use/amount this spec will be pretty much dead. To prevent that you could maybe increase duration of Empower then, or maybe make it cheaper! You're not getting rid of Prayer being spammable for some classes, and make it extreme for other classes, but just force people to change mundus stone to Atronach or take vAS restoration staff to be able to sustain such. Or maybe do constant heavy attacks, which I should say is not viable and enjoyable, not only for me but for lots of people in this game, from the feedback I am hearing.
Either make it smart, or do not increase cost that much
Thank you
Seraphayel wrote: »So did people already test Stamina skills as Magicka or Magicks builds as Stamina? Are they working well? Does the scaling work? Can I use Curse/Frags on my Stamsorc or Bound Armaments on my MagSorc?
Hey, quick feedback to massive cost increase of Blessing of Protection and morphs and opinion of one end-game healer (PC EU, Stress Tested)
@ZOS_GinaBruno
Cost and duration increase are not a good or meaningful change.
TLDR: It would be understandable and fine if provided buffs (minor berserk and minor resolve) were smart
why --->
Since game release, Combat Prayer has never been a smart buff - which was successfully bypassed by smart positining of the group by splitting into 2 smaller groups of 6 people each. However, we as players cant afford such strict positioning in every ingame instance, for example Cloudrest or Rockgrove due to both support and group positioning so for better ultimes we need to press it more often than twice in a tooltip duration. Increasing the cost will make keeping up this uptimes harder in a way, as you would afford less casts of it, and increased duration won't really solve it either, because buff is not smart.
Along several years/patches decreasing healing potential has been a constant topic, and by implementing this change you're not really getting wanted result.
I'll briefly explain why - in any PVE environment (I have no clue about organized PVP so won't say anything, but pretty sure what I say about PVE also happens in Cyro pugs) majority of healing comes from heal over time abilities such as Illustrious healing/Energy orb/Altar and morphs/class hots. Combat prayer is used as a buff + burst heal in a situations of big incoming damage but it is normally 3-5th in the list of abilities contributing to all raw healing done. You probably also noticed that in certain builds it is widely used as a "spammable" - which is big true in case of classes with rather underwhelming group healing utility such as templars - because the only reason to have one in group is either Minor Breach when needed - rarely now, as tanks provide it with Pierce Armor in most of encounters (excluding Lokkestiz HM and several cases where MT is responsible for Brittle, or MT goes offensive while basically being a DPS with taunt) which is minority of cases, and in majority of them Templars are only used for providing Minor Sorcery to the group which is 1 cast per 20 seconds. People spam Prayer because they mostly have nothing to do. Some spam Radiating regen which is not better in any way. On a contrary, Necromancers who have to cast empower 8 times in 20 seconds to keep up good uptime on a group - an expensive skill btw, will have to cast even more expensive skill as an effective burst heal, making use of such item as Pearls of Elnhofey very close to impossible because of huge blow to sustain (you also removed interaction of Pearls with Mend wounds, ye, which was here since Pearls release in Markarth and get nerfed only after becoming popular in Necro builds - the only class which actually needed it to be able to benefit from pearls on nearly every ability cast, while other classes ultigen from Pearls remains unchanged and untouched but thats another topic), and by implementing more and more sets which are tied to Ultimate use/amount this spec will be pretty much dead. To prevent that you could maybe increase duration of Empower then, or maybe make it cheaper! You're not getting rid of Prayer being spammable for some classes, and make it extreme for other classes, but just force people to change mundus stone to Atronach or take vAS restoration staff to be able to sustain such. Or maybe do constant heavy attacks, which I should say is not viable and enjoyable, not only for me but for lots of people in this game, from the feedback I am hearing.
Either make it smart, or do not increase cost that much
Thank you
Seraphayel wrote: »So did people already test Stamina skills as Magicka or Magicks builds as Stamina? Are they working well? Does the scaling work? Can I use Curse/Frags on my Stamsorc or Bound Armaments on my MagSorc?
Volatile Armor (morph): The Area of Effect damage from this ability now scales off your Physical and Spell Resistance as well, rather than Spell Damage and Max Magicka.
Burning Embers (morph): This ability now heals for up to 100% of the damage done any time it deals damage, rather than up to 75% of the total damage done when the effect ends.
@luchtt wait, how can you lose 25k dps from this change? That makes no sense.
Hey, quick feedback to massive cost increase of Blessing of Protection and morphs and opinion of one end-game healer (PC EU, Stress Tested)
@ZOS_GinaBruno
Cost and duration increase are not a good or meaningful change.
TLDR: It would be understandable and fine if provided buffs (minor berserk and minor resolve) were smart
why --->
Since game release, Combat Prayer has never been a smart buff - which was successfully bypassed by smart positining of the group by splitting into 2 smaller groups of 6 people each. However, we as players cant afford such strict positioning in every ingame instance, for example Cloudrest or Rockgrove due to both support and group positioning so for better ultimes we need to press it more often than twice in a tooltip duration. Increasing the cost will make keeping up this uptimes harder in a way, as you would afford less casts of it, and increased duration won't really solve it either, because buff is not smart.
Along several years/patches decreasing healing potential has been a constant topic, and by implementing this change you're not really getting wanted result.
I'll briefly explain why - in any PVE environment (I have no clue about organized PVP so won't say anything, but pretty sure what I say about PVE also happens in Cyro pugs) majority of healing comes from heal over time abilities such as Illustrious healing/Energy orb/Altar and morphs/class hots. Combat prayer is used as a buff + burst heal in a situations of big incoming damage but it is normally 3-5th in the list of abilities contributing to all raw healing done. You probably also noticed that in certain builds it is widely used as a "spammable" - which is big true in case of classes with rather underwhelming group healing utility such as templars - because the only reason to have one in group is either Minor Breach when needed - rarely now, as tanks provide it with Pierce Armor in most of encounters (excluding Lokkestiz HM and several cases where MT is responsible for Brittle, or MT goes offensive while basically being a DPS with taunt) which is minority of cases, and in majority of them Templars are only used for providing Minor Sorcery to the group which is 1 cast per 20 seconds. People spam Prayer because they mostly have nothing to do. Some spam Radiating regen which is not better in any way. On a contrary, Necromancers who have to cast empower 8 times in 20 seconds to keep up good uptime on a group - an expensive skill btw, will have to cast even more expensive skill as an effective burst heal, making use of such item as Pearls of Elnhofey very close to impossible because of huge blow to sustain (you also removed interaction of Pearls with Mend wounds, ye, which was here since Pearls release in Markarth and get nerfed only after becoming popular in Necro builds - the only class which actually needed it to be able to benefit from pearls on nearly every ability cast, while other classes ultigen from Pearls remains unchanged and untouched but thats another topic), and by implementing more and more sets which are tied to Ultimate use/amount this spec will be pretty much dead. To prevent that you could maybe increase duration of Empower then, or maybe make it cheaper! You're not getting rid of Prayer being spammable for some classes, and make it extreme for other classes, but just force people to change mundus stone to Atronach or take vAS restoration staff to be able to sustain such. Or maybe do constant heavy attacks, which I should say is not viable and enjoyable, not only for me but for lots of people in this game, from the feedback I am hearing.
Either make it smart, or do not increase cost that much
Thank you
This is a fantastic rundown of the reasons the Combat Prayer change is not a positive one, in its current iteration. The buffs associated with this skill (minor berserk and resolve) and the limitations of the functionality of the skill (no smart targeting of the buffs) necessitate the use of it as a universal spammable for all healer specs across the board. Think of it being similar to a dps using s specific skill as a spammable in between dot applications in a rotation. You wouldn't make a commonly used dps spammable this expensive (or at least I'd hope you wouldn't), so the healer spammable should follow the same set of cost rules.
Further, the buff to the healing output was never actually needed. I mean, it's nice, but not worth the cost increase. There are very few instances where a larger burst heal is going to be the thing that saves a group from death. if your goal was to help increase healing output, it would be better applied to hots like energy orb or illustrious springs.
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.
Losing empower is a dps loss for both pve and pvp. Stamplars have many alternatives to getting major brutality and really outside of an opening burst, you will have better uptime potential to have it on jabs than a scaled up version of anything else plus less global cooldowns.
VarisVaris wrote: »The balance in PvP currently isn't really optimal on the live servers right now, some abilities, set and mechanics are clearly overperforming and should be addressed before making things even worse with the upcoming changes.
Skills
Intensive MenderThis skill offers healing way beyond other HoTs while being really cheap and also allows for insane crosshealing capabilities. The easy way out is simply reducing the heal because right now it's simply too strong, this should be done by reducing the overall heal by 25% but increase the duration to 12 seconds this keeps the skill rather cheap but prevents it from basically being a burst heal every time it heals you
Living DarkThis skill has been indirectly buffed to mindbogglingly high healing numbers with the changes to how people can stack spelldamage, but even a build that doesn't fully builds into stacking damage gets more healing out of this ability than other Hots can provide, additionally the way it works makes this heal even better as it always heals you when you take damage and therefore acts as a direct reduction to the damage you take. Depending on who you fight (read this as anything that isn't a full damage build) this ability will keep you alive infinitely with no chance for the enemy to ever kill you, it might even outheal the damage from the skills you're eating.
This ability should retain it's function but have it's healing potential against single targets reduced significantly. Having 5k hps in duels vs another templar from a single skill is just laughable.
Therefore the heal should still have a 500ms cooldown but can only be procced by each target every 2 seconds.
This makes it a great option when fighting outnumbered but prevents it from turning templars into unkillable damage absorbing blobs of doom
BombardThis skill provides way too much bang for its buck, not only does it deal great damage while being undodgeable, it also comes with a root that you can refresh over and over again on targets who can't break the root in the first place, no other skill offers this much utility by chewing through the enemy's stamina while also helping ball groups to kite and keep people locked in places to nuke them afterwards.
This skill should lose its root and rather gain something else and AoE Root with high damage simply isn't balanced and it won't ever be even if you remove the snare it also offers like you did in Patch v7.3.0
Radiating RegenThis is the biggest offenders when it comes to high survivability of ballgroups and groups in general, this skill is so powerful that the viability of a certain spec instantly increases when it can slot this ability, this goes so far that stamsorc in smallscale runs bow+resto now
This ability has to have it's crosshealing capabilities nerfed significantly, make it so that you can only have 2 Radiating regen active on you (like vigor before it was changed to a single target heal) at any given moment, this way it won't hurt PvE but it will help PvP significantly
Sets
Caluurion's LegacyThis set offers too much burst especially when using it on NB which guarantees a hit in conjunction with cloak, with it being able to crit it's damage numbers went through the roof and now once again allows people to have oneshot gank builds with little to no counterplay depending on how good or bad performance is and if you break-free button is responsive.
The amount of burst this set offers is simply too much and should be split into a direct damage and dot portion to make this set less bursty but keeps it's damage consistent overall.
DraurgkinThis set allows people to achieve burst and pressure numbers that simply shouldn't be reachable with how many different damage instances one can squeeze into those 6 seconds it provides way too much damage compared to other sets.
This set only working against a single target doesn't work as enough of a drawback as you can use this set to obliterate this target, in a situation where you only face a single opponent there is no set that comes even close to the power Draugrkin offers.
IronbloodThis set offers too much survivability while the drawback isn't anywhere near enough to keep this set in check, additionally the potential uptime of the set is really high (66%)
The cooldown of this set should be increased to 25 seconds up from 15 seconds in order to give people a slight chance of killing someone using this set
Other issues
Undeath and CPsPlease read this post as it describes the issue more detailed.
https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100
HarmonyThis jewelry trait allows people to generate incredible burst that's not tied to the global cooldown. These synergies often provide more damage than ultimates while only having a 20 seconds cooldown per person. Due to Synergies being able to be stacked this gives groups way more power than they should have access to.
This Trait should be reworked completely. Synergies are fine the way they are without anything buffing them
Crossheals in generalAlthough I have touched on this a little bit above already by mentioning Intensive mender and radiating regen, I want to emphasize once more that crosshealing in its current iteration is too powerful and often results in fights being endless stalemates that can only be ended by dropping multiple ultimates on a single person because otherwise they'll never die.
This also means that the time between ult drops won't help you make any progress which makes PvP feel very frustrating. It's a cycle of tanking each other's damage and then praying that your ult drop every 2 minutes gets you a kill.
There is no perfect fix for this issue as crossheals scale with the amounts of players involved in a fight.
This is why I propose a new healing reduction added to battle spirit that directly targets crossheals. "Any healing you receive from other players is reduced by X%" in a first iteration it should be tested with a 15% reduction as this change could have big impact on how PvP plays
The upcoming changes that we can currently test on the PTS will further worsen balance.
Hybridization of almost any skills will result in an unhealthy meta where only a single build for each Class will be viable, many skills will become worthless as they won't find their way onto bars as the competition just became way harder.
The potential for gamebreaking combinations has increased significantly, especially when it comes to healing and survivability.
Those changes will have such a strong impact on the meta that it is insanity to push this in one go.
All healing abilities should retain the old scaling in order to prevent Specs to merge completely and also to prevent the survivability to go through the roof.
Two more issues on the PTS:
Burning Embers being changed into a HoT is laughably broken, there is no way this should ever make it to the live server. Magdk has always been built around being forced to fight for their heals, they had to stay in a fight to get their powerlash heals, to recast their burning embers to get the heal early or to heal themselves by using Draw Essence. The addition of Cauterize and Coagulating blood are more than enough to allow magdks to have healing even when they don't face an opponent atm.
Power Bash and morphs counting as Bash damage. I totally get where the idea came from but it is unbalanced as heck. You can easily stack bash damage via bash glyphs, deadlands demolisher and other bash sets. This is totally fine on the live server, however the new interaction with a skill that has the regular meele spammable TT is too much, on non optimised build you can easily reach Power Slam tooltips of 15k without even having the 33% extra damage.
This interaction with additional bash damage for Power Bash should be removed, Power Bash and it's morphs should retain the function of bash to interrupt targets channeling a skill.
I'm confident that tackling all these issues will significantly improve PvP balance and saves us from another unbalanced patch.
@luchtt wait, how can you lose 25k dps from this change? That makes no sense.
VarisVaris wrote: »The balance in PvP currently isn't really optimal on the live servers right now, some abilities, set and mechanics are clearly overperforming and should be addressed before making things even worse with the upcoming changes.
Skills
Intensive MenderThis skill offers healing way beyond other HoTs while being really cheap and also allows for insane crosshealing capabilities. The easy way out is simply reducing the heal because right now it's simply too strong, this should be done by reducing the overall heal by 25% but increase the duration to 12 seconds this keeps the skill rather cheap but prevents it from basically being a burst heal every time it heals you
Living DarkThis skill has been indirectly buffed to mindbogglingly high healing numbers with the changes to how people can stack spelldamage, but even a build that doesn't fully builds into stacking damage gets more healing out of this ability than other Hots can provide, additionally the way it works makes this heal even better as it always heals you when you take damage and therefore acts as a direct reduction to the damage you take. Depending on who you fight (read this as anything that isn't a full damage build) this ability will keep you alive infinitely with no chance for the enemy to ever kill you, it might even outheal the damage from the skills you're eating.
This ability should retain it's function but have it's healing potential against single targets reduced significantly. Having 5k hps in duels vs another templar from a single skill is just laughable.
Therefore the heal should still have a 500ms cooldown but can only be procced by each target every 2 seconds.
This makes it a great option when fighting outnumbered but prevents it from turning templars into unkillable damage absorbing blobs of doom
BombardThis skill provides way too much bang for its buck, not only does it deal great damage while being undodgeable, it also comes with a root that you can refresh over and over again on targets who can't break the root in the first place, no other skill offers this much utility by chewing through the enemy's stamina while also helping ball groups to kite and keep people locked in places to nuke them afterwards.
This skill should lose its root and rather gain something else and AoE Root with high damage simply isn't balanced and it won't ever be even if you remove the snare it also offers like you did in Patch v7.3.0
Radiating RegenThis is the biggest offenders when it comes to high survivability of ballgroups and groups in general, this skill is so powerful that the viability of a certain spec instantly increases when it can slot this ability, this goes so far that stamsorc in smallscale runs bow+resto now
This ability has to have it's crosshealing capabilities nerfed significantly, make it so that you can only have 2 Radiating regen active on you (like vigor before it was changed to a single target heal) at any given moment, this way it won't hurt PvE but it will help PvP significantly
Sets
Caluurion's LegacyThis set offers too much burst especially when using it on NB which guarantees a hit in conjunction with cloak, with it being able to crit it's damage numbers went through the roof and now once again allows people to have oneshot gank builds with little to no counterplay depending on how good or bad performance is and if you break-free button is responsive.
The amount of burst this set offers is simply too much and should be split into a direct damage and dot portion to make this set less bursty but keeps it's damage consistent overall.
DraurgkinThis set allows people to achieve burst and pressure numbers that simply shouldn't be reachable with how many different damage instances one can squeeze into those 6 seconds it provides way too much damage compared to other sets.
This set only working against a single target doesn't work as enough of a drawback as you can use this set to obliterate this target, in a situation where you only face a single opponent there is no set that comes even close to the power Draugrkin offers.
IronbloodThis set offers too much survivability while the drawback isn't anywhere near enough to keep this set in check, additionally the potential uptime of the set is really high (66%)
The cooldown of this set should be increased to 25 seconds up from 15 seconds in order to give people a slight chance of killing someone using this set
Other issues
Undeath and CPsPlease read this post as it describes the issue more detailed.
https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100
HarmonyThis jewelry trait allows people to generate incredible burst that's not tied to the global cooldown. These synergies often provide more damage than ultimates while only having a 20 seconds cooldown per person. Due to Synergies being able to be stacked this gives groups way more power than they should have access to.
This Trait should be reworked completely. Synergies are fine the way they are without anything buffing them
Crossheals in generalAlthough I have touched on this a little bit above already by mentioning Intensive mender and radiating regen, I want to emphasize once more that crosshealing in its current iteration is too powerful and often results in fights being endless stalemates that can only be ended by dropping multiple ultimates on a single person because otherwise they'll never die.
This also means that the time between ult drops won't help you make any progress which makes PvP feel very frustrating. It's a cycle of tanking each other's damage and then praying that your ult drop every 2 minutes gets you a kill.
There is no perfect fix for this issue as crossheals scale with the amounts of players involved in a fight.
This is why I propose a new healing reduction added to battle spirit that directly targets crossheals. "Any healing you receive from other players is reduced by X%" in a first iteration it should be tested with a 15% reduction as this change could have big impact on how PvP plays
The upcoming changes that we can currently test on the PTS will further worsen balance.
Hybridization of almost any skills will result in an unhealthy meta where only a single build for each Class will be viable, many skills will become worthless as they won't find their way onto bars as the competition just became way harder.
The potential for gamebreaking combinations has increased significantly, especially when it comes to healing and survivability.
Those changes will have such a strong impact on the meta that it is insanity to push this in one go.
All healing abilities should retain the old scaling in order to prevent Specs to merge completely and also to prevent the survivability to go through the roof.
Two more issues on the PTS:
Burning Embers being changed into a HoT is laughably broken, there is no way this should ever make it to the live server. Magdk has always been built around being forced to fight for their heals, they had to stay in a fight to get their powerlash heals, to recast their burning embers to get the heal early or to heal themselves by using Draw Essence. The addition of Cauterize and Coagulating blood are more than enough to allow magdks to have healing even when they don't face an opponent atm.
Power Bash and morphs counting as Bash damage. I totally get where the idea came from but it is unbalanced as heck. You can easily stack bash damage via bash glyphs, deadlands demolisher and other bash sets. This is totally fine on the live server, however the new interaction with a skill that has the regular meele spammable TT is too much, on non optimised build you can easily reach Power Slam tooltips of 15k without even having the 33% extra damage.
This interaction with additional bash damage for Power Bash should be removed, Power Bash and it's morphs should retain the function of bash to interrupt targets channeling a skill.
I'm confident that tackling all these issues will significantly improve PvP balance and saves us from another unbalanced patch.
Only just saw this thread, so I will post my comments here:
The latest changes to templar skills (specifically puncturing strikes/jabs and sunfire) express a positive concept, but a wrong approach in my opinion as they predominantly favour PVE gameplay over PVP.
I believe a stamplar will continue to use rally as a source of burst heal and major brutality, despite the changes. And this for sustain reasons. Having major savagery incorporated in biting jabs enabled stamplars to run one less skill with 100% uptime. This, in turns, enabled them to run tristat pots, replenishing all their pools and in a very cheap way.
On the other hand, what magplar lacked was a class based access to major sorcery, that they however now relegated to biting jabs (stamina based) rather than puncturing strikes... 🤦🏻♂️
A far better solution in my opinion would be to attach major sorcery and brutality to sun fire (or another under-used class based skill like radiant aura?) and keep major prophecy and savagery on biting jabs. This approach would not only benefit PVE gameplay, but PVP too.
But this is just what I think.
This is a fantastic rundown of the reasons the Combat Prayer change is not a positive one, in its current iteration. The buffs associated with this skill (minor berserk and resolve) and the limitations of the functionality of the skill (no smart targeting of the buffs) necessitate the use of it as a universal spammable for all healer specs across the board. Think of it being similar to a dps using a specific skill as a spammable in between dot applications in a rotation. You wouldn't make a commonly used dps spammable this expensive (or at least I'd hope you wouldn't), so the healer spammable should follow the same set of cost rules.
Further, the buff to the healing output was never actually needed. I mean, it's nice, but not worth the cost increase. There are very few instances where a larger burst heal is going to be the thing that saves a group from death. If your goal was to help increase healing output, it would be better applied to hots like energy orb or illustrious springs.
VarisVaris wrote: »The balance in PvP currently isn't really optimal on the live servers right now, some abilities, set and mechanics are clearly overperforming and should be addressed before making things even worse with the upcoming changes.
Skills
Intensive MenderThis skill offers healing way beyond other HoTs while being really cheap and also allows for insane crosshealing capabilities. The easy way out is simply reducing the heal because right now it's simply too strong, this should be done by reducing the overall heal by 25% but increase the duration to 12 seconds this keeps the skill rather cheap but prevents it from basically being a burst heal every time it heals you
Living DarkThis skill has been indirectly buffed to mindbogglingly high healing numbers with the changes to how people can stack spelldamage, but even a build that doesn't fully builds into stacking damage gets more healing out of this ability than other Hots can provide, additionally the way it works makes this heal even better as it always heals you when you take damage and therefore acts as a direct reduction to the damage you take. Depending on who you fight (read this as anything that isn't a full damage build) this ability will keep you alive infinitely with no chance for the enemy to ever kill you, it might even outheal the damage from the skills you're eating.
This ability should retain it's function but have it's healing potential against single targets reduced significantly. Having 5k hps in duels vs another templar from a single skill is just laughable.
Therefore the heal should still have a 500ms cooldown but can only be procced by each target every 2 seconds.
This makes it a great option when fighting outnumbered but prevents it from turning templars into unkillable damage absorbing blobs of doom
BombardThis skill provides way too much bang for its buck, not only does it deal great damage while being undodgeable, it also comes with a root that you can refresh over and over again on targets who can't break the root in the first place, no other skill offers this much utility by chewing through the enemy's stamina while also helping ball groups to kite and keep people locked in places to nuke them afterwards.
This skill should lose its root and rather gain something else and AoE Root with high damage simply isn't balanced and it won't ever be even if you remove the snare it also offers like you did in Patch v7.3.0
Radiating RegenThis is the biggest offenders when it comes to high survivability of ballgroups and groups in general, this skill is so powerful that the viability of a certain spec instantly increases when it can slot this ability, this goes so far that stamsorc in smallscale runs bow+resto now
This ability has to have it's crosshealing capabilities nerfed significantly, make it so that you can only have 2 Radiating regen active on you (like vigor before it was changed to a single target heal) at any given moment, this way it won't hurt PvE but it will help PvP significantly
Sets
Caluurion's LegacyThis set offers too much burst especially when using it on NB which guarantees a hit in conjunction with cloak, with it being able to crit it's damage numbers went through the roof and now once again allows people to have oneshot gank builds with little to no counterplay depending on how good or bad performance is and if you break-free button is responsive.
The amount of burst this set offers is simply too much and should be split into a direct damage and dot portion to make this set less bursty but keeps it's damage consistent overall.
DraurgkinThis set allows people to achieve burst and pressure numbers that simply shouldn't be reachable with how many different damage instances one can squeeze into those 6 seconds it provides way too much damage compared to other sets.
This set only working against a single target doesn't work as enough of a drawback as you can use this set to obliterate this target, in a situation where you only face a single opponent there is no set that comes even close to the power Draugrkin offers.
IronbloodThis set offers too much survivability while the drawback isn't anywhere near enough to keep this set in check, additionally the potential uptime of the set is really high (66%)
The cooldown of this set should be increased to 25 seconds up from 15 seconds in order to give people a slight chance of killing someone using this set
Other issues
Undeath and CPsPlease read this post as it describes the issue more detailed.
https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100
HarmonyThis jewelry trait allows people to generate incredible burst that's not tied to the global cooldown. These synergies often provide more damage than ultimates while only having a 20 seconds cooldown per person. Due to Synergies being able to be stacked this gives groups way more power than they should have access to.
This Trait should be reworked completely. Synergies are fine the way they are without anything buffing them
Crossheals in generalAlthough I have touched on this a little bit above already by mentioning Intensive mender and radiating regen, I want to emphasize once more that crosshealing in its current iteration is too powerful and often results in fights being endless stalemates that can only be ended by dropping multiple ultimates on a single person because otherwise they'll never die.
This also means that the time between ult drops won't help you make any progress which makes PvP feel very frustrating. It's a cycle of tanking each other's damage and then praying that your ult drop every 2 minutes gets you a kill.
There is no perfect fix for this issue as crossheals scale with the amounts of players involved in a fight.
This is why I propose a new healing reduction added to battle spirit that directly targets crossheals. "Any healing you receive from other players is reduced by X%" in a first iteration it should be tested with a 15% reduction as this change could have big impact on how PvP plays
The upcoming changes that we can currently test on the PTS will further worsen balance.
Hybridization of almost any skills will result in an unhealthy meta where only a single build for each Class will be viable, many skills will become worthless as they won't find their way onto bars as the competition just became way harder.
The potential for gamebreaking combinations has increased significantly, especially when it comes to healing and survivability.
Those changes will have such a strong impact on the meta that it is insanity to push this in one go.
All healing abilities should retain the old scaling in order to prevent Specs to merge completely and also to prevent the survivability to go through the roof.
Two more issues on the PTS:
Burning Embers being changed into a HoT is laughably broken, there is no way this should ever make it to the live server. Magdk has always been built around being forced to fight for their heals, they had to stay in a fight to get their powerlash heals, to recast their burning embers to get the heal early or to heal themselves by using Draw Essence. The addition of Cauterize and Coagulating blood are more than enough to allow magdks to have healing even when they don't face an opponent atm.
Power Bash and morphs counting as Bash damage. I totally get where the idea came from but it is unbalanced as heck. You can easily stack bash damage via bash glyphs, deadlands demolisher and other bash sets. This is totally fine on the live server, however the new interaction with a skill that has the regular meele spammable TT is too much, on non optimised build you can easily reach Power Slam tooltips of 15k without even having the 33% extra damage.
This interaction with additional bash damage for Power Bash should be removed, Power Bash and it's morphs should retain the function of bash to interrupt targets channeling a skill.
I'm confident that tackling all these issues will significantly improve PvP balance and saves us from another unbalanced patch.
VarisVaris wrote: »The balance in PvP currently isn't really optimal on the live servers right now, some abilities, set and mechanics are clearly overperforming and should be addressed before making things even worse with the upcoming changes.
Skills
Intensive MenderThis skill offers healing way beyond other HoTs while being really cheap and also allows for insane crosshealing capabilities. The easy way out is simply reducing the heal because right now it's simply too strong, this should be done by reducing the overall heal by 25% but increase the duration to 12 seconds this keeps the skill rather cheap but prevents it from basically being a burst heal every time it heals you
Living DarkThis skill has been indirectly buffed to mindbogglingly high healing numbers with the changes to how people can stack spelldamage, but even a build that doesn't fully builds into stacking damage gets more healing out of this ability than other Hots can provide, additionally the way it works makes this heal even better as it always heals you when you take damage and therefore acts as a direct reduction to the damage you take. Depending on who you fight (read this as anything that isn't a full damage build) this ability will keep you alive infinitely with no chance for the enemy to ever kill you, it might even outheal the damage from the skills you're eating.
This ability should retain it's function but have it's healing potential against single targets reduced significantly. Having 5k hps in duels vs another templar from a single skill is just laughable.
Therefore the heal should still have a 500ms cooldown but can only be procced by each target every 2 seconds.
This makes it a great option when fighting outnumbered but prevents it from turning templars into unkillable damage absorbing blobs of doom
BombardThis skill provides way too much bang for its buck, not only does it deal great damage while being undodgeable, it also comes with a root that you can refresh over and over again on targets who can't break the root in the first place, no other skill offers this much utility by chewing through the enemy's stamina while also helping ball groups to kite and keep people locked in places to nuke them afterwards.
This skill should lose its root and rather gain something else and AoE Root with high damage simply isn't balanced and it won't ever be even if you remove the snare it also offers like you did in Patch v7.3.0
Radiating RegenThis is the biggest offenders when it comes to high survivability of ballgroups and groups in general, this skill is so powerful that the viability of a certain spec instantly increases when it can slot this ability, this goes so far that stamsorc in smallscale runs bow+resto now
This ability has to have it's crosshealing capabilities nerfed significantly, make it so that you can only have 2 Radiating regen active on you (like vigor before it was changed to a single target heal) at any given moment, this way it won't hurt PvE but it will help PvP significantly
Sets
Caluurion's LegacyThis set offers too much burst especially when using it on NB which guarantees a hit in conjunction with cloak, with it being able to crit it's damage numbers went through the roof and now once again allows people to have oneshot gank builds with little to no counterplay depending on how good or bad performance is and if you break-free button is responsive.
The amount of burst this set offers is simply too much and should be split into a direct damage and dot portion to make this set less bursty but keeps it's damage consistent overall.
DraurgkinThis set allows people to achieve burst and pressure numbers that simply shouldn't be reachable with how many different damage instances one can squeeze into those 6 seconds it provides way too much damage compared to other sets.
This set only working against a single target doesn't work as enough of a drawback as you can use this set to obliterate this target, in a situation where you only face a single opponent there is no set that comes even close to the power Draugrkin offers.
IronbloodThis set offers too much survivability while the drawback isn't anywhere near enough to keep this set in check, additionally the potential uptime of the set is really high (66%)
The cooldown of this set should be increased to 25 seconds up from 15 seconds in order to give people a slight chance of killing someone using this set
Other issues
Undeath and CPsPlease read this post as it describes the issue more detailed.
https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100
HarmonyThis jewelry trait allows people to generate incredible burst that's not tied to the global cooldown. These synergies often provide more damage than ultimates while only having a 20 seconds cooldown per person. Due to Synergies being able to be stacked this gives groups way more power than they should have access to.
This Trait should be reworked completely. Synergies are fine the way they are without anything buffing them
Crossheals in generalAlthough I have touched on this a little bit above already by mentioning Intensive mender and radiating regen, I want to emphasize once more that crosshealing in its current iteration is too powerful and often results in fights being endless stalemates that can only be ended by dropping multiple ultimates on a single person because otherwise they'll never die.
This also means that the time between ult drops won't help you make any progress which makes PvP feel very frustrating. It's a cycle of tanking each other's damage and then praying that your ult drop every 2 minutes gets you a kill.
There is no perfect fix for this issue as crossheals scale with the amounts of players involved in a fight.
This is why I propose a new healing reduction added to battle spirit that directly targets crossheals. "Any healing you receive from other players is reduced by X%" in a first iteration it should be tested with a 15% reduction as this change could have big impact on how PvP plays
The upcoming changes that we can currently test on the PTS will further worsen balance.
Hybridization of almost any skills will result in an unhealthy meta where only a single build for each Class will be viable, many skills will become worthless as they won't find their way onto bars as the competition just became way harder.
The potential for gamebreaking combinations has increased significantly, especially when it comes to healing and survivability.
Those changes will have such a strong impact on the meta that it is insanity to push this in one go.
All healing abilities should retain the old scaling in order to prevent Specs to merge completely and also to prevent the survivability to go through the roof.
Two more issues on the PTS:
Burning Embers being changed into a HoT is laughably broken, there is no way this should ever make it to the live server. Magdk has always been built around being forced to fight for their heals, they had to stay in a fight to get their powerlash heals, to recast their burning embers to get the heal early or to heal themselves by using Draw Essence. The addition of Cauterize and Coagulating blood are more than enough to allow magdks to have healing even when they don't face an opponent atm.
Power Bash and morphs counting as Bash damage. I totally get where the idea came from but it is unbalanced as heck. You can easily stack bash damage via bash glyphs, deadlands demolisher and other bash sets. This is totally fine on the live server, however the new interaction with a skill that has the regular meele spammable TT is too much, on non optimised build you can easily reach Power Slam tooltips of 15k without even having the 33% extra damage.
This interaction with additional bash damage for Power Bash should be removed, Power Bash and it's morphs should retain the function of bash to interrupt targets channeling a skill.
I'm confident that tackling all these issues will significantly improve PvP balance and saves us from another unbalanced patch.
Good points you put here in an organized and reasoned way.
Some classes in my opinion were too strong which are Magplar and Magdk. I expected a nerf but Magkdk got a buff, it seems to me that whoever makes such changes hasn't tried PVP currently.