I have another post where I discuss this in the PTS forum area, but ill post it here again. For the heavy attack/light attack sets, since we don't know any developer comments behind the reason you nerfed this into the ground, I'll simply assume it's either 1: Unifying sets to be scaled on spell damage and weapon damage, so that outliers like these sets no longer seem so outlier-y, but unfortunately did not realize where these sets got their dps from, or how it scaled thus ending up nerfing them severely.
Or 2nd: this is an intentional nerf to combat heavy attack builds in PvP where they are a bit loose. I'll coment on this one a bit here, the reason you see these absurdly high dmg ticks from lightning heavies in pvp is mainly because of off balance, it severely increases the HA dmg, so another thing you could do is nerf that aspect of it, but there's a much easier solution to make almost everyone happy, here demonstrated with Undaunted Unweaver's set bonus changed:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 657 Critical Chance
(5 items) When you use an ability that costs Stamina while in combat, you increase the damage of your Light and Heavy Attacks by 1685 for 10 seconds.
to:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 657 Critical Chance
(5 items) When you use an ability that costs Stamina while in combat, you increase the damage of your Light and Heavy Attacks by 1685 against non-player enemies for 10 seconds.
I don't think anyone is complaining about these sets in pve, except maybe some toxic casuals, the only real problem is these massive off balance LHA ticks, that go up to like 40k damage in pvp. it's frustrating to play against I understand, and if they really do deserve a nerf I think this change would be perfect for it. The only problem would be that these sets no longer are availible for pvp use other than the 4 piece bonuses, but I think the question of whether this build should be nerfed like this suggestion or the current PTS way is pretty clear.
If you really wanted to keep these sets in pvp, you could for example add a tooltip like this:
(5 items) When you use an ability that costs Stamina while in combat, you increase the damage of your Light and Heavy Attacks by 1685 for 10 seconds, this bonus is halved against player enemies.
To put it simply: the reason these sets are a bit weird is because they seem a bit overtuned in pvp, but still remain a nice balanced niche for lower skill players, due to their inherent minimum damage due to the flat damage increase. You can even scale up these builds with a good parse to hit up to 80-90k ish dps on the dummy, 90k being pretty much the absolute limit. This is a fairly good dps number, and you can get into most trials and clear them effectively with this type of build. For build diversity, this type of heavy attack build fits perfectly I would say. However, with these massive nerfs, my 90k dps build now hits only about 65k if I'm REALLY trying.
Quoting someone who commented on my original post:
Allowing for build diversity is what you would like to encourage with the new changes however the changes to these sets make them so weak as to be pointless, effectively killing off a viable DPS build. Reconsidering these changes is a must in order to ensure that the playstyle remains playable. 90k dps is an acceptable top end for a high sustain setup however 65k is so low as to be barely allowed into basically any vet trial.
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.
It's not necessarily a buff that DK got. Burning Embers if it was left to run turned into a massive burst heal that could come multiple times out of the blue, or after reapplication of the ability, leading to them surviving some insanely brutal things. This change removes the burstyness of the Burning Embers heal and makes it a trickle heal.
Another thing to realize is that bursty heal injection could crit making a mag DK able to full heal instantly while still attacking.
huskandhunger wrote: »With hybridization coming next patch please consider buffing Major and Minor Defile as healing is already sometimes out of control and we need a counter to how strong it is in PVP contexts.
Or possibly introduce more sources of healing absorption.
Thank you.
VarisVaris wrote: »
VarisVaris wrote: »
VarisVaris wrote: »
Crossheals in general
]Although 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
nihoumab14_ESO wrote: »VarisVaris wrote: »
Crossheals in general
]Although 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 real solution is to make heals intended to be self heals rely on max health to determine their strength (though perhaps some should remain that don't scale off max health, and should be adjusted accordingly), and heals intended to heal other people rely on stats like +healing % done (and perhaps a separate +healing crit% chance), so that those who would heal need to properly invest into doing that, instead of having heals scale off of the ostensibly damage oriented weapon/spell damage.
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: »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.
It's not necessarily a buff that DK got. Burning Embers if it was left to run turned into a massive burst heal that could come multiple times out of the blue, or after reapplication of the ability, leading to them surviving some insanely brutal things. This change removes the burstyness of the Burning Embers heal and makes it a trickle heal.
Another thing to realize is that bursty heal injection could crit making a mag DK able to full heal instantly while still attacking.
Have you been on pts? Because I genuinely have no idea how someone could come to the conclusion that the embers change is balanced yet alone a nerf. Magdk on pts is incredibly overperforming and there is no way for you to kill one if they don't go to the toilet during your fight unless you are a magdk aswell and just counter cheese them.
Embers will become even more powerful in OW when you can just apply the dot to everyone around you for even more constant healing while whip+coag+shattering+cauterize each provide burst heals with 8k+ healing per instance.
The embers change is one of the most problematic changes we've seen this patch and that's saying something with all the imbalance Zos has created with their Hybridization.
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.VarisVaris wrote: »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.
It's not necessarily a buff that DK got. Burning Embers if it was left to run turned into a massive burst heal that could come multiple times out of the blue, or after reapplication of the ability, leading to them surviving some insanely brutal things. This change removes the burstyness of the Burning Embers heal and makes it a trickle heal.
Another thing to realize is that bursty heal injection could crit making a mag DK able to full heal instantly while still attacking.
Have you been on pts? Because I genuinely have no idea how someone could come to the conclusion that the embers change is balanced yet alone a nerf. Magdk on pts is incredibly overperforming and there is no way for you to kill one if they don't go to the toilet during your fight unless you are a magdk aswell and just counter cheese them.
Embers will become even more powerful in OW when you can just apply the dot to everyone around you for even more constant healing while whip+coag+shattering+cauterize each provide burst heals with 8k+ healing per instance.
The embers change is one of the most problematic changes we've seen this patch and that's saying something with all the imbalance Zos has created with their Hybridization.
If magDK was already a problem before imagine now. In a situation where magDK in PVP that already has an extremely strong instant heal with Coagulation, fighting 3 enemies, each providing an overtime heal of 100% of the damage of Burning Embers, this is broken too much, just invest in high damage and you automatically gain immense survivability.
I feel like crystal fragments should have the requirement for its proc changed to no longer require casting a magicka ability, but just casting a ability, otherwise the use of it on stam characters will still remain 0 likely.
VarisVaris wrote: »nihoumab14_ESO wrote: »VarisVaris wrote: »
Crossheals in general
]Although 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 real solution is to make heals intended to be self heals rely on max health to determine their strength (though perhaps some should remain that don't scale off max health, and should be adjusted accordingly), and heals intended to heal other people rely on stats like +healing % done (and perhaps a separate +healing crit% chance), so that those who would heal need to properly invest into doing that, instead of having heals scale off of the ostensibly damage oriented weapon/spell damage.
This would be just as unhealthy for PvP as the current situation is.
We had strong HP scaling heals in the past with arctic Blast or WW heal and the results were that people would just build for 40k HP have great heals and due to HP being easily stackable they also didn't give up much damage while their survivability increased significantly.
Having high health and high heals means you can't die.
The way how healing works at its core is fine and self heals need to be sufficient to keep you alive because that's what allows people to not be forced to run a healer in order to survive.
Healing has become an issue due to constant power creep delivered by ZOS through many ways be it direct buffs to skills, the free 1k wpn/spell damage when they changed CP, the armor/light attack hybridization allowing magicka specs to stack spelldamage very easily along with new sets you can use.
That's why having your self heals scale with HP is a very bad idea for PvP.
nihoumab14_ESO wrote: »
That being said, I do think healing across the board needs to be toned down, including cross healing, but someone who builds specifically to be a healer shouldn't lose as much healing as someone who doesn't build specifically to be a healer and just has radiating Regen on their back bar. Heals like that shouldn't be scaling off the same stats as damage regardless.
McTaterskins wrote: »nihoumab14_ESO wrote: »
That being said, I do think healing across the board needs to be toned down, including cross healing, but someone who builds specifically to be a healer shouldn't lose as much healing as someone who doesn't build specifically to be a healer and just has radiating Regen on their back bar. Heals like that shouldn't be scaling off the same stats as damage regardless.
Agreed.
Healing across the board needs to be toned down and pushed in a direction as to where spec'ing as a healer matters.
This is in regard to both pve and pvp.
Adjustments to coefficients, more access to + healing, adjustments to CP etc. should all be looked at overall. Things like radiating regeneration stacking should be addressed. There's more than one healing skill in the game and in that weapon line alone. Healing in this game, with the attempted dynamic combat it has, should not be a powerful 'fire and forget' afterthought.
It shouldn't take multiple people to bring down one of my brawler type characters in pvp because I'm half competent, tanky, and have a couple heals slotted. I shouldn't be able to run a Vet DLC dungeon with 3 dps because I have absolutely no fear of anything on my tanks due to their mitigation and self healing power, which are both problems in pve and pvp.
The game's combat has been heading in a steady direction of being comprised of zero threat, zero difficulty, zero skill requirement, zero variety, and a plethora of stalemates.
RandomKodiak wrote: »Please ZoS do something for Stam DKs, the proposed changes provide at least minor buffs and variety to all classes and specs except DKs. Stam DKs were already bottom of the barrel for dps and these changes make it so there is no point other than RPing for them
The problem with doing that is this would then GREATLY boost classes that have escapes IE nightblades with cloak and shade, as well as sorc with streak. They can build fully into damage hit like a train and leave. Making every other class that cant escape have to split their damage and healing essentially nerfing them against just those classes.
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.
VarisVaris wrote: »
Except how PvE stuff gets nerfed through the floor because PvPers boohoo about X, Y and Z.
MindOfTheSwarm wrote: »Wild Guardian needs buffing as Eternal Guardian deals more damage in every build.
Perhaps give it a permanent execute status on all its attacks ie: The bear deal up to 50% more damage on enemies below 100% health. To help it compete with Eternal Guardian.
If it doesn’t get buffed it’s not worth using.
MindOfTheSwarm wrote: »Wild Guardian needs buffing as Eternal Guardian deals more damage in every build.
Perhaps give it a permanent execute status on all its attacks ie: The bear deal up to 50% more damage on enemies below 100% health. To help it compete with Eternal Guardian.
If it doesn’t get buffed it’s not worth using.
it needs a functionality change otherwise you're just swapping bear. if you make wild guardian stronger then people will only run that and never use eternal guardian. they have to somehow be functionally different, like the 2 storm atro's, one is aoe and one is single target.