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PTS Update 33 - Feedback Thread for Combat & Classes

  • ESO_Nightingale
    ESO_Nightingale
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.
  • ESO_Nightingale
    ESO_Nightingale
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.

    Why does it matter what the specific maths is? It's more damage at the end of the day so it'll be picked over eternal. It needs to do a niche other than more damage.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • IronWooshu
    IronWooshu
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    Iis Engulfing Flames bugged? Im sitting at 8k weapon and spell damage and I'm only getting 7% extra damage. When reading the PTS I figured it was a combination of both which means u would only need 4500 weapon and spell damage to get 10%
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.

    Why does it matter what the specific maths is? It's more damage at the end of the day so it'll be picked over eternal. It needs to do a niche other than more damage.

    It matters because Eternal Guardian also get autorez. The cast time of bear after it does is a direct loss of damage up time of it dies. Plus, autorez is amazing in a PvP scenario.
  • ESO_Nightingale
    ESO_Nightingale
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.

    Why does it matter what the specific maths is? It's more damage at the end of the day so it'll be picked over eternal. It needs to do a niche other than more damage.

    It matters because Eternal Guardian also get autorez. The cast time of bear after it does is a direct loss of damage up time of it dies. Plus, autorez is amazing in a PvP scenario.

    the autorez is useless in nearly all forms of content. it's good in duels and solo arenas and that's about it. you don't use bear outside of duels in pvp and bear doesn't die in serious endgame pve encounters. eternal's respawn effect is pretty negligible.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.

    Why does it matter what the specific maths is? It's more damage at the end of the day so it'll be picked over eternal. It needs to do a niche other than more damage.

    It matters because Eternal Guardian also get autorez. The cast time of bear after it does is a direct loss of damage up time of it dies. Plus, autorez is amazing in a PvP scenario.

    the autorez is useless in nearly all forms of content. it's good in duels and solo arenas and that's about it. you don't use bear outside of duels in pvp and bear doesn't die in serious endgame pve encounters. eternal's respawn effect is pretty negligible.

    Yeah, on its own maybe. But the point is that it both gives autorez AND more damage.
    This is on top of the fact that Wild Guardian tooltip specifically says it deals more damage but doesn’t. Wild Guardian should deal more damage.

    Perhaps there is another solution: Maybe Wild Guardian could deal 3% more damage for every Animal Companion ability slotted. So it deals more damage but only if you fill out your bar with Animal skills.
  • Abyssmol
    Abyssmol
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    ZOS, Dark Convergence is destroying the game! :'(
  • ESO_Nightingale
    ESO_Nightingale
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    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.

    This is too much of a damage increase. It's light attacks and heavy attacks make up most of it's damage. But the general idea of it needing to be better is true. If it just does more damage though, it'll mean that eternal is useless. It'd need to have a niche.

    Don’t agree respectfully. With the above suggestion it would only start overtaking in damage after 80%. Even at 60% it would only deal 10% more damage than Eternal Guardian. Here is a simple break down:

    80% missing health = Comparable damage to Eternal Guardian.

    Every 2% missing health from that point would equate to 1% more damage that Wild Guardian would deal over Eternal Guardian.

    Why does it matter what the specific maths is? It's more damage at the end of the day so it'll be picked over eternal. It needs to do a niche other than more damage.

    It matters because Eternal Guardian also get autorez. The cast time of bear after it does is a direct loss of damage up time of it dies. Plus, autorez is amazing in a PvP scenario.

    the autorez is useless in nearly all forms of content. it's good in duels and solo arenas and that's about it. you don't use bear outside of duels in pvp and bear doesn't die in serious endgame pve encounters. eternal's respawn effect is pretty negligible.

    Yeah, on its own maybe. But the point is that it both gives autorez AND more damage.
    This is on top of the fact that Wild Guardian tooltip specifically says it deals more damage but doesn’t. Wild Guardian should deal more damage.

    Perhaps there is another solution: Maybe Wild Guardian could deal 3% more damage for every Animal Companion ability slotted. So it deals more damage but only if you fill out your bar with Animal skills.

    i'm sick of bad morphs. either eternal or wild needs to fill some kind of niche because people will just use whichever one does more damage all of the damn time.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Lortie
    Lortie
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    luchtt wrote: »
    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.

    Dev's, please listen to this, best post on here by far.

    This change proposal strait kills this set for anyone other then a lightning heavy build in PvP. There are other builds that use these sets with other weapon combos other then a lightning staff.

    Changing it to weapon/spell damage scaling is fine as long as they make the values reasonable, AKA significantly higher then the PTS version's 2k.

    Or to evolve more on the OP's suggestion, if the wording was something like:

    (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 while wielding a lightning staff.

    It would not only retain its function in PvE and still be usable for the non-lightning-heavy builds in PvP that are not abusing the lightning staff mechanics (using other weapon combos) , but are still using these sets.
    Edited by Lortie on February 4, 2022 12:12PM
    Lortie - StamSorc
    Velsei - StamCro
    Sidyl - StamDK
    https://imgur.com/a/5kexQVk - ESO at it's finest.
  • renne
    renne
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    i'm sick of bad morphs. either eternal or wild needs to fill some kind of niche because people will just use whichever one does more damage all of the damn time.

    To be fair, that's literally the case with a lot of skills in all classes on DDs.
    Edited by renne on February 4, 2022 10:52AM
  • Lortie
    Lortie
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    So whats up with the Rallying cry set?

    Anyone else think its kinda weird they added a set that is (assuming your in a group of 4 or less) equal to two 5-pieces (hundings/Julianos & Impregnable) in 1, that can also be back-bared?
    Lortie - StamSorc
    Velsei - StamCro
    Sidyl - StamDK
    https://imgur.com/a/5kexQVk - ESO at it's finest.
  • Lortie
    Lortie
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    Lortie wrote: »
    As someone that's played Stam-Sorc religiously for a long time, I'm very much against the PTS duration extension on hurricane.

    To start, extending the duration disrupts the fluidity of Stam-sorc's buffs. To give you an example: hurricane is 15 seconds, while quick-cloak is 14 seconds and crit-surge is 33 seconds, so two hurricane and cloak durations will fit perfectly in one surge duration. A 20 second hurricane throws this out the window, causing over-buffing on hurricane and a net damage loss because of how hurricane scales it's damage in practice.

    But extending the duration to put it "more in line with other armor buffs" is not only bad for gameplay functionality, damage scaling, but also detracts from class-Identity.

    If you want to buff hurricane some other way, make it increase in damage stages faster (at its base duration), or increase its base damage, rather then just broad-strokes increasing the duration so it fits nicer in a spreadsheet.

    Gonna have to dissagree, it's a net buff on almost all accounts, except for the very specific scenario you describe.. which, trust me.. I know because I literally use the exact same combo for pve/pvp and have been for years. I would take Quick Cloak over Deadly Cloak in pve just for a 15s rotation on back bar, along with Anti Calvary Caltrops for an easier rotation and more time on front bar.

    However, I'd rather not squander what is a buff only because I don't want to relearn the muscle memory I've gained over the past few years.

    Plus, our specific scenario is just as valid as people who have been using Deadly Clock (10s), Arrow Barrage (10s), Stampede (10s), Rally (20s)... any single target dot in the game (10s). Or how about Bound Armaments (40s). 20s makes way more sense than it did for 15s, especially since thats the standard for Armor buffs.

    This actually highlights why Crit Surge is the outlier here. I hope they update it to 40s one day to match Bound Aramaments and NB's Merciless Resolve. Then they can change Power Surge to proc every 2 seconds instead of every 3 seconds since that morph sucks donkey.

    Your using identical justification for, as I did against. Except your adding additional changes to other skills on top. I'm not saying a 40 second surge wouldn't be welcome but still.

    And talking PvE, it makes little difference between 15 or 20 seconds when referring to 10 second buffs/dots other then you get to press hurricane slightly less since your already swapping on 5 second intervals. As apposed to PvP where It will encourage significant over-buffing of hurricane to line up with crit surge and elude timers. Also, saying it lines up with Rally now in PvP isn't super accurate because of how much your over-buffing Rally to leverage its burst heal.
    Edited by Lortie on February 4, 2022 11:32AM
    Lortie - StamSorc
    Velsei - StamCro
    Sidyl - StamDK
    https://imgur.com/a/5kexQVk - ESO at it's finest.
  • ESO_Nightingale
    ESO_Nightingale
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    renne wrote: »
    i'm sick of bad morphs. either eternal or wild needs to fill some kind of niche because people will just use whichever one does more damage all of the damn time.

    To be fair, that's literally the case with a lot of skills in all classes on DDs.

    yes. it's a big issue.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Drdeath20
    Drdeath20
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    Brutality on jabs is a slight DPS bump in PVE (due to using heroic potions instead of power potions) but is a very bad PVP change. Rally is such a perfect skill that players will still slot it regardless. Please revert the changes. There are plenty of other skills that major brutality/ sorcery could land on.
    Edited by Drdeath20 on February 4, 2022 10:41PM
  • Glantir
    Glantir
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    Some thoughts about Sorc

    (PvE perspective)

    Daedric Tomb/Minefield
    Its an absolute niche skill and i dont think that anyone in PvE is using the Minefield morph?
    Tomb cost to much and bc its a ground ability its a bit clunky. Also its hard to hit all 3 mines on single target.

    How about making one of the morphs like the Dark Souls spell "Homing Soulmass"? 5 Orbs appear around the caster and flies on the next target or something like that.

    Mages Wrath/Endless Fury
    I dont know why this execute skill starts on 20% and dont scale up in damage like other execute skill?
    Make at least one of the morphs start at 25% and let the execute dmg scale up to 100/150 or so but maybe reduce the base execute damage.

    Bound Aegis/Armaments
    let Aegis increase health, magicka and stamina by 4% or so to make it more a skill for tanks
    Armaments maybe let it increase magicka and stamina?

    Liquid Lightning/ Lightning Flood
    Clunky ground ability and there are way better options like, Wall, Orbs, Hurricane etc.
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • francesinhalover
    francesinhalover
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    Psijiic Imbue Weapon (+morphs) and Sorcerer Crystal Weapon are too unreliable compared to other spammables, they need a tweak, below are some fixes in line with other skills/passives/Procs.

    They should either.
    1. Make imbue/crushing/ crystal weapon behave like Blastbones where you Can't recast until you consume or it expires
    2. make them a toggle so each of your light and heavies consumes x stamina/ magicka cost each time you perform a Light or heavy and performing the skill automatically
    3. make the Crushing/crystal weapon SKILL key force your character to perform the Light attack associated with it, i.e make it into a spammable skill as it is supposed to be.

    Why is my character standing around spam casting Crushing weapon etc but doing ZERO DPS because the Light attack weave isn't actually firing off due to lag/CC/server not seeing that my character is pointing directly at a enemy and their health bar is in my focus.

    Omg thank you! i agree so much.
    Crystal could easily be made a dmging spammable with a slight animation fix. it already looks like the character is cutting the enemy with dual wield.
    they could just do that, make it so the character creates 2 conjured swords and slashes forward,
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • francesinhalover
    francesinhalover
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    Ok , ok hear me out, what if Rapid strikes one of the weakest spammable in the game atm.
    proc'd bleed status effect
    the last hit could activate for 5 sec the -10% hp effect. it would help so much on bosses... unless bosses are immune to it...
    if so... you could increase the skills damage or make it instead of 3% dmg per hit be 5%, would also help,
    or... make it that after using rapid 2 times the third time deals extra damage

    thank you, big hug :)
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • francesinhalover
    francesinhalover
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    renne wrote: »
    VarisVaris wrote: »
    renne wrote: »
    These threads need to be split between PvP and PvE, since all I'm seeing in this thread is complaints about how stuff effects PvP.

    Because PvPers will have to deal with the broken stuff while PVErs are just gonna enjoy the power creep and get some easy trifecta runs in.

    Except how PvE stuff gets nerfed through the floor because PvPers boohoo about X, Y and Z.

    ah... I still miss flying dagger... you know , before it became a pvp skill and got destroyed has a spammable.
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • francesinhalover
    francesinhalover
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    Shrouded daggers damage is extremely low, this makes the skill extremely unreliable has a spammable (unless arena set is used)
    Me and several people that loved the old shrouded daggers, would preffer if the arena set got nerfed, and shrouded daggers damage got a increase of maybe 20% or more.
    The skill giving major brutality shouldn't be a factor on keeping the damage low, when potions, skills, slotted skills like werewolfs all give major brutality. plus dw skills aren't that used in pvp currently.

    thank you for the amazing game, i hope you give shrouded some attention like you did flying.
    thank you
    Edited by francesinhalover on February 4, 2022 10:39PM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Arcanasx
    Arcanasx
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    I think the new idea/change to the undaunted sets and noble duelist is fine as it makes the bonus more fair and even between weapon types while making it easier to balance as well. However the current PTS values are simply too low to be useful, especially for heavy attacks since heavy attack damage has been scaling poorly with weapon and spell damage ever since summerset. Even for light attacks the bonus is still too low to be worth it.

    So unless there's a planned future change where they improve the weapon and spell damage scaling for light and heavy attacks, the values on the PTS really should be increased to at least 3k, or a 50% buff to the current PTS values.
  • MindOfTheSwarm
    MindOfTheSwarm
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    What about Poisonous Serpent? This set is underused and could use a bit of a rework. Maybe something like this.

    5 Piece: Your Poison damage over time effects deal an additional 600 damage per tick.

    Or alternatively:

    5 Piece: Your Light and Heavy attacks poison the target enemy, causing them to take an additional 300 Poison Damage every second for 2 seconds. This can deal up to 100% more damage against enemies under 100% health. This damage scales off the higher of your Weapon or Spell Damage.

    This is a trial set after all but it feels very lacklustre in comparison to others. Furthermore, the animation of the poison on the weapons looks like it would deal DoT damage.
  • ESO_Nightingale
    ESO_Nightingale
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    it's looking like most people will be running 2h backbars in pve next patch for stampede, the power it gives outweighs anything the other AoE DoTs can do. i think the other AoE DoTs should be brought up a bit while stampede should be brought down a bit. unstable wall of frost should definitely follow frost reach in being a dps focused morph. it should lose the cost increase, immobilise to chilled enemies and damage shield, in order to gain a damage increasing effect based on chilled. shock wall should recieve love as well.
    Edited by ESO_Nightingale on February 5, 2022 11:28AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Seraphayel
    Seraphayel
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    In my opinion:

    AoE DoTs should never be part of a single target rotation. They should start to become good and useful at 2+ targets. It never made sense that people were always building around AoE DoTs, even outlasting single target DoTs in single target fights.

    I‘m happy when they’re gone and people resort to other tactics / builds.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • ESO_Nightingale
    ESO_Nightingale
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    Seraphayel wrote: »
    In my opinion:

    AoE DoTs should never be part of a single target rotation. They should start to become good and useful at 2+ targets. It never made sense that people were always building around AoE DoTs, even outlasting single target DoTs in single target fights.

    I‘m happy when they’re gone and people resort to other tactics / builds.

    when they nerfed them down to do this sort of thing in scalebreaker, everyone universally hated it. no thanks.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Ascarl
    Ascarl
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    While the slogan is play the way you like, the reality is BUT LA WEAVING IS A MUST.

    With the needs to heavy attack set the only viable way not to weave was destroyed.

    IMHO either the slogan must be replaced or a new playtime not relying on weaving has to be presented to the players.
  • NerfSeige
    NerfSeige
    ✭✭✭✭
    Nazaray needs a line like bahsei:

    (1 item) Adds 1206 Maximum Health

    (2 items) When you use an Ultimate ability, the closest 6 non-player enemies within 12 meters have all Damage Over Time, Major Debuffs, and Minor Debuffs applied to them extended by 1 second per 25 Ultimate spent. This effect will not apply to Damage Beams or Damage Tethers. This effect can occur once every 20 seconds per target.
    Avid reader of wes’-pts-diary[RIP]

    NerfAS and Shill ruins everything

    Skinny-meta-fake, graded D, and can’t explain the law of diminishing marginal returns.

    I won’t post that Wes, I’ll get [snipped] for the last time

    Revert this patch - Audens, 2022
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭
    NerfSeige wrote: »
    Nazaray needs a line like bahsei:

    (1 item) Adds 1206 Maximum Health

    (2 items) When you use an Ultimate ability, the closest 6 non-player enemies within 12 meters have all Damage Over Time, Major Debuffs, and Minor Debuffs applied to them extended by 1 second per 25 Ultimate spent. This effect will not apply to Damage Beams or Damage Tethers. This effect can occur once every 20 seconds per target.

    actually i think it just needs to be redesigned in general. this effect is so incredibly powerful that it's stupid.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Jman100582
    Jman100582
    ✭✭✭✭
    Ascarl wrote: »
    While the slogan is play the way you like, the reality is BUT LA WEAVING IS A MUST.

    With the needs to heavy attack set the only viable way not to weave was destroyed.

    IMHO either the slogan must be replaced or a new playtime not relying on weaving has to be presented to the players.

    Something will ALWAYS be best. If LA weaving is removed/changed, something else will take its place.

    Play the way you want DOES NOT MEAN that everything you play is automatically best. I can run around with no gear on in cyrodiil and complain non-stop that eso "requires" me to use sets in order to be "good" but does that mean I'm in the right? WHERE IS MY NO SET ALTERNATIVE!!!!!

    When it comes to designing a game and balancing said game, core mechanics must be established that are not change that players must engage with in order to have a good experience. That is game design. While it wasn't intentional, light attack weaves became a thing and zos said "hey this is cool, lets build on this and have it be a core game mechanic." It is one thing to complain about set balance or class balance, but to complain about core mechanics is simply foolish
  • NerfSeige
    NerfSeige
    ✭✭✭✭
    NerfSeige wrote: »
    Nazaray needs a line like bahsei:

    (1 item) Adds 1206 Maximum Health

    (2 items) When you use an Ultimate ability, the closest 6 non-player enemies within 12 meters have all Damage Over Time, Major Debuffs, and Minor Debuffs applied to them extended by 1 second per 25 Ultimate spent. This effect will not apply to Damage Beams or Damage Tethers. This effect can occur once every 20 seconds per target.

    actually i think it just needs to be redesigned in general. this effect is so incredibly powerful that it's stupid.

    Yeah same, but if they wanna make it live like this at least not on players lmao.
    Avid reader of wes’-pts-diary[RIP]

    NerfAS and Shill ruins everything

    Skinny-meta-fake, graded D, and can’t explain the law of diminishing marginal returns.

    I won’t post that Wes, I’ll get [snipped] for the last time

    Revert this patch - Audens, 2022
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