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.
ESO_Nightingale wrote: »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.
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.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »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.
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 wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »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.
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.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »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.
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 wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »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.
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.
MindOfTheSwarm wrote: »ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »MindOfTheSwarm wrote: »ESO_Nightingale wrote: »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.
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.
nwilliams2107b16_ESO 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.
ESO_Nightingale 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.
MashmalloMan 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.
ESO_Nightingale 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.
Lapin_Logic wrote: »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.
VarisVaris wrote: »
Except how PvE stuff gets nerfed through the floor because PvPers boohoo about X, Y and Z.
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.
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.
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.
ESO_Nightingale 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.