francesinhalover wrote: »HackTheMinotaur wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
I am hoping you guys will do another pass on skill updates in Week 3. Great changes overall, but:
1. Biting Jabs getting Brutality/Sorcery does not make sense in so many ways.
- This buff on a spammable skill just seems wrong. It seems like a limitation rather than an advantage. Other classes have longer lasting versions of this buff, usually at least 20 seconds.
- Magicka Templars would never use Jabs over Puncturing Sweep, so they never get this important buff? Seems less than ideal.
- All other classes (except Necros) get Brutality/Sorcerer applied to a base skill, not just a single morph. This ensures that you have the buff you need regardless of class specialization.
- I understand giving the skill something to make it stand out now that Savagery is removed, but I would prefer something truly unique rather than a major/minor buff. Why not play off a stacking element to reward players for landing all 4 Jabs on a target like 1% bonus crit chance per Jab, 50 weapon/spell damage per Jab, bonus Penetration per Jab, etc.?
- If going the standard major/minor buff route something for Templar tanks would be a nice addition: AOE minor main, minor fracture, minor mangle, etc.
- Better options for Brutality/Sorcery in order of preference for Templar would be (1) Rune Focus, (2) Solar Flare, (3) Backlash, (4) Spear Shards - lots of good options here!
2. Necros need Brutality/Sorcery too! Tell me this is coming in week 3 please?
3. Venom Arrow getting Brutality/Sorcery is a great idea for bow builds but the buff needs to be at least 12-15 seconds long. 10 seconds is too easy to accidentally drop if your rotation is not 100% perfect.
I would preffer the skill to give minor courage or that minor bonus from kinras.
Same with rapid strikes.
Because for major brut and savagery pots exist.
FeedbackOnly wrote: »Why do all ultimate sets never get to work on sorc class? The new negative jorvulds can't work on sorc because we litterally have a class passive lowering our ultimate below 25
Still time and time again overload is always excluded on sets. Like we aren't only ones cheap ultimates
francesinhalover wrote: »HackTheMinotaur wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
I am hoping you guys will do another pass on skill updates in Week 3. Great changes overall, but:
1. Biting Jabs getting Brutality/Sorcery does not make sense in so many ways.
- This buff on a spammable skill just seems wrong. It seems like a limitation rather than an advantage. Other classes have longer lasting versions of this buff, usually at least 20 seconds.
- Magicka Templars would never use Jabs over Puncturing Sweep, so they never get this important buff? Seems less than ideal.
- All other classes (except Necros) get Brutality/Sorcerer applied to a base skill, not just a single morph. This ensures that you have the buff you need regardless of class specialization.
- I understand giving the skill something to make it stand out now that Savagery is removed, but I would prefer something truly unique rather than a major/minor buff. Why not play off a stacking element to reward players for landing all 4 Jabs on a target like 1% bonus crit chance per Jab, 50 weapon/spell damage per Jab, bonus Penetration per Jab, etc.?
- If going the standard major/minor buff route something for Templar tanks would be a nice addition: AOE minor main, minor fracture, minor mangle, etc.
- Better options for Brutality/Sorcery in order of preference for Templar would be (1) Rune Focus, (2) Solar Flare, (3) Backlash, (4) Spear Shards - lots of good options here!
2. Necros need Brutality/Sorcery too! Tell me this is coming in week 3 please?
3. Venom Arrow getting Brutality/Sorcery is a great idea for bow builds but the buff needs to be at least 12-15 seconds long. 10 seconds is too easy to accidentally drop if your rotation is not 100% perfect.
I would preffer the skill to give minor courage or that minor bonus from kinras.
Same with rapid strikes.
Because for major brut and savagery pots exist.
i had some thoughts on this with the ability to use 2 stat pools:
so you can do a mag sorc with a stam spammable and run tri pots by slotting inner light on the front and running degen
build
resource usage
Not sure if this has ever been mentioned but the split of DK having Minor Brutality and Templar having Minor Sorcery will not work with the current system of having all sets giving spell and weapon damage whenever they have damage stats.
francesinhalover wrote: »All skills with Major Brutality/Sorcery:
2h Momentum and morph: 20sec prebuff
Dual wield Hidden blade: 20sec and 40sec in combat
NB Drain power: 20sec in combat
DK Molten Weapons: 45sec and 30sec prebuff
Warden Betty netch: 25sec prebuff
Mage Surge: 33sec prebuff
Templar Puncturing Strikes: 10sec (but its a spammable so ok i guess ?) in combat
Mage guild Degeneration: 20sec in combat
and Bow: Venom Arrow 10 sec in combat ... what ??? Please buff it to 20sec thx
Id preffer 15 secs dot on venom harrow so it is easy to use with endless hail. But the dmg buff could stay for 25-30 like flying dagger
francesinhalover wrote: »were there changes this week for pve balance or pvp? i don't see anything... am i checking on the wrong place?
venom arrow could use a duration buff... and plaguebreak some nerfs or reworks to work on pve and not kill 40 players with no skill in pvp.
francesinhalover wrote: »francesinhalover wrote: »HackTheMinotaur wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
I am hoping you guys will do another pass on skill updates in Week 3. Great changes overall, but:
1. Biting Jabs getting Brutality/Sorcery does not make sense in so many ways.
- This buff on a spammable skill just seems wrong. It seems like a limitation rather than an advantage. Other classes have longer lasting versions of this buff, usually at least 20 seconds.
- Magicka Templars would never use Jabs over Puncturing Sweep, so they never get this important buff? Seems less than ideal.
- All other classes (except Necros) get Brutality/Sorcerer applied to a base skill, not just a single morph. This ensures that you have the buff you need regardless of class specialization.
- I understand giving the skill something to make it stand out now that Savagery is removed, but I would prefer something truly unique rather than a major/minor buff. Why not play off a stacking element to reward players for landing all 4 Jabs on a target like 1% bonus crit chance per Jab, 50 weapon/spell damage per Jab, bonus Penetration per Jab, etc.?
- If going the standard major/minor buff route something for Templar tanks would be a nice addition: AOE minor main, minor fracture, minor mangle, etc.
- Better options for Brutality/Sorcery in order of preference for Templar would be (1) Rune Focus, (2) Solar Flare, (3) Backlash, (4) Spear Shards - lots of good options here!
2. Necros need Brutality/Sorcery too! Tell me this is coming in week 3 please?
3. Venom Arrow getting Brutality/Sorcery is a great idea for bow builds but the buff needs to be at least 12-15 seconds long. 10 seconds is too easy to accidentally drop if your rotation is not 100% perfect.
I would preffer the skill to give minor courage or that minor bonus from kinras.
Same with rapid strikes.
Because for major brut and savagery pots exist.
i had some thoughts on this with the ability to use 2 stat pools:
so you can do a mag sorc with a stam spammable and run tri pots by slotting inner light on the front and running degen
build
resource usage
Ew...crystal weps...
Wouldnt mind changing my stam build to be able to use a mag spammable... Not sure what spammables they have.
Spammables in this game are so bad outside of stam nightblades and stam templar
McTaterskins wrote: »I don't know if it's possible to change the heal stacking dynamic in pvp without messing up pve healing, since we depend on stacked hots for trials, but if it can be done, I could get behind that.
How many RR's do you stack in trials?
HoT Alternatives:
Ritual/Morph
Strife/Morph
Grand Healing/Morphs
Budding Seeds
Vines/Trellis
Nature's Grasp/Morphs
Life Amid Death/Morphs
Spirit Mender/Morphs
Restoring Tether/Morphs
Ring of Preservation
Vigor/Morphs
Cinder Storm
Refreshing Path
Energy Orb
Special Consideration:
Lotus Flower/Morphs
Siphoning Strikes/Morphs
Surge/Morphs
Various Synergies
Various Ultimates
Various Proc sets
Hungry Scythe
Bitter Harvest/Morphs
Bond with Nature Passive
Blood Magic Passive
Unflinching Rage Passive
Glyphs
Poisons
Altar/Morphs
Is there any explanation as to why none of the above listed skills and factors aren't taken into consideration as alternatives if Radiant Regen weren't stackable? Other than having to swap one fire and forget button for another?
If it's simply "RR is just that much better/cheaper/etc." then it only reinforces the point that the skill needs to be looked at. Nvm the part where my GF's templar gets as good/better RR ticks on me with <5k spell dmg and minimal +healing than my 6k+wep dmg resolving vigor ticks. - In the case of that point, after the patch, why would I not just switch to RR and stack it with the other one in the group instead of blowing stam and a slot on Vigor? Or.... why not combine them? See the problem?
Not baiting or bashing @p00tx at all. The point is, his question is the common argument or 'go to' as to what/why the changes wouldn't or shouldn't take place.
The list above is quite long and full of completely useable alternatives. If a change to whether or not RR stacks were to somehow impact PvE, it is a player side problem at that point. Which, again, is an adjustment to one of the healers or support members slotting something else and moving on.
@ZOS_Kevin @ZOS_GinaBruno - anyone? Any acknowledgement or "here's why this is intended"? Anything going on there? You've got content creators posting videos explaining the upcoming changes are a partial reason as to why they're moving on to other games (Elden Ring) or giving up.
Communication and response to feedback is going to be more and more critical this year.
McTaterskins wrote: »xylena_lazarow wrote: »
@divnyi - Yeah it's a pretty big update coming with the dynamic scaling changes. Some pretty crazy examples already being uploaded from PTS:
Including, but not limited to... Stam DK's with 26k+ coag crits while 2k+ ticks per target are pumping from burning embers. (There's already PTS video)
3-4k vines ticks with 6-7k bursts (all non crit) on the trellis end .. on stam wardens.
23k+ crits on RF on stam necros.
3-4k++ spirit guardian ticks on stam cros.
24k+ HtD crits on Stamplars.
4k ticks on radiating regen on assorted Stam builds. (DKs/Plars primarily)
This stuff is just what I've seen on PTS vids on the current round.
These healing changes aren’t acceptable for PvP, as they are only going to exacerbate an already existing issue. This has been clearly demonstrated by just about every PvP content creator at this point.
These changes are also negligible in PvE one way or the other.
That said, I *DO NOT* want nerfs. Update 32 was perfect, or at least as close to it as i think it gets. Just revert these changes to what they were in update 32, and leave it there for the remainder of the year. It can be reassessed then. Please and thank you.
These healing changes aren’t acceptable for PvP, as they are only going to exacerbate an already existing issue. This has been clearly demonstrated by just about every PvP content creator at this point.
These changes are also negligible in PvE one way or the other.
That said, I *DO NOT* want nerfs. Update 32 was perfect, or at least as close to it as i think it gets. Just revert these changes to what they were in update 32, and leave it there for the remainder of the year. It can be reassessed then. Please and thank you.
yeah nah. just balance things in update 33 when it turns out something is too strong.
VarisVaris wrote: »These healing changes aren’t acceptable for PvP, as they are only going to exacerbate an already existing issue. This has been clearly demonstrated by just about every PvP content creator at this point.
These changes are also negligible in PvE one way or the other.
That said, I *DO NOT* want nerfs. Update 32 was perfect, or at least as close to it as i think it gets. Just revert these changes to what they were in update 32, and leave it there for the remainder of the year. It can be reassessed then. Please and thank you.
yeah nah. just balance things in update 33 when it turns out something is too strong.
What do you mean by "when it turns out"?
The changes on pts are unbalanced as heck there is no need to go through 3 months of horrible balance when every single change Zos has made with U33 negatively impacts PvP balance.
Embers being a hot: broken as hell
Javalin ignoring block: broken as hell
Hybridization: biggest balance nightmare this game has ever seen
Dark Convergence fix: what the f... no pvper wants this set to exist in it's current Form and they decide to Buff it
Power Slam affected by bash damage amplifiers: yeah 10/10 idea to give sword and board the highest damage Spammable
...
This patch is terrible and anyone who has even read the patch notes should know that and anyone who has been on pts has felt it directly.
U32 already is a stinker balance wise and the whole U33 patch should have been direct nerfs to magdk, magplar, magnecro and radiating regen stacking but instead U33 drops a huge dump on top of the current pile of poopy balance
MudcrabAttack wrote: »Bows still need an adjustment. I primarily run stamina builds, and this patch has finally opened my eyes to just how messed up bows are. I get better dps from a staff now on a stamina toon, just using one hybrid staff skill that works at full strength while mixing in other things.
It’s a combination of issues causing the problem. Weaving bow light attacks between skills is still a clunky experience, everything has to slow down just to get the light attacks to land consistently. And using a bow on one bar and a different weapon on another causes hawk eye to run out more often than not, it’s way too important of a buff that relies on way too clunky of a mechanic, causing many people to view the bow as a problematic weapon
MudcrabAttack wrote: »Bows still need an adjustment. I primarily run stamina builds, and this patch has finally opened my eyes to just how messed up bows are. I get better dps from a staff now on a stamina toon, just using one hybrid staff skill that works at full strength while mixing in other things.
It’s a combination of issues causing the problem. Weaving bow light attacks between skills is still a clunky experience, everything has to slow down just to get the light attacks to land consistently. And using a bow on one bar and a different weapon on another causes hawk eye to run out more often than not, it’s way too important of a buff that relies on way too clunky of a mechanic, causing many people to view the bow as a problematic weapon
personally i'm expecting some love for bows and lighting staff in the near future as both options feel far inferior to inferno staff now.
fripplethorn wrote: »Do they ever respond here? Or are we just spitting in the wind? I'd still like to hear the reasoning behind a 1500 to 500 nuke of a nerf instead of a 1500 to 1200 actual test nerf... if they were being honest about wanting to allow niche builds. Gutting the entire build around one skill (that no one asked for in the first place) is not encouraging niche builds. In fact, just the opposite. Not everyone wants to play MagDK...
These Hybrid Scaling Changes will kill PvP........
Magic Builds are relatively unchanged in this Meta, except for a few possible changes to using 2h with execute, duel wield whirling blades.