Player abilities that grant Major Savagery, Prophecy, Brutality, or Sorcery now grant both of their respective versions (such as Savagery and Prophecy) in efforts to reinforce the accessibility of hybrid stat gaining.
- Note that player passives and consumables that grant the Minor versions of these have not been adjusted at this time, in order to preserve class unique power contribution for coordinated groups.
silver1surfer69 wrote: »I would like to know who wrote this. I like the vision and the spark it brings. It gives me confidence for the future cause it makes me feel that there are guys at the right positions that really seem to know what they are doing and talking about.
MashmalloMan wrote: »silver1surfer69 wrote: »I would like to know who wrote this. I like the vision and the spark it brings. It gives me confidence for the future cause it makes me feel that there are guys at the right positions that really seem to know what they are doing and talking about.
Gilliam the Rouge was a content creator for ESO like 3 or maybe even 4 years ago. He got hired at ZOS, he's as close to the playerbase as anyone from the dev team can be as he was "one of us" so to speak.
He was really knowledgable and posted a lot of content related to number crunching.
MashmalloMan wrote: »It's not a secret that Templar and DK are dominating PVP right now and a part of the reason is they now have full access to their class minor buffs
dinokstrunz wrote: »Being able to move wouldn't make me want to use Rite of Passage, Ambush and Northern Storm changes are solid though
MashmalloMan wrote: »It's not a secret that Templar and DK are dominating PVP right now and a part of the reason is they now have full access to their class minor buffs
Which is not really a class issue, more of a game design side effect. Each base game class has their own minor buff for critical chance and damage increase. Plus, I think it's always honest in such discussions to mention what class someone personally plays. It's also no secret that there is the tendency to complain about other classes, just because people secretly like to see their opponents get hit with the nerf hammers. And most importantly what should be considered: Is it worth giving up balance for PvE, just for PvP? The size of target groups between PvE and PvE is huge by the way. Huge enough that we constantly see new PvE content.
ESO_Nightingale wrote: »dinokstrunz wrote: »Being able to move wouldn't make me want to use Rite of Passage, Ambush and Northern Storm changes are solid though
Northern's change really doesn't feel like enough just based on this 1 change. There may be more added to the base skill but this is all we can see at the moment. Both morphs have felt very underwhelming since the major protection nerfs. However with this being said, the change from max magicka to weapon and spell damage sounds nice.
I am kinda worried because whenever "heavy-handed" term is used.... it means nerfs...ZOS_Gilliam wrote: »Keep in mind that most of these adjustments will not be heavy-handed and will instead focus on tweaking values of effects with our set bonus efficiency calculator and standardization as guidelines.
Skullstachio wrote: »Will the Wild Guardian Morph Get a bit of a buff/touchup since Eternal guardian is often the clear bread-winner when choosing a morph?
(Because when taking piercing cold into account, Eternal guardians magic damage slightly exceeds the damage of Wild guardian regardless of build composition not to mention eternal guardians 1 minute resurrection on death gives it a more distinctive advantage over wild guardian having “converted to increased physical damage” in which the res mechanic for eternal guardian is fine 100% from my perspective.)
I honestly feel Wild Guardian as a morph could use some “Bear Hugs” to give 'em a slight buff in the right direction.
MashmalloMan wrote: »ESO_Nightingale wrote: »dinokstrunz wrote: »Being able to move wouldn't make me want to use Rite of Passage, Ambush and Northern Storm changes are solid though
Northern's change really doesn't feel like enough just based on this 1 change. There may be more added to the base skill but this is all we can see at the moment. Both morphs have felt very underwhelming since the major protection nerfs. However with this being said, the change from max magicka to weapon and spell damage sounds nice.
Would you like it if they removed Major Protection in favour of more damage because I think that would be a great direction to take.
I think thats really holding it back right now, 1 morph should be defensive while the other is offensive instead of this mixed bag for both.
I disagree. TES games have always been like this, traditional classes (like we know them in most rpg titles) have little place. What I WANT to see is better balance, so that running 2 daggers isn't mandatory to be 'competitive'.Kelanthras wrote: »I don't want to be a mage with 2 daggers and a greatsword.
You have killed this game for me with your new meta.
I would have played the expansion even with the lack of anything new, but only if I enjoyed playing my class.
TitanEidolon wrote: »Mortal Coil and Mystic Siphon: These morphs will increase your Health, Magicka, and Stamina Recovery by up to 150 while active, rather than restoring up to 1260 Stamina or Magicka over their durations.
While this is fine for Mystic Siphon, Mortal Coil not restoring stamina sound bad for necro tanks. Also, both gonna do the same thing? That's boring.
Yeah, this is going to wreck necro tank sustain... to the point that I don't even know how to address stamina sustain on the class if this is removed.
TitanEidolon wrote: »Mortal Coil and Mystic Siphon: These morphs will increase your Health, Magicka, and Stamina Recovery by up to 150 while active, rather than restoring up to 1260 Stamina or Magicka over their durations.
While this is fine for Mystic Siphon, Mortal Coil not restoring stamina sound bad for necro tanks. Also, both gonna do the same thing? That's boring.
Yeah, this is going to wreck necro tank sustain... to the point that I don't even know how to address stamina sustain on the class if this is removed.
MashmalloMan wrote: »
@ZOS_Gilliam So since you're only focussing on morphs, are you saying you're not touching this issue yet? I understand a lot of reworking needs to be done behind the scenes so the original 4 classes each bring something unique to the table, but Sorc/NB are being left behind in the dust.
I mean, even if you did adjust this.. it's not going to trump the power Minor Brutality/Sorcery gives because you've effectively killed any reason in PVP to aim for crit chance/damage. Every player has -20% crit damage resist at base, but you've also gone ahead and given every 4 man group (mainly BGs) another -20% from Rallying Cry which just so happens to increase damage values as well. Throw in a bit of impen and crits are doing next to no additional damage so what is the point in investing in it when it's uphill battle.
"We’ve also tried to focus on bringing up lesser utilized morphs’ power, rather than bringing down the clear winners"
Means we will finaly see consuming darkness and all its morphs finaly reworked after being rendered completley useless for 3 years straight as its ONLY selling point : major protection got nerfed into the ground?
For a tank ult its by far the most useless one with non existant benefit to the caster for its ludicrous ult cost and nigh useless group utility
Mass hysteria doing nothing but a AOE CC its complelty outclassed by repel evil wich also give you 2x20s buffs on top of it
Also removing the stealth penality on heavy armor would be nice, hauling a full set of medium armor because I want to have some fun in the overland thieving or using blade of woe is extremely annoying when non tank players don't have to waste inventory space for that matter, I get detected from 5m away BEHIND npc when INVISIBLE to cry out loud
As people complaing about vamprie : there is a deep need of a full rework of it, as it stand is extremely niche and ask you to sacrifice way too much to get its benefit to the point its only good for role playing