the game is 8 years old, the fundamentals didn't change, there's information all over the internet still valid, doesn't matter.make it the undaunted intro quest. they are the dungeon people, that's when damage and builds start to matter.
have a tanking tutorial, a healing tutorial and a dps tutorial.
that's already the case for most classes. the only thing that changed in that regard were certain skill timings/functionality and a longer spam window. the rest was damage numbers.Anything else but "cycle through your DOTs and then spam, and don't forget your weaves".
it's a slottable competing with better options, and in prolonged fights hardly used because there isn't enough stuff to kill to trigger it and make it worth it.FeedbackOnly wrote: »🥺 please notice this
Restoration Staff now restores 2970 Magicka, down from 3219.
This isn't balance because destro staff has built in sustain passive based in kills along with cp passive to resto magicja based on kills
DPS have a lot more methods to sustain then healers.
FeedbackOnly wrote: »ESO_Nightingale wrote: »FeedbackOnly wrote: »Screaming Cliff Racer (morph): This morph now increases your Weapon and Spell Damage by 100 for 10 seconds after hitting an enemy and increases by an additional 200 when hitting an Off Balance enemy, rather than increasing its damage by up to 15% based on your distance from the enemy. The bonus Weapon and Spell Damage is tracked separately so you do not need to worry about losing the bonus when hitting an enemy that is no longer Off Balance.
Please make sure this is balanced with sorc passive that increases spell and weapon damage. It seems to me sorc passive needs a buff
I don't understand what your problem with warden is, but i don't think you understand that offbalance has a pretty long cooldown. This spammable is still roughly designed and while it's a bit better, it's still not as good as something like molten whip. You don't seem to have paid attention to advanced species being entirely crippled for pve because it's now penetration instead of damage. Which is a much better comparison for the sorc weapon and spell damage passive.
They tend to historically get buffs without looking at other classes.
-Developer Comment, PTS Patch Notes v8.1.0, Bruno, G. July 2022“Neither of the adjustments should make healing in PvE environments terribly difficult either, as there is an overabundance of over-healing in those encounters,…”
Nerfs are fine as long as classes are balanced. I don't wanna play different class only because mine got destroyed. Currently necro and templar are way ahead others. Either nerf them more or buff others.
I don't think it's fair to rail on Kevin because he drew the short straw in responding to Feedback, however vaguely it was.
Just to clarify with a little extra testing here. @Necrotech_MasterBefore we jump to conclusions, Winter's Respite already only ticks for 2 second intervals even on Live and I don't believe Pillar of Nirn has been touched (at least not according to its PTS tooltip). Which doesn't ease the healing aspect which I mentioned previously.Necrotech_Master wrote: »if they "stealth nerfed" ALL dot and hot gear sets (such as winters respite and pillar of nirn that arent even mentioned in the patch notes), yeah this is absolutely going to horrendously kill healing and dot gameplay
Edited to add:
Pillar of Nirn also ticks for 2s intervals on Live. According to my Combat Metrics, Pillar of Nirn will lose approximately 2.2% DPS from Live to PTS.
Nerfs are fine as long as classes are balanced. I don't wanna play different class only because mine got destroyed. Currently necro and templar are way ahead others. Either nerf them more or buff others.
I think the double duration/tick half as frequently change is a poor choice. It's not something that even makes sense, and just hurts gameplay, especially when it comes to healing (both in pve and pvp).
I understand that changes cannot be done overnight. But with this amount of uproar it would be better if there was more communication than “just give it a couple of weeks”. Players have already quit because they expect that PTS feedback will be ignored (because most of the time it is). There are many more that are in waiting mode to see if it goes live like this, and if it does they will quit as well.
It’s doing irreparable damage to trust that was already thin to begin with, not just to ESO but possibly the whole company.
In a few years when the Star Wars MMO that ZOS is working on will be released, I’ll probably think “oh nice, a new Star Wars MMO! Let me try… oh wait it’s by ZOS. Never mind”. And I’m sure I won’t be the only one.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
Hi All, we want to follow up on the conversations around the U35 combat changes. First, thanks to everyone who have tested the changes and provided detailed and constructive hands-on feedback. We have been reading your feedback and reviewing the testing data since PTS launched earlier this week, and we are continuing that process. We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
We also ask that players please keep in mind that PTS is a test server. Numbers presented in PTS1 are often different than what appears in PTS5. Keeping this in mind, we’ll continue to review feedback and make adjustments as needed.
Thanks for your continued patience as we continue our testing on the PTS - please keep the hands-on feedback coming.
the game is 8 years old, the fundamentals didn't change, there's information all over the internet still valid, doesn't matter.make it the undaunted intro quest. they are the dungeon people, that's when damage and builds start to matter.
have a tanking tutorial, a healing tutorial and a dps tutorial.
the intro tutorial has been reworked almost every new chapter, didn't matter.
the game outright tells you when to block and interrupt and how, doesn't matter.
there's plenty of opportunity to learn how the game works already.
.
I don't think it's fair to rail on Kevin because he drew the short straw in responding to Feedback, however vaguely it was.
It's his job, it's actually his job.
He gets paid real life money to do this as "forum manager" and if anything he and the senior community manager should be posting way more especially in light of the pretty intense response this PTS has receieved. Instead we get some vague "not the same PTS1 as PTS5" and wishy washy "we're hearing your feedback" without actually adressing that this whole PTS is clearly causing genuine distress in the community.
It's been 5 days and this is the only response. It's not good enough.
Remathilis wrote: »Warden's are mad. Sorcs are mad. Templars are mad. Necros are mad. DKs are furious. And NBs would be mad if there were any.
I'd say good job. When nobody's happy, everyone wins.
What the hell are NBs mad about? Surprise attack being an auto crit when flanking or killer's blade finally rivaling weapon executes? Two things they've wanted forever?
I understand that changes cannot be done overnight. But with this amount of uproar it would be better if there was more communication than “just give it a couple of weeks”. Players have already quit because they expect that PTS feedback will be ignored (because most of the time it is). There are many more that are in waiting mode to see if it goes live like this, and if it does they will quit as well.
It’s doing irreparable damage to trust that was already thin to begin with, not just to ESO but possibly the whole company.
In a few years when the Star Wars MMO that ZOS is working on will be released, I’ll probably think “oh nice, a new Star Wars MMO! Let me try… oh wait it’s by ZOS. Never mind”. And I’m sure I won’t be the only one.
I think the double duration/tick half as frequently change is a poor choice. It's not something that even makes sense, and just hurts gameplay, especially when it comes to healing (both in pve and pvp).
Honestly, the engineering blood running through my veins suggests that there is more to the story. I maintain that these changes are an absolute boon if the dev team is looking to improve server performance . By increasing the time between ticks from 1 second to 2 seconds, they can effectively double the DoT load the server can handle, without changing any thing else. This has to be a powerful aphrodisiac for a studio searching for performance improvements.
Honestly, the engineering blood running through my veins suggests that there is more to the story. I maintain that these changes are an absolute boon if the dev team is looking to improve server performance . By increasing the time between ticks from 1 second to 2 seconds, they can effectively double the DoT load the server can handle, without changing any thing else. This has to be a powerful aphrodisiac for a studio searching for performance improvements.
I feel like the same could apply to the Light Attacks, but with less bang for the buck.. Thanks to weaving, Light Attacks happen a lot, so the pending change should reduce the server-side calculations. The results probably are not as spectacular, though.
Performance may not be the primary reason, but I can't imagine that this topic never came up. Performance is a Big Thing, their Achilles Heel, and if I were them, I would certainly consider at anything that could help.
ESO_Nightingale wrote: »FeedbackOnly wrote: »ESO_Nightingale wrote: »FeedbackOnly wrote: »Screaming Cliff Racer (morph): This morph now increases your Weapon and Spell Damage by 100 for 10 seconds after hitting an enemy and increases by an additional 200 when hitting an Off Balance enemy, rather than increasing its damage by up to 15% based on your distance from the enemy. The bonus Weapon and Spell Damage is tracked separately so you do not need to worry about losing the bonus when hitting an enemy that is no longer Off Balance.
Please make sure this is balanced with sorc passive that increases spell and weapon damage. It seems to me sorc passive needs a buff
I don't understand what your problem with warden is, but i don't think you understand that offbalance has a pretty long cooldown. This spammable is still roughly designed and while it's a bit better, it's still not as good as something like molten whip. You don't seem to have paid attention to advanced species being entirely crippled for pve because it's now penetration instead of damage. Which is a much better comparison for the sorc weapon and spell damage passive.
They tend to historically get buffs without looking at other classes.
How do you know what they look at? Pve dps and pvp dps especially tend to not ever get what they need or even what the playerbase of warden wants until years after the fact. They've historically filled our class with raw named buffs instead of actually making solid changes that listen to feedback, in fact their historical changes have shown that they don't have any vision for the class. They didn't listen to any feedback about the feel of dive, which is still awful and has been since summerset, getting worse in Dragonhold. they didn't listen to feedback about natures grasp and it's morphs being awful and have nerfed it several times after that, they adamantly refuse to give us an on-demand stun, and for the longest time literally ignored us saying we need a solid burst heal that scales off wep/spell damage, we only got that this patch, but only after listening to people who think it's a good idea that the class have SIX max stat scaling healing skills. They haven't listened that a huge portion of us want more frost damage skills/morphs on the class.
If we need more damage their solution is to find a raw damage buff we don't yet have, and to give it to us. This happened with minor vuln and breach, this also happened with off balance to some degree as well. Another solution they come up with is to just increase our passive raw damage effects, look at piercing cold and when they tried to buff advanced species to 3%.
The class was never designed well from a damage dealer's perspective. The one damage skill that we have that is interesting is scorch. There is an entire design that could have been focused around that concept of frontal aoe. Instead they just filled the rest of the class with a ranged spammable, a ranged single target Dot and a generic ground aoe DoT. There is so much potential to give this class a truely unique design centered around scorch and arctic blast/northern storm. But zenimax doesn't care. They just don't.
FeedbackOnly wrote: »🥺 please notice this
Restoration Staff now restores 2970 Magicka, down from 3219.
This isn't balance because destro staff has built in sustain passive based in kills along with cp passive to resto magicja based on kills
DPS have a lot more methods to sustain then healers.