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PTS Update 35 - Feedback Thread for Combat Balance Changes

  • exiledtyrant
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    Did some 3 mil tests as a DPS comparison for different stam sorc spammable setups. This test had more to do with what discrepancy if any one set of spammable skill had vs another, and less to do about DPS ceiling / floor. Note I also dd not use my ultimate as it could have made results a bit swingy at the lower health threshold.

    Crystal weapon + Flurry + Whirlwind did about 29.8k
    Flurry + Whirlwind did 29.5k
    Crystal Weapon + Flurry did 31k
    Crystal Weapon +Whirlwind did 27k

    My initial conclusions are that while most of the loadouts were rather close to each other they speak towards a a bigger issue. Crystal + Flurry + Whirlwind by design should have blown any of the other setups out of the water by a large margin. However, the more traditional flurry + whirlwind parse shows you can swap in just about any other damage skill and net almost the same results.

    Crystal weapon + flurry is an outlier that more or less seemed to capitalize on the shorter execute window the dummy had. Meaning I was able to skip over the wasted actions usually reserved for doing another 20 sec dot setup / weaving crystal weapon to push for the last burst of DPS.

    Crystal Weapon + Whirlwind performed as expected due to the shorter execute window and the weaker crystal weapon making it hard to compete with flurry at all. Its also a much harder to sustain rotation than the other even with crystal weapons 10% discount.

    Video of 4 Parses here:

    I'll try to compare another skill set later in the week on the 21mil.
    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • kindred
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    So this is what they're going to do because this is what they always do. They are going to go thru with the majority of these changes then they will take the next year or so changing the changes.
  • shadyjane62
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    kindred wrote: »
    So this is what they're going to do because this is what they always do. They are going to go thru with the majority of these changes then they will take the next year or so changing the changes.

    Maybe I'll be back in that uncertain future.
  • MidniteOwl1913
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    Fabi95 wrote: »
    I'm carrying over one of my posts because I posted it in a wrong section before:

    First off, I'm liking to thank you that your team incorporated suggestions from the Templar feedback thread. I'm genuinely happy to see that feedback is really considered! They are my favorite additions I'm looking forward to in update 35.

    As for feedback about game balance, I'm going to focus on the current changes: I did notice a serious discrepancy in healing with the "Radiating Regeneration" from Restoration Staff line, and "Vigor" skill from Alliance War line. They are now extremely similar in values, despite that "Regeneration" requires a restoration staff. "Vigor" is universal and does not need a weapon.

    It plays a big part in ESO what added utility a weapon (such as a staff) provides. The Restoration Staff is meant for healing. So its passive skill "Restoration Master" adds 5% more healing while actively wiedling the staff. However, the nerf to "Regeneration" makes this no longer worth it for many situations, and the passive skill does not balance it out.

    Why? Because now healers could switch to "Vigor" and use a backbar destruction staff with a weapon damage enchantment, and get better use and healing out of this than using the "Regeneration" restoration staff skill. Not only does that feel wrong, it is making things more difficult for dedicated healing builds. The Regeneration nerf will likely make people consider to use either Vigor or Energy Orb, with don't require a staff at all. Considering that "Echoing Vigor" provides a big area radius and increased duration, this is particularly putting the restoration staff at a disadvantage now.

    My suggestion: "Radiating Regeneration" needs to be more closer to its value in update 34, at least to a skill like Energy Orb. The Regeneration skill makes it already difficult to target many people at once, unlike the area of effect healing skills (like Vigor). Having to target people and using a skill multiple times should be rewarding and add value. Right now, the only added utility with "Radiating Regeneration" is the provided mobility, because players don't need to stand in a healing circle.

    One more plot twist: On stamina builds, "Vigor" can now manage to provide more healing than the "Regeneration" skill. The question that arises here is, are magicka Restoration Staff healers supposed to heal less over time than a stamina damage dealer with Vigor? If not, this needs to be carefully corrected in balance, so that this is not becoming an issue.

    Because additionally, when it comes to solo healing and PvP, "Resolving Vigor" is now outstanding compared to "Rapid Generation" - particularly that "Resolving Vigor" now has the Major Resolve buff. While "Resolving Vigor" guarantees that you heal yourself and not someone else by accident, which can be the case with "Regeneration". With even better healing than "Rapid Regeneration".

    Below are images I took on the PTS, with a magicka character, for a rough comparison how close the skills are in healing value now.

    hiojvsemfhov.jpg

    Thanks for reading.

    Yes, this! RR is essential for PUGs with very new players. Often the tank doesn't really know how to tank yet (or it's a high CP fake) and there is no real effective taunt. People run around all over, there is no healing circle. Many times the boss targets me and I have to block more than heal. RR helps me keep the party alive. I can also look at where the beams go to get some idea of where everyone is. That helps sometimes too. I like helping the newer players, but I really need RR to do that.

    PS5/NA
  • MidniteOwl1913
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    Oshea_OK wrote: »
    Doing some more testing on the servers today. I realized the game reset my Champion points, and wanted to retest for better results.
    This is still my DPS Mag Templar Build. I have never done a trail. I am parseing it as I would use it for my own solo game play, and not purely dps, which is not how I would use it. Example, I am using a Harding glyph for the staff and usually one or two jewelry glyphs are for recovery, instead of all 3 for damage. On my two bar set up I using a maelstrome back bar with a damage gyph. I also using one heavy attack in rotation, because I usually run out of resources in normal game play. I also use lightning staff, because it is easier to use.


    PST
    2Bar = 44K
    Oakensoul = 40k

    Current Game
    2Bar = 46
    Oakesoul = 50

    Interestingly, I am now able to do more damage with a 2 bare set up in the PTS than with Oaksenoul. The reason for this is the easier rotation; the longer buffs are easier to use, and it help me perfect my rotation and light weaving more. The second thing is that the Major Force and Heroism are adding alot of dps to help an average player like me. Without major buffs, it might help better players, but not someone like me. But it was meant for average players and below.

    On the current game to PTS I am still losing on average 10-12k dps on oakensoul, and this is true when I was only parsing on average 30k dps or now 45k dps.

    This should give a good base line (10-12k dps) for how much those major buffs of Force and Heroism adds to average and below players in dps, because these as far as I can tell are the major contributors to the dps lose on the PTS with oakensoul.

    For players only doing 25k (world bosses are hard at this level) to then be able to do 37k dps, is game changing! This really helps. This really helps!

    Suggestions: (1) if Oakensoul is meant for average players and below, then and extra 10k dps needs to be added back to it, so that it helps the audience it was meant for.
    (2). The longer rotations are helpful, especially after testing for a while. But the same suggestions are still in play. More dps needs to be added for AOE dots, since newer players use these. And dots need to tik every second or .5 seconds, particularly for heals. And 15 seconds dots my be a better comprise.
    (4). As an average player, I still use a few jewelry glyphs for recovery because I still run out of resources. And so I end up using some heavy attacks' with my lighting staff. The content creators I watch suggest such things for newer or average players, and I find this advice helpful. The point is that this demographic uses heavy attacks more often than end gamers. Thus, to help this group out, heavy attacks need more dps.
    (3) I agree with Skinny Cheeks video. Buffs and de-buffs seem to be what are separating me from the higher dsp of end game players. Thus, if the goal is to raise the floor for the newer and average players, then such buffs need to be given them. They need to be more accessible. If Oakensoul is meant for this group, then those buffs need to stay (the ring as it is with M. Force is doing exactly what it was meant for), OR, there needs to be an accessible passive skill that gives this buff and major de-buffs (etc).
    In my testing, (and mind you I am new at this and just an average player) these buff are the biggest contributor to dps, and not longer dots, although I will admit the longer dots do make it easier on rotation and light weaving.

    I hope the developers find this helpful.

    Yes, this is all true for me as well. Oakensoul as it is now has made a world of difference. I'm really not looking forward to its loss and I find it hard not to resent PVP as the cause of that loss.
    PS5/NA
  • PeacefulAnarchy
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    ZOS_Kevin wrote: »
    We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
    Hi Kevin. I know no changes were going to happen on PTS this week, but I was wondering if any of those details that were going to be shared are ready.
  • YandereGirlfriend
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    Destructive Clench for Shock Staff still has a tiny range at only 15 meters.

    Meanwhile, Frost Clench has a normal range of 28 meters.

    Shock Staff Destructive Clench is NOT A CC SKILL so it should NOT BE RESTRICTED TO 15 METERS RANGE.
  • code65536
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    Destructive Clench for Shock Staff still has a tiny range at only 15 meters.

    Meanwhile, Frost Clench has a normal range of 28 meters.

    Shock Staff Destructive Clench is NOT A CC SKILL so it should NOT BE RESTRICTED TO 15 METERS RANGE.

    Frost Clench does not have a "normal" range; it has an extended range of 28m. The base skill is (and has always been) 15m, and the Clench morph adds additional effects while the Reach morph, well, reaches further. The "normal" range for this skill is 15m.

    What changed in Update 35 is the Frost Clench was made an exception and given the extended range, and although ZOS did not explain why, it's pretty clear that the reason is because Frost Clench is intended to be used as a taunt. It makes no sense to give the extended range to the other variants of Clench or to the base skill.
    Edited by code65536 on July 22, 2022 12:40AM
    Nightfighters ― PC/NA and PC/EU

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  • YandereGirlfriend
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    code65536 wrote: »
    Destructive Clench for Shock Staff still has a tiny range at only 15 meters.

    Meanwhile, Frost Clench has a normal range of 28 meters.

    Shock Staff Destructive Clench is NOT A CC SKILL so it should NOT BE RESTRICTED TO 15 METERS RANGE.

    Frost Clench does not have a "normal" range; it has an extended range of 28m. The base skill is (and has always been) 15m, and the Clench morph adds additional effects while the Reach morph, well, reaches further. The "normal" range for this skill is 15m.

    What changed in Update 35 is the Frost Clench was made an exception and given the extended range, and although ZOS did not explain why, it's pretty clear that the reason is because Frost Clench is intended to be used as a taunt. It makes no sense to give the extended range to the other variants of Clench or to the base skill.

    EDIT: I wasn't careful with my morph choice - it's Frost Reach that I meant to be comparing Shock Reach to. A nice self-own there on my part.

    In any case, my overall point is that Shock Sorcerers need a viable Shock Damage spammable, similarly to how Frost Wardens received a viable Frost Damage spammable in the form of Frost Reach.

    Currently, Shock Sorcerers have Shock Clench that deals reasonable damage but that is held back in both PvP and PvE by its tiny 15-meter range. And Shock Reach remains primarily a DoT and is not at all viable as a spammable ability. Shock Ele Ring has decent damage but also features a titanic relative cost that rules it out of consideration as well.

    So what needs to happen is either:

    1. Shock Clench range is extended to 28 meters
    2. Shock Reach receives the Frost Reach treatment and gets a substantial buff to its Direct Damage component, putting it on equal footing to other damage spammable abilities

    I would prefer the former (since it features cleave) to the latter but at the very least the latter should happen using the precedent already set by Frost Reach.
    Edited by YandereGirlfriend on July 22, 2022 1:01AM
  • Tannus15
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    @exiledtyrant if you really want to see how bad crystal weapon is try flurry and crystal fragments.
  • jtm1018
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    So, you made dot tick per 2 sec.
    And lowered the dmg by 20-30%.
    So if my dot do 2k dmg per 1 sec, in patch 35 it will do 1.4-1.6k, and then it will be cut by half since it now ticks per 2sec, so realistic dot dmg will be 700dmg per sec, wth! Wtf! Thats a massive nerf.

    Did I get that right or am I so effing wrong.
  • code65536
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    Shock Clench range is extended to 28 meters

    Shock Clench is already very powerful in its own right as a ranged AoE spammable.
    Nightfighters ― PC/NA and PC/EU

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  • Tannus15
    Tannus15
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    jtm1018 wrote: »
    So, you made dot tick per 2 sec.
    And lowered the dmg by 20-30%.
    So if my dot do 2k dmg per 1 sec, in patch 35 it will do 1.4-1.6k, and then it will be cut by half since it now ticks per 2sec, so realistic dot dmg will be 700dmg per sec, wth! Wtf! Thats a massive nerf.

    Did I get that right or am I so effing wrong.

    you're spot on, dps from dots is cut by about 30% for most dots.

    in fact, here is a formula
    for simplicity lets say a spammable does 10k damage

    on live a dot will do 1.5 * spammable damage over 10 seconds, which works out to be 1.5k dps
    on pts a dot will do 2 * spammable damage over 20 seconds, 1k dps
    dots on PTS do 66% of the dps they do on live.

    winters revenge and twisting path got hit harder because on live they are doing more than 1.5 * spammable damage

    conversely from a global cool down perspective dots do 133% damage per GCD.
    over 20 seconds you get an extra spammable in, so *technically* a dot on PTS will do 3* spammable damage (2 for the dot, + 1 spammable) which brings the damage back up to 1.5k dps.

    this is how ZoS have come to these numbers.
  • WrathOfInnos
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    code65536 wrote: »
    Shock Clench range is extended to 28 meters

    Shock Clench is already very powerful in its own right as a ranged AoE spammable.

    I have to disagree with you there @code65536. As someone who loved Shock Clench a couple years ago (for trash and cleave with Master Lightning), it has really lost all of its usefulness. Shock Ring was buffed to deal up to 30% more damage than Shock Clench, while having a 28m range vs 15m. Clench also has a smaller radius (5m), while Ring has a 6m radius. However the targeting makes the radius difference far more impactful, since Clench can only hit 2 enemies standing within 5m of each other, while ring can be ground targeted to hit 2 enemies up to 12m apart. You need to hope for a good centered enemy with Clench.

    Ring is a little more expensive to cast, but this is hardly a concern for bursting trash packs. It can even be a benefit when using Bahsei's to drain mag quicker and get more damage. I will say that the Master Staff (for clench) is better than the Blackrose Staff (Ring), but that's mostly because the Blackrose Staff is poorly designed and has no effect when spamming the spammable. Even the Master Staff cannot compete with a mythic or 5pc set on lightning builds. I miss the previous version that turned Clench into a nice spammable.

    Shock Clench and Shock Reach are both overdue for a buff or redesign. I'd like to see Reach become a decent single target spammable and Clench get some utility. There's no need for a 2nd ranged, direct, AoE shock spammable to exist within the destruction staff skill line. Ring does the job well (maybe excellently if we ever get a BRP staff fix).
    Edited by WrathOfInnos on July 22, 2022 1:42AM
  • MindOfTheSwarm
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    kojou wrote: »
    I don't like the standardization of DoTs, HoTs, and Buffs. I haven't read every post so I apologize if I say something that has already been said, but this change alone ruins the game for me.

    In my humble opinion you should consider standardization around short, medium, and long duration skills and give the classes flavor based on how many of each they have access to. This just feels like every class is going to have roughly the same rotation... Apply 9 DoTs, whack your spammable ability 11 times, apply 9 DoTs, repeat. Hit ultimate when it is up.

    There has to be some dynamics in the rotation to make it fun.

    I'm not even going to gripe about the light attack changes, but I don't really care for them either.

    I agree 100%.

    Too many people are posting parse numbers as if that is the problem with the patch.

    Total DPS does not matter as much as the mundane rotations and lack of play style diversity. The thing is, if most people only care about damage output then ZoS will look at that reduced parse number and think “Mission complete.”

    People need to stop getting so focused on their overall parse and start paying attention to the serious issue which is DoT and HoT durations and tick rate.

    Speaking of DoT durations, this doesn’t really matter either. What does matter is the DPS of DoT’s. Same with the healing per second of HoT’s.

    A change like this makes Thaumaturge and Deadly Strike really weak.

    What is also crazy is that set DoT’s are untouched which is actually starting to make them look like good options for DPS as they out damage class skills by a very wide margin.

    To say the DoT and HoT change has been polarising would be disingenuous. Three quarters of the community oppose this change and agree it is the worst part of it. That’s not polarising, that’s not a 50/50 split. It’s a flat out protest by the majority of the player base.
    Edited by MindOfTheSwarm on July 22, 2022 1:59AM
  • Tannus15
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    master lightning staff was my go to trash setup until they changed the master staff.
  • BretonMage
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    In any case, my overall point is that Shock Sorcerers need a viable Shock Damage spammable, similarly to how Frost Wardens received a viable Frost Damage spammable in the form of Frost Reach.

    Currently, Shock Sorcerers have Shock Clench that deals reasonable damage but that is held back in both PvP and PvE by its tiny 15-meter range. And Shock Reach remains primarily a DoT and is not at all viable as a spammable ability. Shock Ele Ring has decent damage but also features a titanic relative cost that rules it out of consideration as well.

    Totally agree that we need a shock spammable. I would be fine with Shock Clench's 15m range if they did not nerf the damage in the update. Even as it stands now, it is inadequate as a single target spammable. I know it's meant to be an AOE but for those with limited space on our bars, we just have one spammable. I used to use Shock Clench a lot for bosses with lots of adds but with the upcoming nerf it just won't be worth it except for really basic trash.
  • Rado98
    Rado98
    Soul Shriven
    • Light and Heavy Attacks
      • Did you notice these adjustments on the PTS while playing?
        • If you did, was it better or worse in your experience?
        • What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to include before and after images of metrics on data, such as combat logs, to showcase your point.
      • Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments? Please explain your reasoning.

    PVE Perspective, DK main, tested on PTS dummy and new dungeons (Normal and vet)

    The changes are noticeable, personally I am not necessarily against the reduced LA damage but I do not like that the overall damage is lower as it makes the game harder.

    I believe though that weaving coupled with some of the proposed changes is still creates as big a gap as before if not a bigger one. For example:

    Flurry channel increase to 0.8s: the increase makes weaving harder than it was before. Good player will adapt easily, worse players will not. As comparably speaking this is now a strong spammable this increases the gap. If weaving is not going to be made easier it should at least not made harder.

    Stampede damage reduction: As a damage skill stampede is no longer viable, it will most likely need to be replaced by unstable wall as a damage source. The maelstrom staff requires proper weaving to get the most damage, this again increases the gap. Wall, Stampede and Volley couple with their arena weapons should have similar strength to provide true choice and diversity. This change is probably the one that hits harder on a lot of people.

    Most of the strongest set (Kinras, Relequen, etc) including two new ones, require weaving. I am not necessarily opposed to this but the 5s stack is very punishing to worse players, they drop to easily and and take longer to build up. An increase to the stack timer might help here.

    Cheers
  • renne
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    Honestly, in conjunction with all the other changes it's absolutely made the gap bigger because to get the highest damage you're going to need to be on point with your weaving. Missing LAs even if they're flat damage is till missing that damage, and it all adds up.

    I'd love to see someone from ZOS who is in behind these decisions literally reply to anything actually explain how nerfing the damage of everything while still leaving content difficulty untouched is meant to make it less necessary for players to weave and is meant to make it easier for middle tier players to get into the more difficult content.
  • code65536
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    code65536 wrote: »
    Shock Clench range is extended to 28 meters

    Shock Clench is already very powerful in its own right as a ranged AoE spammable.

    I have to disagree with you there @code65536. As someone who loved Shock Clench a couple years ago (for trash and cleave with Master Lightning), it has really lost all of its usefulness. Shock Ring was buffed to deal up to 30% more damage than Shock Clench, while having a 28m range vs 15m. Clench also has a smaller radius (5m), while Ring has a 6m radius. However the targeting makes the radius difference far more impactful, since Clench can only hit 2 enemies standing within 5m of each other, while ring can be ground targeted to hit 2 enemies up to 12m apart. You need to hope for a good centered enemy with Clench.

    Ring is a little more expensive to cast, but this is hardly a concern for bursting trash packs. It can even be a benefit when using Bahsei's to drain mag quicker and get more damage. I will say that the Master Staff (for clench) is better than the Blackrose Staff (Ring), but that's mostly because the Blackrose Staff is poorly designed and has no effect when spamming the spammable. Even the Master Staff cannot compete with a mythic or 5pc set on lightning builds. I miss the previous version that turned Clench into a nice spammable.

    Shock Clench and Shock Reach are both overdue for a buff or redesign. I'd like to see Reach become a decent single target spammable and Clench get some utility. There's no need for a 2nd ranged, direct, AoE shock spammable to exist within the destruction staff skill line. Ring does the job well (maybe excellently if we ever get a BRP staff fix).

    Yea, that's a fair point. It's still a strong ability, but one that's been overshadowed by recent stronger options.
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  • Aardappelboom
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    ZOS_Kevin wrote: »
    We are exploring some adjustments based on testing findings for PTS week 3 and beyond. We’ll share details about those next week.
    Hi Kevin. I know no changes were going to happen on PTS this week, but I was wondering if any of those details that were going to be shared are ready.

    @ZOS_Kevin I'm also wondering about this, monday is pretty close by, I don't mind the wait but getting a sneak preview would be welcome. 😅
  • JanTanhide
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    All these changes do a lot to lower load on the Server. Seems to me this is not about helping the new players (they need to learn how to play instead of nerfing everything for them) but is instead to reduce Server loading.

    Look at how Light and Heavy attacks will work. Not based on your offensive pool anymore but a flat rate added. That minimizes calculations. Same for changing HOT and DOT ticks from 1 second to 2 seconds.

    These changes are devastating to the game and will drive hundreds of thousands of players away in my opinion.
  • seventyfive
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    I welcome most of the changes and see no problem at all with the wide changes to dots, hots, lights and heavies. Since everyone is getting nerfed, no one is comparatively speaking. The power creep has made pve easier than intended - yes it's actually intended to be hard occasionally.


    Nightblade:
    The guaranteed crit given to surprise attack is very easy to proc. Occasionally buffing a skill by 50-80% is nothing unusual but the requirements are simply too low and easy to fulfill, especially since flanking in ESO is 75% of all angles. Perhaps reduce flanking to 25% of angles for this ability and/or reduce the morphs base damage to normalize the average and make its morph functionality stand out extra much and be more punishing/rewarding for choosing.


    Dragonknight:
    The hybridization of the molten whip cost probably won't make it appealing to stamina builds since the amount of magicka that the stamina dk needs already exceeds its magicka capabilities even when using a pure stamina spammable. I agree with the reduction of the maximum burst-damage but I feel like it's now too hard to stack in comparison to the lower reward for doing so. Right now the ability feels a bit awkward in regards to its purpose. Who is going to slot it and for what purpose?

    Otherwise I feel like many of the dragonknight abilities are in a healthy spot. One that doesn't get much use is Stonefist - one second it's aoe and melee and the other second it's ranged. Make it either ranged or melee and give it a clearer purpose instead of a bit of everything and nothing particular - this could be made into a useful spammable and then return the molten whip to magicka once again.

    Are people using the obsidian shield morphs and in what scenarios? You will of course know this better than me but I find it hard to believe that anyone outside of PvE-tanking is consistenly slotting these abilities. Perhaps make it a bit more useful outside of that particular scenario. If we look at the morph which is now given 8 seconds (6.67 without passive) of Major Mending, those 8 seconds are indeed a decent deal for the magicka cost, I do agree. But if we factor in that you also have to give up an ability slot for just this one buff, given that the shield of this morph is negligible - it's not very appealing outside of PvE-tanking. How about removing the morphs shield entirely and doing something else with that?

    The morph Cauterize was once the go-to healing abilitity of the dragonknight because it was the only decent choice. Now that coagulating blood is up to standards with other classes heals, it's no longer the only option. I believe Cauterize is still used by some but it has one major flaw - too often the heal targets a random teammate which you have no control over. I believe this randomness is not desirable when it comes to healing, especially since it's a burst-variant of HoTs, further increasing the unpredictability.




    Edited by seventyfive on July 22, 2022 2:03PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Hi everyone. We have a combat update for you from @ZOS_Gilliam. We have a link for you here.
    Edited by ZOS_Kevin on July 22, 2022 2:32PM
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • thejadefalcon
    thejadefalcon
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    Does this account for healing? (Edit for clarity: it says it does, but all of the given examples are damage abilities.)

    Also, for the purposes for accessibility for the lower end players, are you going to have tooltips the size of France to explain all these differences on the skills? Because a lot of the current tooltips aren't exactly great before you add in this "oh every skill is the same, except these ones, these ones are different" stuff. How are lower end players, the players I remind you that you are supposedly trying to help, supposed to know all this stuff without doing what they already do in response to the game's lack of explanations: ask other players?
    Edited by thejadefalcon on July 22, 2022 3:04PM
  • Darzaka
    Darzaka
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    @ZOS_GinaBruno. Nightblade got hurt much worse than I anticipated, but only in certain situations.

    If I stuck to two DOT's and mained Suprise Attack, my DPS loss was about what you predicted (~12-13%), and combat became very simple.

    However, if I did not flank, my DPS loss was unrecoverable at about 20-25% regardless of the 11 setups I tried. Please do something to accommodate Nightblade's newfound dependency on flanking. Otherwise, Nightblades will suffer greatly in trials and dungeons where they are unable to flank, like Sunspire.
    Edited by Darzaka on July 22, 2022 4:17PM
  • Veesk
    Veesk
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    Adding this here too since there was no word addressing the Templar/jabs changes in the update.

    Please scrap the Templar jabs changes, the animation looks off and not how someone would hold/use a spear. The old animation/current one on live looks so much better and is more in line with Templar identity and aesthetic. There is a majority asking to keep the old jabs because it feels important to Templar identity.

    The longer channel feels more accessible too, rather than encouraging faster weaving with the new version.

    Feedback poll: https://forums.elderscrollsonline.com/en/discussion/612138/templars-new-jabs-or-old-jabs
    Edited by Veesk on July 22, 2022 6:26PM
  • shadyjane62
    shadyjane62
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    Read the whole Gilliam thing. Didn't understand much as I only learn when I see things in action.

    However everything he said is irrelevant if I don't keep my jabs as they are.

    I am Jabs.
  • TPishek
    TPishek
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    People have been asking for .8 jabs for years. Jabs changes are bliss, the only good change of the update.
  • shadyjane62
    shadyjane62
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    TPishek wrote: »
    People have been asking for .8 jabs for years. Jabs changes are bliss, the only good change of the update.

    Well one of us is going to unhappy when patch hits and I'm sure it will be me.
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