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.
Thanks for reading.
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.
YandereGirlfriend 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.
YandereGirlfriend 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.
YandereGirlfriend wrote: »Shock Clench range is extended to 28 meters
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.
YandereGirlfriend 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 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.
YandereGirlfriend wrote: »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.
ZOS_GinaBruno wrote: »
- 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.
WrathOfInnos wrote: »YandereGirlfriend 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).
PeacefulAnarchy wrote: »