In a game that the studio head himself calls not an MMO (a genre label he has explicitly rejected for years) but an “online RPG,” it’s not just about how much damage we do but how we’re doing that damage. Class identity is particularly important in an ES RPG, and genericness is the antithesis of that. Classes become more generic the more generic the skills that make up their rotations, both in terms of how many times skills are cast and in terms of their damage contribution.
This is seriously threatened with the current state of templar, especially stamplar. If a PvE stamplar is not running Jabs because Rapid Strikes gives significantly more damage on the boss (which it does even without the Thaumaturge bug that was fixed today - at the same observed crit rate it's 8% better than Jabs for me), we’re down to essentially only a burst skill as the standard bearer for class identity, a skill that can't be cast more than once every 6 seconds and does at best 10% of the overall damage of a parse.
Jabs has been nerfed over 20% effectively.
Burning Light has been nerfed at least 67% - and that's just on paper. The losses are worse in my parses.
Ritual of Retribution was nerfed even worse than other ground-based DoTs and has gone neglected for the past two weeks when other ground-based DoTs got reverted. (I'm not talking about its long-time 2-second cadence but its heavy damage nerf and the increased scaling that only exacerbated that compared to the losses other ground-based DoTs took in Week 1.)
Solar Barrage's Empower got flatly erased for competitive PvE today.
We got compensated for any of this...where, exactly? You've barely even written the word "templar" this PTS cycle in patch notes or in comments here on the forums outside of nerfs - the only exception was when you reverted Spear with the rest of the ground-based DoTs (while, again, ignoring Ritual for the second week now).
When it comes to the question of class identity, it’s not just a matter of whether that class has a higher numerical ceiling than another. It might do decent damage in terms of pure numerical output when optimized (though that's a matter that will likely need serious attention in light of today's patch and whatever comes next week), but its class identity is threatened if it isn’t worth the name of templar in doing it. Being asked to choose between doing higher damage (for our own sake and to help the group) and preserving a decent sense of class identity isn't reasonable when it's eminently within the devs' power - and in fact arguably expected within the context of an RPG as a genre - to allow us to have both.
That doesn't mean every skill on our bars has to be class-based - I'd be happy if even half our power (as measured by skill casts and overall damage) in an optimized parse came from class-based sources to preserve a sense of class identity in PvE.
Since you want numbers instead of anecdotes, here's what I found in comparing parses today, noting that Rapid Strikes itself outparsed Jabs and the overall parse was higher as a result (both with and without accounting for the lost Piercing Spear passive by adding a Spear skill for the passive bonus):
Rapid Strikes as spammable: class-based damage was about 26% of the total damage done by active skills (not LAs), and just over 22% when considering LA damage as well; class-based skills were about 30% of non-LA casts (15.2% of all casts, including LAs).
Jabs as spammable: class-based damage was 55.1% of the overall total disregarding LAs, and still above 50% when considering LA damage; class-based skills were nearly 80% of the total non-LA casts (around 40% of all casts, including LAs).
That's an enormous difference in class identity: double the damage from class-based sources, and over 2.5x the percentage of class-based casts. It would still be so even if some of our non-spammables and passives were buffed to compensate for the nerfs to jabs, simply due to how often we're casting spammables.
You said years ago you didn't want a "class-agnostic meta." You're going to need to help templars out a bit here if you want your spreadsheets to support your vision instead of detracting from it.
Sticky DoTs were already underpowered and underused in PvP (I'm sure ZOS can look at their internal skill usage statistics) and now most of these skills are still nerfed to Literally Unplayable as of 8.1.4 with no comment from ZOS. There is absolutely no point to bringing down PvP damage like this, those instakill builds have already been nerfed separately.I don’t understand the point of the change to sticky dots...
They are trying to bring down damage per second in this patch.
ssewallb14_ESO wrote: »I CAN FEEL THE LOVE thank you !
I got ~2k more with a mines build, but it's useless against any enemy that isn't completely stationary.
Nord_Raseri wrote: »ssewallb14_ESO wrote: »I CAN FEEL THE LOVE thank you !
I got ~2k more with a mines build, but it's useless against any enemy that isn't completely stationary.
Isn't there still a 10-12% difference between 21m dummy on pts vs live? If so that'd be closer to 78-80k actual, yeah?
ssewallb14_ESO wrote: »I CAN FEEL THE LOVE thank you !
I got ~2k more with a mines build, but it's useless against any enemy that isn't completely stationary.
YandereGirlfriend wrote: »I would like to re-iterate this for the combat team folks who are evidently trying to turn Scorch into "The Warden's Version Of Haunting Curse".
1. Scorch is a skill-shot that often does not land against a moving opponent. Curse is NOT a skill-shot (rather, being fire-and-forget) and will always deal its full damage. A skill that has a (relatively high) chance to miss should be rewarded with significantly greater base damage.
YandereGirlfriend wrote: »I would like to re-iterate this for the combat team folks who are evidently trying to turn Scorch into "The Warden's Version Of Haunting Curse".
1. Scorch is a skill-shot that often does not land against a moving opponent. Curse is NOT a skill-shot (rather, being fire-and-forget) and will always deal its full damage. A skill that has a (relatively high) chance to miss should be rewarded with significantly greater base damage.
Stop treating the combat in this game as some sort of lab experiment.
acastanza_ESO wrote: »90k+ Resto Heavy Parses are Not Okay
Seriously. That's what the current version of this patch has enabled.
Resto staff is particularly egregious but across the board this is completely overboard on heavy attack builds.
Not to mention that classes like Sorcerer and Warden don't even have in-class access to empower, whereas Templars, DKs, Necros, and Nightblades ALL do. How is this fair?!
Also, this doesn't even require a fully charged heavy attack! So... a medium weaving meta? Seriously?
One step forward, two steps back doesn't even begin to describe this patch.
I'm probably one of the most casual players in the game. However, I strive to get the best stuff to ensure that my experience remains stress-free. That being said, I'm going to try my best to be as unbiased as possible when explaining my feedback in relation to my personal experience with the changes.
My live rotation: Buff up with Boundless Storm and Crit Surge with Twilight Tormentor activated, weapon swap immediately after casting the previous skill, drop Thunderous Rage Ultimate if it's active, then Destructive Reach, Unstable Wall of Storms, quickly weapon swap, Lightning Flood, two heavy attacks, activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. During the execute phase (around 20% health) replace the second heavy attack with about 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold heavy attack while spamming Wrath).
Consistent 30k + on 3million Dummy with Elemental Susceptibility active (top right corner)
My PTS rotation after messing around a bit:
Buff up with Boundless and Crit Surge with Twilight active, weapon swap immediately after casting the previous skill, drop Rage Ultimate if it's active, then Reach, Unstable, quickly weapon swap, Lightning Flood, three heavy attacks, Surge, then Twilight Tormentor (replace with light attack after enemy health is under 50%), light attack, then three heavy attacks, cancel the animation of Boundless with a weapon swap, and repeat. During the execute phase (around 20% health) After one heavy attack, spam Mages' Wrath 4 times, then heavy attack, active Surge, then 4 more Wraths, then heavy attack, cancel animation of boundless, and repeat execute version of rotation.
While Elemental Susceptibility is active, Kinras is only able to help me get a consistent 25k+ if I swap out my crit sets (one-piece Slimcraw and Mora's Whispers) for the new Archdruid Devyric monster set, my damage becomes a consistent 26k+ if I change out Kinras for the new set that grants empower after dealing damage with a heavy attack (Rage of the Ursauk) while still wearing the new monster set, and finally I put back on my crit sets while still wearing Ursauk which still got me past the 26k mark. Overall, what felt best was the 3rd setup, since my crit with a spell crit pot active was still around 60% which is where I feel most comfortable at.
After testing for 3 days this will be my PvE feedback for the damage changes.
Light and Heavy AttacksDamage over Time
- Did you notice these adjustments on the PTS while playing? My heavy attacks, which is my primary form of damage in PvE seems to have less oomph, which is to be expected.
- If you did, was it better or worse in your experience? In relation to wanting to hit at the very least 25k+ on the 3 million dummy without forsaking my ideal level of crit, I'd say it's a worse experience. My reasoning is that I already use two sets that buff my heavy attack damage (Infallible Aether and a Perfect Maelstrom Staff), and I'm not particularly fond of needing to farm another heavy attack set just to reach my goal. Of course, I am grateful that Rage of the Ursauk exists, since I don't want to play around with either of the two undaunted heavy attack sets or Sergeant's mail).
- 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. As mentioned above, I parsed a bit to see what I could manage. I played around with the idea of incorporating even more light attacks and less heavy attacks in my rotation, but it just didn't feel right, since it was harder for me to personally to maintain. The rotation I mentioned above feels more in line with how I typically play.
- Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments? Please explain your reasoning. Since my playstyle is very particular, heavy attacks will always be important. As long as I maintain my rotation, I could technically still provide a meaningful amount of damage.
- Did you notice these adjustments on the PTS while playing? Very hard not to notice when this particular change is what completely overhauled my rotation.
- If you did, was it better or worse in your experience? I feel like it's worse, since my live rotation is simpler while my PTS rotation feels needlessly long.
- 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. My parse was definitely affected due to the rotation change. My character had the last two stages of Maelstrom Arena left on Vet so I decided to complete it for fun. I didn't die and I didn't need any of the sigils to clear, but it did take longer to kill things and I needed to make more effective use of my stun to ensure that the enemies stayed long enough in my AoEs to actually be hurt by them.
- After the balance changes, did you make changes to the amount of Damage over Time abilities your build utilized? Please explain any reasoning. In PvE I made no changes to the amount I used, since they are crucial to my playstyle.
- While using Damage over Time effects, did you notice any other impacts on your play experience? AoEs that last a long time means that I can stay longer on my primary bar and I have more time to do things like actually use the buff from Twilight Tormentor, but I still don't agree with the logic of the damage ticking every 2 seconds especially when enemies can easily move out of your AoE. Other than that, I definitely need to test out PvP at some point. I'm curious to see if the healing nerf will balance out the DoT nerf so that a DoT build is still viable.
- 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.
I beat Vet Vateshran Hollows on the PTS with my new setup. Took some getting used to. It's been a hot minute, since I set foot in that arena. Other than dying to stupid, it wasn't painful to clear. I was going for no death, no sigils, and speed. I didn't use the lover mundus like I did on live (Rage of the Ursauk already gives penetration), which is what helped me get the speed aspect of things on my original clear. I probably could do better with more practice with the rotation. Most notable difference, is not having too worry too much about recasting my AoEs while I could focus on staying on my primary bar doing damage and surviving mechanics. If ZOS decides to make any changes in the coming weeks, it is my hope that they ease up on all the damage nerfs so that everything is bit more palatable.
MashmalloMan wrote: »Note: I wrote these as if they're patch notes for week 4, so weeks 1/3 are taken into context. While I think there is a lot more that should be changed like updating passives, morph choices being more interesting, healing accessibilty, double bar pets, or minor prophecy being hyrbidized.. these suggestions are within the scope of what I think can and should be done for update 35.
I understand the duration increases for Surge/BA may seem like a lot, but keep in mind, my focus here is Sorc. I fully believe ZOS's focus should of been to reduce buff management for skills like those across the board, not just Sorc or sticky dots which failed gloriously. I thought that was the entire purpose of Update 35's objective, to reduce buff management and how much time we spend looking at our bars.
Dark Magic:
- Negate Magic:
- Suppression Field (morph):
- This morph now deals Shock damage instead of Magic damage.
- Crystal Shard:
- This ability and the Crystal Frag morph now deal Shock damage instead of Magic damage.
- Crystal Weapon (morph):
- Increases damage done by 1% each rank instead of penetration between 700 and 1000.
- No longer reduces armor by a unique value of 1000, instead guarantees the Sundered Status Effect to help double down on Sorc's being the Physical/Shock masters of ESO.
- The second hit now deals 50% damage of the first instead of 30%. When converting Melee Damage to Ranged Damage spammable standards, this results in 150% total damage instead of lives 222% damage.
- Encase:
- Shattering Prison (morph):
- This morph now deals Shock damage instead of Magic damage.
- Rune Prison:
- Rune Cage (morph):
- This morph now deals Shock damage instead of Magic damage.
- Daedric Mines:
- This ability and morphs now deal Shock damage instead of Magic damage.
Daedric Summoning:
- Summon Storm Atronach:
- This ability and morphs now last 20s up from 15s.
- Daedric Curse:
- This ability and morphs now deal Shock damage instead of Magic damage.
- Conjured Ward:
- This ability and morphs now scale based on weapon/spell damage and max stamina/magicka instead of just max magicka, but still capped by your max HP.
- Bound Armor:
- This ability and the Bound Aegis morph no longer passively increases your Max Magicka.
- This ability and the Bound Aegis morph now grant Max Magicka for 10 seconds after casting along with the Minor Protection.
- Bound Aegis (morph):
- The Minor Protection and Max Magicka now last for 20 seconds.
- Bound Armaments (morph):
- No longer passively increases your Light Attack Damage and Max Stamina.
- Max Stamina now provided when any portion of the skill is active.
- Increased the duration to 60s from 40s to decrease required buff management (purpose of update 35?).
- Fully charged heavy attacks now grant 2 Daggers instead of 1 like its close cousin Grim Focus.
- This ability can now be refreshed by reactivating when you don't have a target.
- No longer reduces cost by 50% for reactivation.
- For clarification, damage per hit is reduced by approximately 11% with weeks 1 and 3 combined.
Storm Calling:
- Lightning Form:
- This ability and morphs tick every 1s instead of every 2s again. This was reverted to better support the idea of Lightning Form being a useful tool to proc Critical Surge in melee combat more consistently than similar skills like Blade Cloak.
- This ability and morphs have their damage reduced by 50% to match reverted tick frequency.
- Hurricane (morph):
- Reduced damage scaling from 12% to 6% to match reverted tick frequency.
- Surge:
- This ability and the Power Surge morph now last 30s instead of 33s (even numbers, yay!).
- This ability and the Power Surge morph now heal for 2000 instead of 2550
- Power Surge (morph):
- Reduced the cooldown from 3s to 2s to better align with heal tick frequency.
- Critical Surge (morph):
- This morph now doubles in duration from 30s to 60s (purpose of update 35?).
- Lightning Splash:
- Enemies that take damage from this ability and morphs now take up to 6% extra shock damage for 3 seconds based on your weapon/spell damage.
TLDR: One can dream right?
Cominfordatoothbrush wrote: »The heavy attack and empower changes look great, however... and I'm assuming this is an oversight, literally any medium attack duration seems to benefit from empower. Since you can basically weave mediums at almost the same speed as lights (or maybe the same? idk I didnt learn this skill in Morrowind chapter) this seems a little broken.
WrathOfInnos wrote: »That is unfortunate, I'm not looking forward to a medium weaving meta. They are much harder to perform well than light or heavy attacks, but at 80% increased damage it will be worth doing. This absolutely raises the skill ceiling, and most players will not be able to master medium weaving.