WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
My recommendation would be to just make them both 3/6 Timers. Give them both major breach. And then something interesting to differentiate them. Like Sub Assault makes Hemorrhage Procs do more Damage for 10s. Fissure does extra damage to Chilled Targets.
This different timer stuff is annoying
GloatingSwine wrote: »WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
My recommendation would be to just make them both 3/6 Timers. Give them both major breach. And then something interesting to differentiate them. Like Sub Assault makes Hemorrhage Procs do more Damage for 10s. Fissure does extra damage to Chilled Targets.
This different timer stuff is annoying
I would go as far as to say that the different timer stuff is the problem with combat and the thing they should have been trying to change to close the gap in player performance.
All timers in the game should have a common factor, in the mathematical sense that they can all be neatly divided by the same number (that's greater than 1).
I would suggest that 3 would be the best common factor, with every timer (other than a few super short effects at 3) also having 6 or 9 as a factor. That means that all timers for all DoTs, Buffs, Debuffs, and so on would be things like 6, 9, 12, 18, 24, 36, and 54.
What that would mean is that when used in a rotation there would be more instances where skills naturally line up to be used together. For example if you have DoTs with cooldowns of 6 and 18 then every third time you cast the 6 you cast the 18 as well. That means that it is a lot easier to develop muscle memory around your rotation because the times where everything lines up define a rhythm, and that means more people can build a rotation that they are comfortable using from memory without having to watch timers.
It would also make it easier to manage debuff uptimes, because they would naturally sit on the rhythm that you are doing other skills.
It would also allow different classes to be biased towards certain durations and styles of DoT. a 6 duration would be less resource efficient but more intense at the expense of using less spammers, an 18 would be resource efficient but leave more time for spammers. That would produce a different feel when using different classes and reinforce their identity.
Just making DoTs longer doesn't help, making them all the same is boring, making them all line up frequently allows for variety and also ease of building a rotation.
Sandman929 wrote: »ZOS is about half way through the field of rakes they've decided to step on and repeatedly hit themselves in the face. This disaster is coming on schedule no matter what it's final form and then we can spend a few more updates fixing it.
This is the way.
GloatingSwine wrote: »WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
My recommendation would be to just make them both 3/6 Timers. Give them both major breach. And then something interesting to differentiate them. Like Sub Assault makes Hemorrhage Procs do more Damage for 10s. Fissure does extra damage to Chilled Targets.
This different timer stuff is annoying
I would go as far as to say that the different timer stuff is the problem with combat and the thing they should have been trying to change to close the gap in player performance.
All timers in the game should have a common factor, in the mathematical sense that they can all be neatly divided by the same number (that's greater than 1).
I would suggest that 3 would be the best common factor, with every timer (other than a few super short effects at 3) also having 6 or 9 as a factor. That means that all timers for all DoTs, Buffs, Debuffs, and so on would be things like 6, 9, 12, 18, 24, 36, and 54.
What that would mean is that when used in a rotation there would be more instances where skills naturally line up to be used together. For example if you have DoTs with cooldowns of 6 and 18 then every third time you cast the 6 you cast the 18 as well. That means that it is a lot easier to develop muscle memory around your rotation because the times where everything lines up define a rhythm, and that means more people can build a rotation that they are comfortable using from memory without having to watch timers.
It would also make it easier to manage debuff uptimes, because they would naturally sit on the rhythm that you are doing other skills.
It would also allow different classes to be biased towards certain durations and styles of DoT. a 6 duration would be less resource efficient but more intense at the expense of using less spammers, an 18 would be resource efficient but leave more time for spammers. That would produce a different feel when using different classes and reinforce their identity.
Just making DoTs longer doesn't help, making them all the same is boring, making them all line up frequently allows for variety and also ease of building a rotation.
Personofsecrets wrote: »Can you please increase the length of the stagger debuff applied by stonefist, remove the channel portion of stonefists cast, or do both?
Thank you.
MudcrabAttack wrote: »Warden
Necromancer
xylena_lazarow wrote: »MudcrabAttack wrote: »Warden
Necromancer
Light attack weaving is providing more damage than class DoT skills. This is the wrong direction, ZOS.
WrathOfInnos wrote: »xylena_lazarow wrote: »MudcrabAttack wrote: »Warden
Necromancer
Light attack weaving is providing more damage than class DoT skills. This is the wrong direction, ZOS.
To be fair, that is showing 126 casts of light attack slightly outperforming 17 casts of Boneyard. If you look at damage per button press DoTs are far ahead.
I will agree that DoTs should be ticking harder though, with shorter durations. I don't see why we cannot have skills that function like proc sets: Viper's sting is a single target 4s poison DoT, Grothdarr is a 5s player-centered AoE DoT. Nobody is requesting that these become 20-30s for being "sticky". I'd love some short, powerful DoT abilities, like we had in the old days (when Lightning Flood dealt respectable damage, but lasted only 6s). Acid Spray is the closest example we have now, with a 4s DoT, but it is too weak and expensive to use in a single target rotation. I have not heard anyone that likes the idea that Poison Injection should tickle over 20s, it needs to deal real damage over a manageable duration.
YandereGirlfriend wrote: »Wardens and their Shalks dunked into the sun despite overwhelming community feedback (and data) that it was a poor idea.
What is the purpose of this thread again?
acastanza_ESO wrote: »StamBlade did NOT need buffs.
Templars did NOT need buffs.
Crushing Wall did NOT need nerfs.
You also completely failed to deliver on any meaningful improvements for magicka-based sorcerers.
WE HATE BEING FORCED TO RUN PETS. Stop it. Stop it. Stop it.
What part of (non-bowsorc) sorcerer being one of the worst classes to run in PVP did you not understand?
Why do you think this is okay?
Why are you pushing forward with this horrible patch and, in fact, making it worse at every turn?
YandereGirlfriend wrote: »Wardens and their Shalks dunked into the sun despite overwhelming community feedback (and data) that it was a poor idea.
What is the purpose of this thread again?
FlamingBeard wrote: »acastanza_ESO wrote: »StamBlade did NOT need buffs.
Templars did NOT need buffs.
Crushing Wall did NOT need nerfs.
You also completely failed to deliver on any meaningful improvements for magicka-based sorcerers.
WE HATE BEING FORCED TO RUN PETS. Stop it. Stop it. Stop it.
What part of (non-bowsorc) sorcerer being one of the worst classes to run in PVP did you not understand?
Why do you think this is okay?
Why are you pushing forward with this horrible patch and, in fact, making it worse at every turn?
Don't worry, Templar beam buff will do nothing to help Templar when its spammable hits (and now looks) like a pool noodle.
YandereGirlfriend wrote: »Wardens and their Shalks dunked into the sun despite overwhelming community feedback (and data) that it was a poor idea.
What is the purpose of this thread again?
At this point I'm convinced that they don't read any of the feedback given