BretonMage wrote: »I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.
Anyone else have a similar situation? Can someone please help me make sense of it?
BretonMage wrote: »I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.
Anyone else have a similar situation? Can someone please help me make sense of it?
One could theorize that they considered this, but decided to go ahead anyway.
Observation: The pressure to do 20/2 DoTs seems very strong in this update. They relented on "Static dots" because of community pressure, and yes, I appreciate that. If they agree that this is not working, I am not ruling out the possibility that they might use their Spoon of Undo to restore them back to 20/2 before it hits Live. Maybe in some Update down the calendar if it is too late for Live.
I am perfectly fine at the idea of looking more closely at 20/2 "static dots" if they do 2.x times the damage, more than two 10 second DoTs on Live, at no added cost. No added cost because we will probably have to recast them every 10-ish seconds anyway. Everything has a price.
BretonMage wrote: »BretonMage wrote: »I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.
Anyone else have a similar situation? Can someone please help me make sense of it?
One could theorize that they considered this, but decided to go ahead anyway.
Observation: The pressure to do 20/2 DoTs seems very strong in this update. They relented on "Static dots" because of community pressure, and yes, I appreciate that. If they agree that this is not working, I am not ruling out the possibility that they might use their Spoon of Undo to restore them back to 20/2 before it hits Live. Maybe in some Update down the calendar if it is too late for Live.
I am perfectly fine at the idea of looking more closely at 20/2 "static dots" if they do 2.x times the damage, more than two 10 second DoTs on Live, at no added cost. No added cost because we will probably have to recast them every 10-ish seconds anyway. Everything has a price.
Taken by itself, the idea of shorter static DoTs and longer sticky DoTs didn't seem so bad, but in practice and in the context of a rotation, it doesn't seem to work out at all.
If they are so keen to stretch DoTs out to 20/2s (due to the rumoured server issues?), they should have just done so with the increase in damage as you suggested. What we have now is neither here nor there, really.
BretonMage wrote: »I'd love to know: Is it not recommended, or did the team not envision, having a static DoT and a sticky DoT on the same bar? I have on my back bar: a buff for 33s, an AoE for 10s and a DoT for 20s. Bar swapping is nothing short of chaotic with this updated PTS.
Anyone else have a similar situation? Can someone please help me make sense of it?
RusevCrush wrote: »What's the purpose of normal dungeons/trials? Pretty sure they were the og devs idea of accessibility.
Not every player is entitled to completing the most difficult content. But as long as we're going down this road, would you mind making the emperor title more accessible? I immediately wrote this off and accepted I'll never get it. Perhaps, there's hope yet.
tomofhyrule wrote: »Here's something interesting I just found out - the new static light attack damage is a buff... assuming you have a certain build.
I really only do higher-level content on my tank, and my style is pretty well being the type of tank to stack heath and just laugh off hits. As such, I've gotten pretty good at managing sustain since I have none whatsoever, but that also means I hit like a wet noodle. My LAs on live hit for 1523 damage with my 2723 Weapon Damage. On PTS, they're saying LAs will hit for 2250 regardless of build. I went onto one of my other characters who's built more for fun, but with the proper 64 points in stam, and his LAs hit for 2959 (4398 Weapon Damage), so in his case it's a nerf.
I think one of the major differences between the forums and ZOS's internal blackbox is that we on the forums aren't even considering someone running a damage build with anything less than 64 attribute points in stam/mag. Meanwhile, I remember when I first came into this game from Skyrim (where a lot of people are coming from), you got the best mileage from putting points in each attribute to make a well-rounded character. Nothing in game tells you that splitting attributes is actually a bad idea in ESO - and I have a feeling ZOS wants that to no longer be a bad idea. I'm wondering how much of ZOS's "raise the floor" idea comes from the fact that the 'floor' is 'Skyrim imports... which would be below what the forums are taking as the 'floor' as 'a DPS that only does normals.'
I also assume this is the genesis of the hybridization argument, where they're trying to let someone with 21/22/21 attributes (which would be great in Skyrim) be viable. Right now, it's almost like building anything other than 64/0/0 or 0/0/64 is just losing damage and gaining nothing. Now as to whether that accomplishes those goals... I'll let someone who is more adept at theorycrafting make that call.
Now this is just an observation, not a judgement. I will admit I'm a bit nervous about these changes because I would like to get into some higher-level content - I'm not a full endgame tank, but I've got all but 3 dungeon HMs and a handful of partial trial HMs done and progging. I really want to get something like vKAHM eventually, but the reports of it becoming next to impossible for the elite players to do with the changes is more than a little disheartening.
It really does feel like the combat and encounter teams aren't in communication at all. The latest dungeons and trials have been a major step up since the previous, ostensibly to balance around the best of the best groups. But that leaves the rest of us behind. I've also noticed that the gap between norm/vet/HM in a given piece of content is widening drastically (we could breeze through nDSR and still not know the mechanics, while even vDSR needed progging over several weeks), and as such it feels like norm is not even close to preparing people for vet, and then for HM you need to relearn everything from scratch anyway.
ESO_Nightingale wrote: »i really hope that you guys standardise arctic blast's dps as well, giving it 1 tick per second. as it stands, it's worst than most dots because it's damage is lower and it's cost is far higher. this is for obvious reasons, however, arctic blast is closer than ever to being a legit dps skill for pve dps. and it really should be as it's been a frost warden want for a long time. the stun still should be moved to another skill to finally offer us an on-demand stun.
scorch should stick to intervals of 3. (3,6,9). and deep fissure dealing frost damage would be great for frost dps builds while having no impact for other builds.
Olen_Mikko wrote: »So, i guess sorcs and wardens were loud enough to get some changes reverted. Nightblades, make sure to be loud enough so we'll get our incoming buffs.
WrathOfInnos wrote: »Great job standardizing skill durations for an easy and accessible rotation. My Sorcerer has abilities that line up so well:
Crystal Weapon - 2s
Bound Armaments - 4s
Daedric Prey - 6s
Mystic Orb - 10s
Stampede - 15s
Hurricane - 20s
Carve - 12s, 22s, 29s (to keep duration)
Quick Cloak - 30s
It's actually difficult to come up with that many different numbers without accidentally repeating any, and the fact that so few share common multiples is truly impressive. Raise the floor, right?
Unfortunately other classes have it even worse, since the duration-modifying passives on Nightblade, Templar and Dragonknight were apparently forgotten. Mage's Guild skills have a similar issue. Mixing any ground and "sticky" DoTs gets messy fast. Warden is also in an awkward spot with Shalks no longer defining a rhythm of 3, and instead being extended to (the only?) 8s skill.
Necro still has the clunky Blastbones as a baseline, the only skill that gets to decide its own duration (3 or 4s). I guess it doesn't matter much now that neither of these options align with Siphon, Arcanist/Archer or Boneyard. We can just keep our eyes glues to chaotic timers at all times.
December7854 wrote: »I hope there's an open dialogue about buffing templar's single target component of biting jabs/puncturing sweeps to make up for the loss of 1 tick from the channel. I personally would like to see the 4th tick regained, making it hit once every 200ms over an 800ms channel.
WrathOfInnos wrote: »Great job standardizing skill durations for an easy and accessible rotation. My Sorcerer has abilities that line up so well:
Crystal Weapon - 2s
Bound Armaments - 4s
Daedric Prey - 6s
Mystic Orb - 10s
Stampede - 15s
Hurricane - 20s
Carve - 12s, 22s, 29s (to keep duration)
Quick Cloak - 30s
It's actually difficult to come up with that many different numbers without accidentally repeating any, and the fact that so few share common multiples is truly impressive. Raise the floor, right?
Unfortunately other classes have it even worse, since the duration-modifying passives on Nightblade, Templar and Dragonknight were apparently forgotten. Mage's Guild skills have a similar issue. Mixing any ground and "sticky" DoTs gets messy fast. Warden is also in an awkward spot with Shalks no longer defining a rhythm of 3, and instead being extended to (the only?) 8s skill.
Necro still has the clunky Blastbones as a baseline, the only skill that gets to decide its own duration (3 or 4s). I guess it doesn't matter much now that neither of these options align with Siphon, Arcanist/Archer or Boneyard. We can just keep our eyes glues to chaotic timers at all times.
I've said in some other thread that these passives are badly outdated and need a rework too. Maybe now instead of increasing duration they should increase the DoT intensity? The new coefficient is 0.105 so passives should bump it up to about 0.125.WrathOfInnos wrote: »Unfortunately other classes have it even worse, since the duration-modifying passives on Nightblade, Templar and Dragonknight were apparently forgotten. Mage's Guild skills have a similar issue. Mixing any ground and "sticky" DoTs gets messy fast. Warden is also in an awkward spot with Shalks no longer defining a rhythm of 3, and instead being extended to (the only?) 8s skill.