ZOS_GinaBruno wrote: »Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss.
Please give enough attention to the Dark Cloak. Please don't disregard pve for the sake of pvp balance. It is the only recovery skill that pve NB tanks can rely on, and on PTS 3 it requires about 85% health loss to achieve the same recovery ability as live servers. The cloak performs even worse at 50% health, but at 50% health it is already a critical state for pve tank
With all that said, in next week’s PTS patch you’ll find that we will be re-evaluating some of the adjustments to Light and Heavy Attacks so they are a bit less drastic. Light and Heavy Attacks will once again scale with your stats, just to a lesser extent than before. Overall, there will still be a nerf on Light Attack damage, but this will allow us to give a lot more love to Heavy Attacks and will be less stark of a difference.
I am really happy with this combat update. Thank you for listening to the community.ZOS_GinaBruno wrote: »
Please do not just adjust the cooldown, unless you are planning a 15 second or longer cooldown. This set can remove potion sourced buffs. The game has been entirely built, stat wise, around these buffs. Being able to lose them for 40 seconds potentially is very harmful to the balance in PVP, and it has been almost unanimously agreed upon by PVP players that this set is a mistake.
For what I played as tank, self healing as tank is mainly shield + burst heal. Except maybe about tankplar and tankblade. But theses are weirdy.Rollback of hots to 10s is adressing that afaik, but I didnt test healing on PTS, I mean self heal is sticky heal and got 20s duration. While main aoe hots are back to 10s.
So much for Tanks... 20s heals that tick every other second means your tanks are going to struggle, especially as the healers are mostly there to keep the heals on DPS and buff the DPS. Not heal the Tank. Tanks are supposed to be self-reliant... but you're not going to see many tanks slamming down AOE heals for themselves.
Just thought, forcing dds to slot echoing vigor to give additional heal is a way to reduce players dps. It can't be healers fault when all dds are doing healer job. x)Healing is still a mess, here's a thread going into more details:
https://forums.elderscrollsonline.com/en/discussion/613270/healer-toolkit-u35-week-3-feedback#latest
ZOS_GinaBruno wrote: »Hi everyone,
Additionally, for Dungeons and Trials, we’ll be reducing the health of all bosses on Veteran difficulty and above in the final PTS patch to account for the overall DPS loss.
I've seen a few people ask, but what about the Templar change to Puncturing Strikes and its morphs?
From what I've seen over nearly 9 years playing this game, the original Puncturing Strikes and its morphs is an extremely favored skill in the game. Players love how it looks and feels to use, it's not like Dive on Warden where it's the only spammable the class has; players like the skill. It could be nerfed, and players would still use the skill despite nerfs because it is such a fun skill to use. Rather than changing the animation, the skill animation could be sped up to .8 seconds, and the damage could be reduced to compensate that. I don't think changing the animation of a player-favorite skill is something that should be done. It's something that should be done on skills where players absolutely hate the skill animation and how it feels to use;
players love Puncturing Strikes, how it looks, and how it feels to use. Nerfing the damage a bit won't change that.
An example of a skill players very much dislike is Warden's Dive skill and its morphs. It's slow and doesn't feel good to use, and after its nerf, it's pretty lack-luster now. THIS should be a skill worth looking at animation changes, not skills players adore.
A good example of a skill that was worth changing is Flurry and its morphs. I have not met many people that like flurry's original animation or how it felt to use. The new animation is a bit lacking, but the intent of changing the old one to something that feels better to use is good. And it does feel good to use now! Though it's a bit slow for the theme of a flurry of blows, and the animation is definitely either the light or heavy attack animation for dual wield, so the skill itself does deserve its own unique animation that follows the theme, or at worst a re-name. But otherwise, I like the intent here. It shows that the devs were listening to the players, a majority of whom did not like this skill and how it felt to use. It's not perfect. But it's better than it was.
Further, if you are going to revamp old skill animations, these animations should be better than the old animations. Time should be taken, unique 3D models and VFX should be made and used, and they should be overall visual upgrades in comparison to the old animation. From what I see on the new animation, it's stiff, the 3D model for the spear is a reused asset from the Nighthollow Staff, and the VFX boils down to just shimmering texture and a glowing light source.
I'm an animator, that's my job. I mainly animate for television and movies, but have done some work on games. The old animation was better, objectively. Exaggeration, anticipation, follow through, arcs, slow in and slow out... It used the principles of animation in a much better way than the new animation. See, the principles exist because without them, animation looks bad. A cartoon doesn't look like reality if you rotoscope exactly, it looks more alive if you exaggerate movements, squash and stretch beyond what a normal human can, etc.
Watch the new animation closely. The first two attacks are exactly the same with no variation in timing. There's no slow in or slow out, anticipation, squash or stretch, or exaggeration. It's just a straight forward animation, frame by frame. It feels stiff, like a robot is moving. The last jab is also slow. It pulls back at the same speed that it stabs, which does not look like a stab.
Here's how I'd fix the animation; for one, there would be variation in the first two strikes, which wouldn't be perfect stabs but have little arcs that the tip of the spear moves in to make it look alive and like an actual warrior is wielding the spear. The arms wouldn't move in perfect repetition. There would be a slight pause at the end of the pull back animation for the first two strikes, and the stab itself would launch forward faster. The body would also move back with the pull back, and arch forward when attacking. Not as much as the final attack, but the body would move a bit unlike the current animation. The second stab would not pull back as far as the first. They're two quick jabs, and pulling back that far both makes the timing of the animation slower, but also makes it look weird. The final attack would pull back similar to how it does, but the launch forward would be faster, and the spear would reach further. It would go in a straight line this time to contrast the arcs from the first two hits, as the arms themselves would be moving in arcs. The character would let go of the spear with their left hand towards the end of the animation to allow them to lunge forward even more than before, which would also give it a better explosive feeling.
That's how I'd fix it. Right now, it needs a complete rework, from the model used for the spear, to the VFX, to the animation.
ZoS, player skills are things we use every day. Spammables are skills we see over and over again, sometimes hundreds of times in a single fight. Please don't change the skills we love for the worst. I'm sure someone worked hard to make the new animation for Puncturing Strikes, but it's also obvious that corners were cut in order to do it quickly. Please don't cut corners when making animation for skills players use. I beg you.
All this talk of “raising the floor” over the years and it’s amazing to me that you’ve never thought to simply provide better information to newer players on how to improve their gameplay. In my opinion, it’s as simple as providing a secondary tutorial (or even multiple, one for each role) upon hitting level 50, and if it were up to me I’d make it so they’re required to complete that tutorial before entering a Vet Dungeon on their particular role. The base tutorials are an absolute joke and just leave players out to dry. It would not be difficult to even just explain the concept of weaving, rotations, dot/buff uptimes, etc so that people aren’t just queueing into vet content and hitting random skills at random times and light attack spamming the rest of the way.
I noted that Instagram scrapped changes after massive user protests. I wish that ZOS could do the same, it is the only way to start rebuild trust. There is also a need for a new format of direct communication with the customers.
IZZEFlameLash wrote: »Can we just get new dungeons and dungeon sets without combat changes? Combat changes are very much more detrimental to new/mid-tier players than it will be with higher end players that spend time researching ins and outs of the mechanics.
As for raising the floor, revert Oakensoul nerf and nerf it with Battle Spirit. I already contribute 50-70% of total group dps in random group queue, with or without Oakensoul. Oakensoul allows me to not worry about healers and tanks not wearing support sets especially if I am grouped with below 160 CP people. And lower end players can pull higher dps with it, making the content experience better for anyone without dedicated groups.
shadyjane62 wrote: »This is all meaningless to me. I did not see the word Templar in all those words.
If I'm not getting my jabs back, it is irrelevant.
Tanis-Stormbinder wrote: »shadyjane62 wrote: »This is all meaningless to me. I did not see the word Templar in all those words.
If I'm not getting my jabs back, it is irrelevant.
Jabs need to be looked at why should Templars be force to use a Weapon spammable.
Parrot1986 wrote: »We now have LA/HA being more damage again making weaving more important. Add to that that class rotations are more complex due to the varied durations. Magplar now for e.g. has 6 second, 10 second, 20 second, 22 second and 25 second skills to use which is much more difficult than on live. How is this supposed to help those progressing when one of the easier classes is much harder after this.
Speaking personally for a moment, the nerf to Sweeps is a major accessibility nerf to me as a mid-level PvE player. I use magplar exclusively as a DD for trials and veteran dungeons. I have not tested on the PTS, but I am one of those players that can't weave light attacks with Sweeps properly. I end up taking longer than the GCD to recast Sweeps, so I can fit light attacks in. This causes a substantial DPS loss for me, which bears out in parsing, but I sustain better from not casting Sweeps as often as other people do. It's that sustain advantage that actually tipped me off to this versus my friends. Ultimately I can build for higher damage stats than they do.
At any rate, I did the math, including adjustments for being able to spam and weave Sweeps quicker. The nerf to Sweeps and Burning Light is so harsh that I'm looking at a 25% damage loss from that skill regardless.
If ever there was an easy to use class for people with accessibility issues, it was magplar. Nerfed. It makes no sense. Yes, a lot of power was tied up in Sweeps alone, but speaking personally, that did not make the class boring. Templar has an execute, a gap closer, a burst heal, lots of reactive skills. It is IMO engaging to play, unlike the utterly boring magden. In many ways magplar was the holy grail of what ZOS appear to be looking for, and they nerfed it. <Shakes head>.
Furthermore, templar is the one class where the ridiculous strength of their class spammable wasn't an issue in PvP. Again, holy cow! This is grail territory, and ZOS threw it away. Jabs / Sweeps strength was necessary to balance out the many disadvantages of that skill in PvP. The fact that you can't block cast it. The fact that you can't cancel it into a dodge roll and do full damage. The fact that not all strikes may hit a player, that it may wrongly prioritize pets and secondary targets, and that it can be mitigated by Major Evasion. The fact that it's melee and, thus, inherently less safe than ranged playstyles.
While other builds took centre stage on the current live patch, magplar is arguably overtuned right now, but this is arguably a fallout from hybridisation. The fact that Deadly Strikes became available for it, for example. Not the only reason, however fundamentally there was nothing wrong with the class. The ridiculous strength of Sweeps was an on paper oddity that largely made sense, once you played the class. Templar, with it's Minor Sorcery passive, benefitted from everyone getting +1K spell / weapon damage at base, a few patches ago. Still, that was IMO no reason to pull the rug from under this playstyle as U35 is doing. It got the sledgehammer, as usual. Why?
So here's another thing that's actually serious for those of us who play templar in PvP or PvE, and it's not even on the roadmap for week 5, nor the main focus of player outrage.