I really don't think U36 was the time to hold back on significant balance changes. Reading the patch notes, it was very painful to realize that the current combat balance is what we will have for the next 6 months, given the cadence of the update cycle. Please consider revisiting these pain points in the future:
- Please fix some of the very negative consequences of the U35 changes, such as more complicated rotations due to very mismatched DoT/buff/debuff timers. I also really think we need to see significant efforts to buff the skill floor in ESO - in a perfect world, I think that should have been a consequence of U35 given the stated goals of the patch.
Class Passives directly being tied to Specific Weapons is not something I completely agree with. Damage is king, while increasing Frost Damage for Warden is generally good, being pigeonholed to Frost Staff is not a great direction.
But who knows, maybe this will be better, I guess we'll see with how EXACTLY it's being changed.
Also while you're reworking Passives:
Icy Aura is basically useless in every stage.
Nature's Gift would be great if it procced on healing yourself and others instead of just others.
You should really add the Brittle status in words into the Destruction Staff Passives SOMEWHERE. Maybe just tack it in under Elemental Force which deals with status effects. So people know it's there without having to research it outside of the game.
Backlash: the scaling coefficient for the final hit might have to be a little higher, as it currently way lower than on live.
I'm okay with making it a bit more difficult to reach max in pvp, but pve shouldn't be penalised for it.
Depending on stats it's currently a 15-20% nerf to the final damage, which is a little bit heavy handed.
I am not a warden expert but the new piercing cold while great for ice staves, is a bit restrictive for the class.
Changing warden skills that were magic to cold, and then making it increase cold damage would reach the same result without such restrictions.
Ice staff is the support/tank element for destro staves, and while I like the playstyle, more options are always better.
Just for reference dk skills were also changed recently to all fire damage from magic, i dunno why it cant be done for wardens as well.
Suna_Ye_Sunnabe wrote: »As long as these issues aren't addressed Update 36 is already a failure in my book.
- My Templar's jabs is still not back to how it was before update 35.
- DKs still have a weird split cost spammable that is neither unique nor fun to use because it has the drawbacks of both without the advantages of either.
- Wardens were happier with a bonus to damage done rather than crit damage or pen.
My exact thoughts.
BloodyStigmata wrote: »I'm of the mind that the baseline damage boost for Piercing Cold should be something along the lines of 3%/6% and the bonus granted by wielding a frost staff be an additional effect that adds something along the lines of 6%/12% bonus damage to frost damage skills exclusively.
I appreciate that you're giving us cryomancers some much needed love, but the passive as it currently stands in week 1 of PTS seems to be pushing everyone towards frost staves with their wardens, when that's not what we want.
Adding an additional damage boost to frost damage skills while wielding a frost staff makes more sense than just giving every skill a 10% boost when wielding one and making it the clear winner in all scenarios.
Iron_Warrior wrote: »I've talked about this a lot in other threads, but want to give it another shot here.
Empowering grasp needs something. You've turned this skill from a great group utility ability to absolute trash in a single patch. If you are hell bent on giving a empower tool to heavy attack necro players then fine, keep it as it is but at least change the other morph so it would again become usefull for organized groups. My suggestion? Add minor heroism to the other morph so you can provide this buff to your group, fits the necro class too, because the class is good for generating ultimate. Might be op might be weak, not sure, haven't thought about it much but as i said this skill needs something.
Now let's talk about races. For a long time i've thought race balance is out of your sight but looks like it has changed. You've buffed khajiit which is one of better races, but didn't touch the races that actually need help like redguard or bosmer. How could you go through these races and think "yeah they are fine, let's buff khajiit!". I know khajiits are one of the most popular races but come on, i expect more from game devs...
acastanza_ESO wrote: »Why was there no nerf to the Templar beam? It is insanely strong, way stronger than any other execute. Straight up melting people from 50% health. Completely not okay.
WrathOfInnos wrote: »Iron_Warrior wrote: »I've talked about this a lot in other threads, but want to give it another shot here.
Empowering grasp needs something. You've turned this skill from a great group utility ability to absolute trash in a single patch. If you are hell bent on giving a empower tool to heavy attack necro players then fine, keep it as it is but at least change the other morph so it would again become usefull for organized groups. My suggestion? Add minor heroism to the other morph so you can provide this buff to your group, fits the necro class too, because the class is good for generating ultimate. Might be op might be weak, not sure, haven't thought about it much but as i said this skill needs something.
Now let's talk about races. For a long time i've thought race balance is out of your sight but looks like it has changed. You've buffed khajiit which is one of better races, but didn't touch the races that actually need help like redguard or bosmer. How could you go through these races and think "yeah they are fine, let's buff khajiit!". I know khajiits are one of the most popular races but come on, i expect more from game devs...
I agree Empowering Grasp needs something new.
I disagree that Khajiit is "one of the better races", or that giving it 5 magicka/stamina recovery in exchange for 10 health recovery is even a buff. This will have zero effect on gameplay.
Khajiit is in a very bad spot in group PVE. The hard cap on crit damage means that their main damage passive is often negated entirely. It doesn't even take much, just Warhorn/Sax and Elemental Catalyst, which every group should have.
I still have a Khajiit Warden because I don't want to buy race change tokens for all my characters on this balance roller coaster, and it has been indirectly nerfed on PTS. Warden now gets an absurd 35% crit damage (10% passive, 15% from slotting 5 animal companion skills, 10% from Minor Brittle). Add to that the 12% from Khajiit and 12% from the 6 medium armor meta, as well as 15% from EC. That totals 124%, basically at the 125% crit damage cap without even using Minor Force (Barbed Trap) or Fighting Finesse/Backstabber (also a problem because most other blue slottables are weak). This means that Khajiit Warden gets nothing from Warhorn's Major Force, while every other race sees a DPS gain.
I was playing Bosmer stam sorc all last patch, and can say with certainty it is better than Khajiit in trials. Khajiit needs something else, maybe go back to crit chance if the crit damage cap is not going to be removed. That is not to say Bosmer is good, they could use a small buff too. Redguard is in a poor state and needs a rework.
This passive is currently creating issues with 1 - morph choices in the class, as Wardens have a healthy 2 - mix of damage types outside of2 - Magic and Frost. Many morphs that are meant to focus on damage are either close to or even eclipsed by the more utility driven morphs that retain Magic Damage, and the lack of more 3 - DPS focused Ice Damage abilities (since they are predominantly made for tanks or utility) create a situation where this passive isn’t helping the unique identity of Ice Mages keep up with other play styles. By shifting the focus of the passive over to generic damage that contextually gets stronger for the audience the passive is made for, we hope to help bring that playstyle up a bit more.
This passive is currently creating issues with 1 - morph choices in the class, as Wardens have a healthy 2 - mix of damage types outside of2 - Magic and Frost. Many morphs that are meant to focus on damage are either close to or even eclipsed by the more utility driven morphs that retain Magic Damage, and the lack of more 3 - DPS focused Ice Damage abilities (since they are predominantly made for tanks or utility) create a situation where this passive isn’t helping the unique identity of Ice Mages keep up with other play styles. By shifting the focus of the passive over to generic damage that contextually gets stronger for the audience the passive is made for, we hope to help bring that playstyle up a bit more.
My two cents as a Warden main;
- This is where the struggle lies. There is a lack of consistency between the morph choice.
- It is in the damage type where the Warden will benefit from a DPS boost. Currently there is a mix of damage types with the Warden skills.
- Lets take a look at the damage types across the primary DPS skill line, Animal Companions.
- Dive - Magic Damage
- Cutting Dive - Bleed Damage
- Screaming Cliff Racer - Magic Damage
- Scorch - Magic Damage
- Subterranean Assault - Poison Damage
- Deep Fissure - Magic Damage
- Feral Guardian - Magic Damage
- Eternal Guardian - Magic Damage
- Wild Guardian - Bleed Damage
- This equals:
- Magic Damage x 6
- Bleed Damage x 2
- Poison Damage x 1
- If we add the Winters Embrace skill line damage skills to the mix we see the following:
- Frost Damage x 3
- This leaves us with a total of 4 different damage types. The predominant type of damage is the Magic Damage type. The morphs need to tie into an identity for the class. To do this an overhaul of the skill tree needs to occur. Magicka morphs need to attend to the frost damage type. Stamina morphs need to attend to a bleed damage type. Incidentally this is little work on the back end. A texture overhaul for the frost damage morphs will more than suffice. Aka, make 'em blue. the stamina morphs need nothing more than a damage type change. The Winters Embrace Piercing Cold passive needs to Increase Frost Damage by 10% and drop the Magic Damage type. Advanced Species passive needs to return to % damage per ability slotted. Both of these passives a no different to other class passives. Think Sorc damage increase per Storm Calling ability slotted and their Energized passive to increase Physical and Shock Damage.
- It isn't in the equipping of the ice staff to increase ice damage where the change needs to occur. If we rely on the method of weapon type it further complicates the accessibility of damage output. It is in the above that the direction of the Warden identity can be established. Magicka builds are frozen experts, and Stamina builds are bleed experts. This method would also increase the effectiveness of certain CP slottables.
Please stop nerfing stamplars, especially while not being honest about the impact of the changes you're making. A 14% loss to our last stamina class dps skill worth mentioning is not "the same damage as on live." If you got your math wrong, redo it. If you saw the math but thought a 14%+ loss wasn't worth acknowledging, reconsider what "communication" looks like.
Stamplars have already lost their entire class identity to magplars with hybridization. We don't need further performance losses on top of that. We've been trying to tell you how badly off they are for over ten weeks now due to overnerfs (Jabs, Burning Light, Ritual) and failure to acknowledge failed design in the context of actual content (Ritual). The only "acknowledgment" has been yet another significant nerf to a class skill which you claim isn't a nerf at all. Please seriously consider how all that comes across to players who want to support your game but are having an enormously hard time justifying that right now.
- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
- It isn't in the equipping of the ice staff to increase ice damage where the change needs to occur. If we rely on the method of weapon type it further complicates the accessibility of damage output. It is in the above that the direction of the Warden identity can be established. Magicka builds are frozen experts, and Stamina builds are bleed experts. This method would also increase the effectiveness of certain CP slottables.
Klingenlied wrote: »
- It isn't in the equipping of the ice staff to increase ice damage where the change needs to occur. If we rely on the method of weapon type it further complicates the accessibility of damage output. It is in the above that the direction of the Warden identity can be established. Magicka builds are frozen experts, and Stamina builds are bleed experts. This method would also increase the effectiveness of certain CP slottables.
Kinda. I like that they try to put it in there. And, with 8% extra damage with Ice Staff equipped, they obviously kinda nailed it - it is not 100% on par with flame, but close enough to be viable.
Still, Warden right now needs way higher boosts to be up on par once again.