Yamenstein wrote: »Can a dev please explain the harmony/boneyard nerfs in relation to necro pvp? Is there plans to buff necros or fix up several skills in their skill lines?
As noted in another post, Harmony was being used in ways outside the intended goals of rewarding group play. Additionally, dev has seen Necromancers used as a "bomb" class and this is outside of the intended scope of play. It contributes to creating an unhealthy play environment.
However, we would like to hear from you regarding what you think the class needs. What do you think the class needs and how are you coming to that determination? Let us know - this will help give the dev team a better constructive perspective from all of you.
acastanza_ESO wrote: »Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
We've given thread after thread after thread of feedback on how exactly Sorcerer is underperforming. They need us to reiterate this again?!
The defensive toolkit of Shields scaling off max stats when the game does not provide comparable damage for stacking into max stats puts the class at an objective disadvantage to classes that can stack into Weapon and Spell Damage to buff both their offense and defense (considering healing does scale off offensive stats). The short duration of shields, coupled with their inability to crit, and how they render block mitigation completely useless, while also not protecting against incoming abilities execute scaling makes them worse in every possible way than class heals. While Sorcerer's in class heals are either a flying plaguebreak bomb that needs to be constantly resummoned because it ran off and died, or a mediocre channeled skill. Or - a shield from the resto staff skill line that is just as likely to apply to the person next to you as it is to you.
So, by stacking into max magicka (for example), your (mediocre, for the above reasons) shields at least get a decent tooltip, at the cost of significant damage loss due to the extremely lackluster damage scaling for max-stat stacking. But stacking into max damage like everyone else gets to do, your shields are actual garbage and you don't have any in-class heals to speak of (except the problematic bird), but at least you can do good damage. That is not a tradeoff any other class is saddled with, and there isn't enough benefit to it for it to be fair. This is exacerbated by the push towards using proc sets to carry damage. Proc sets which scale off damage stats, and provide lines of damage stats. There are no reasonably comparable damaging proc sets that work with the Max-stat playstyle that continues to be forced on Sorcerer and only Sorcerer.
Secondly - for the 1000th time - the pets are a massive liability in PVP and with the major nerfs to Sorcerer's class skills a couple patches back and the bandaid fix of putting the damage back using only Daedric Prey renders the class's damage toolkit subpar. Pets are not viable in PVP - with the resummon time, their low health, needing to be double barred, and the poor AI. If you're going to continue to force pets on Sorcerers, their disadvantages - particularly the cast times and needing to be double barred need to be addressed. With the lack of access to buffs and debuffs in the Sorcerer toolkit, Sorcerers can't afford to give up the double bar spaces for the pets anyway, even if they were good (they aren't, for the above reasons). Not to mention that basically every half decent offensive skill we have except curse is and extremely slow projectile or extremely telegraphed and can be trivially blocked, dodged, or kited, and don't get me started on the RNG of Frags compared to other big-burst skills for other classes where bursts can be built up and proc'ed reliably. The closest we get is Bound Armaments which can be proced reliably but is, again, a (series of) slow moving projectile that is easily blockable. Oh, and since Frags is a channel, we can't even use it as a primary spammable because it'll get you interrupted and stunlocked, so another bar space has to get used for a real spammable.
Thirdly - as alluded to above and as we've proven in other threads - Sorcerer has the worst access to offensive buffs and debuffs of any class in the game. The typical reasoning given for this is that sorcerer's skill tooltips are high, but with other classes like Nightblade and Warden (and now DK with Breserk on Chains) getting massive damage buffs this is simply no longer the case. The ability to buff and debuff is critical and Sorcerer has access to NONE of it.
Finally, the devs continue to give away our classs toolkit. Streak is a great skill, sure, but the upcoming mistform eats Ball of Lightning's lunch with Major Expedition AND Major Evasion AND 300 W/S damage from Strike from the Shadows. And the Major Berserk (one of the few buffs we get- and not even with a way to reliably apply it to ourselves) from the Sorcerer's Atro ultimate has been rendered completely obsolete by the ubiquity of the Sea Serpant's Coil mythic, and now putting the buff on two skills that people can run to reliably get access to themselves.
I can go on, and on, and on here but there are dozens of threads with detailed criticisms that have been ignored for patch after patch after patch now.
That said, thanks for taking the time to let us know that they're at least aware that we've been giving feedback here. The communication is greatly appreciated.
I'm sure someone has already pointed it out but DKs and templars had similar reasoning for some changes in some vastly different approaches that feel incredibly unbalanced.
- Dragonknight: Chains of Devastation: This morph now grants Major Berserk for 10 seconds after casting, rather than Empower, as Molten Armaments already grants it in a much more effect way.
- Templar: Everlasting Sweep: Increased the duration of the pulsing Damage over Time to 10 seconds at base, up from 6 seconds.This morph no longer grants Empower, as Solar Flare and its morphs already grant this buff.
So DKs get an added named buff (and a major one) and templars get...4 more seconds of pulsing damage? Seems balanced.
In chatting with the dev team, we wanted to highlight the Chain of Devastation morph was one of the least used abilities in the DK's arsenal. The change was less about buffing the class, and more about creating better incentive to use this underutilized ability more.
That being said, the dev team is looking at adjusting the duration of Berserk to be more challenging to keep up without repeated use of the skill.
Last but not least is a new iteration of the “soft taunt” system that pull abilities such as Fiery Grip or Silver Leash had. Instead of soft taunting enemies for 5 seconds like they did in the past, they will now attempt to normally taunt any enemy that is not already taunted. It is our hope that this interaction helps keep these abilities available to use as a tank or any other role for support, where tanks can control enemies more easily at the start of an engagement, while other roles can still use the skill for grouping up foes if their tank has already corralled enemy attention before using the skill. This will also apply to any single target application pull interaction, including item sets. Before you ask though, Area of Effect pulls like Dark Convergence, Rush of Agony, or Void Bash will *not* be affected by these changes.
Abilities and item sets that pull a singular target will now also attempt to taunt the target for 15 seconds if they are not already affected by a player taunt. This applies to the following sources:Developer Comment:
- Beckoning Armor
- Fiery Grip and Unrelenting Grip
- Silver Leash
- Swarm Mother
SpoilerIn a previous update, we removed a feature referred to as “soft taunt” that was seen on a few of these sources, which at the time was actively causing complications with targets becoming taunt immune or tauntable. We’ve found a much better long-term solution after investigating this for a while, with a lot less weird hitches or interactions. Now when you use an ability against a target, it will check if the target is already taunted; if they are not, it will taunt them. If they are already taunted, it will continue to pull the target and all of the other listed effects, but the taunt from the pull will not apply. This should help give more power of control to those who need to taunt targets, while simultaneously allowing non-tanks to still utilize these abilities without getting clobbered in situations such as the Twins in Maw of Lorkhaj.
@ZOS_Kevin Hello, since you seem active here about collecting feedback, is there any chance you could ask the dev team about Wardens "Frozen Gate" ability not receiving the "soft taunt" as well? I asked about it earlier in this thread (somewhere around page 3) so I hope I am not being spammy about it. Some relevant information:Last but not least is a new iteration of the “soft taunt” system that pull abilities such as Fiery Grip or Silver Leash had. Instead of soft taunting enemies for 5 seconds like they did in the past, they will now attempt to normally taunt any enemy that is not already taunted. It is our hope that this interaction helps keep these abilities available to use as a tank or any other role for support, where tanks can control enemies more easily at the start of an engagement, while other roles can still use the skill for grouping up foes if their tank has already corralled enemy attention before using the skill. This will also apply to any single target application pull interaction, including item sets. Before you ask though, Area of Effect pulls like Dark Convergence, Rush of Agony, or Void Bash will *not* be affected by these changes.Abilities and item sets that pull a singular target will now also attempt to taunt the target for 15 seconds if they are not already affected by a player taunt. This applies to the following sources:Developer Comment:
- Beckoning Armor
- Fiery Grip and Unrelenting Grip
- Silver Leash
- Swarm Mother
SpoilerIn a previous update, we removed a feature referred to as “soft taunt” that was seen on a few of these sources, which at the time was actively causing complications with targets becoming taunt immune or tauntable. We’ve found a much better long-term solution after investigating this for a while, with a lot less weird hitches or interactions. Now when you use an ability against a target, it will check if the target is already taunted; if they are not, it will taunt them. If they are already taunted, it will continue to pull the target and all of the other listed effects, but the taunt from the pull will not apply. This should help give more power of control to those who need to taunt targets, while simultaneously allowing non-tanks to still utilize these abilities without getting clobbered in situations such as the Twins in Maw of Lorkhaj.
So Wardens "Frozen Gate" is a pull ability as well that also only pulls one singular target with every use, after which the ability immediately disappears from the ground. It isn't an Area of Effect pull like the ones listed that are able to pull multiple enemies at once. Despite that, Wardens "Frozen Gate" and it morphs don't get the "soft taunt" according to the PTS Patch Notes. I would like to know if this was intentional or an oversight by the developers. And if it was intentional, I would like to know the reasoning on why.
no they shouldn't because It will be sets for sorcs, dk and wardenESO_Nightingale wrote: »these should be BIS on builds that focus on specific elemental damage types
Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
CameraBeardThePirate wrote: »There have been 4 or 5 "Necro needs help" feedback posts the past patch cycle alone, each one talking about different areas the class was hurting. Harmony graverobber was Necro's only real use in PvP anymore, and with it gone, Necromancer feels aimless right now.
The developer team often states they want each class to have a certain "feel", flavor, or gameplay fantasy they perform well, so I urge you to consider the question "What does a Necro play like?" with these upcoming changes.
Are they a DoT class? Well, they have 10% DoT damage and 15% DoT reduction, but they aren't really a DoT class - they only have 2 class DoTs, both AOE.
Are they a burst class? Well, blastbones is a strong burst ability, but that's only when it wants to be. Taking out Graverobber doesn't really leave necro with anything that would fit this role.
Well surely they have a unique and exciting, useful class kit right? Almost. They had usefulness in applying Major Vulnerability and Empower, but Major Vuln has many options for application now, and Empower is nearly useless in all scenarios now. Blastbones and the tethers being the exception (with the latter being situational at best) Necros likely won't use many of their other class abilities. Why? Well they need an ability that gives their major damage buff, their major crit buff, and need an on demand stun if they'll be PvPing. They also need to outsource their spammable, as Skulls underperform most of the other alternatives. Are you running proc sets? Then you should probably run even fewer class skills, since Blastbones and the Archer/Arcanist won't proc damage sets, and Ghost won't proc healing sets.
Necro needs some love. They're almost an excellent class but they've been shoehorned into Harmony bombing for so long that the areas they've lacked in have flown under the radar. Now with Harmony bombing gone, and many of their other issues being more significant in today's meta, they need a bit of help. Throw them a lifeline ZOS.
Hi all, we chatted with the dev team to follow up on some of the player commentary around Harmony. First to frame the conversation, we want to reiterate the dev team's thoughts around the change, which was highlighted in the patch notes.
"This trait is currently far too niche for its intended use and is meant to be an enhancer to the Undaunted skill line and group play, but ironically is being utilized more by solo builds in PvP to instantly obliterate large groups. We’re shifting this trait over to be more recovery focused, which has much more use potential between PvE and PvP, rather than trying to continue making a value that doesn’t add more insta-gibbing potential but still has impact enough in PvE.""
To add additional feedback from dev, Harmony was being used in ways outside the intended goals of rewarding group play. Additionally, dev has noted that Necromancers being used as a "bomb" class was outside of the intended scope of play and created a unhealthy play environment.
With that context, we are happy to relay additional questions and/or feedback to dev regarding the this change to Harmony.
I'm sure someone has already pointed it out but DKs and templars had similar reasoning for some changes in some vastly different approaches that feel incredibly unbalanced.
- Dragonknight: Chains of Devastation: This morph now grants Major Berserk for 10 seconds after casting, rather than Empower, as Molten Armaments already grants it in a much more effect way.
- Templar: Everlasting Sweep: Increased the duration of the pulsing Damage over Time to 10 seconds at base, up from 6 seconds.This morph no longer grants Empower, as Solar Flare and its morphs already grant this buff.
So DKs get an added named buff (and a major one) and templars get...4 more seconds of pulsing damage? Seems balanced.
In chatting with the dev team, we wanted to highlight the Chain of Devastation morph was one of the least used abilities in the DK's arsenal. The change was less about buffing the class, and more about creating better incentive to use this underutilized ability more.
That being said, the dev team is looking at adjusting the duration of Berserk to be more challenging to keep up without repeated use of the skill.
Backlash and morphs are seriously underperforming in PvP right now. Templar's burst ability should be hitting for more than 2-5k damage against players. Please look at the several threads talking about how weak Templar is currently and address the issue properly for week three of PTS, or look at the several comments on this thread. Nerf beam too, please.
Nightblade is still overperforming due to the unique 10% damage buff attached to concealed weapon.
Sorc changes don't address the issues with the class in PvP.
Hi all, we had a chat with the dev team about this and wanted to follow up. We've seen your feedback regarding Templar and Sorcerer feeling like they are underperforming compared to the other classes. We would like to get some clarity from you all defining what specifically you mean by "underperforming." Specific details and examples would be helpful. This will give the dev team better context around how the community sees these as underperforming, as that term is broad and can be interpreted differently based on each player's playstyle, build, equipment, played content, etc.
yall need to chill with those walls of text, it's difficult to track what u wanna say and just encourages entirely skipping after reading first few words.
too much poetry, repetitions, unhelpful descriptions, and stating the obvious. Be more to the point and concise.
Other threads do this in an obnoxious abundance but this thread actually gets looked at as i see it so try to be more helpful
yall need to chill with those walls of text, it's difficult to track what u wanna say and just encourages entirely skipping after reading first few words.
too much poetry, repetitions, unhelpful descriptions, and stating the obvious. Be more to the point and concise.
Other threads do this in an obnoxious abundance but this thread actually gets looked at as i see it so try to be more helpful
Templar can't do damage anymore and it doesn't have anything to offer to any groups. It's no longer a good solo class either.
People don't realize the scale of Burning Light nerf. Its damage was reduced to ~66% and due to the new cooldown it procs not every global cooldown but on average every 3 seconds. You can go to esologs and pick any Templar DPS in any trial, read the encounter log. It pops every 2.5~3.5 seconds. Divide 66% by 3 and you get measly 22% of its original damage output when using Jabs/Sweeps. It does proc when not using Jabs, so from a distance and during execute phases. But J-Beam is already strong in execute phase all on its own, we just got an unjust nerf outside of execute range. Damage has to be returned either to Jabs or to Burning Light. Alternatively Burning Light's cooldown should be reduced to 300ms.
Backlash is another skill that is not alright, and not just in PvP like the PvP crowd says. First a comparison with similar skills of other classes. Tooltip numbers scaled to 30k resource + 6k weapon/spell damage.Backlash: 4 802 single target damage + 5 313~10 626 single target damage after 6 seconds. Maximum damage per cast - 15 428.All other classes hit in the range of 20k+, with no conditional gimmicks such as building up a lot of damage on the target. Nightblade's light attack condition is trivial to achieve in comparison. 3 other classes deal this higher damage as AoE damage with no downsides. Other classes also see more synergistic effects with their passives.Grim Focus: after 5 light attacks - 18 466 single target damage + conditional melee range heal for 33% of damage done. Also offers a unique w/s damage buff of 300; tooltip corrected by this amount.
- Purifying Light: adds AoE HoT of 2 479 every 2 seconds.
- Power of the Light: stamina conversion and inflicts Minor Breach.
- Passive bonus from Prism: generates 3 ultimate per cast; 6 seconds cooldown.
Daedric Curse: 12 008 single target damage + 5 523 splash damage after 6 seconds.
- Relentless Focus: stamina conversion and longer w/s damage buff duration.
- Merciless Resolve: damage increased to 20 313 and healing to 50% of damage done.
- Passive bonus from Pressure Points: increases critical rate by 438 (2%) for being slotted.
Scorch: 10 716 AoE damage after 3 seconds + additional 14 884 AoE damage after additional 6 seconds. Maximum damage per cast - 25 600.
- Daedric Prey: large cost reduction + 45% damage increase for all class pets and one of the class ultimates.
- Haunting Curse: Damage increased to 12 403 + 5 705. After additional 8.5 seconds hits a second time for the same amount. Total damage per cast increased to 24 806.
- Passive bonus from Rebate: refunds 300 of its resource cost when it ends.
Blastbones: 14 884 AoE damage after 2.5 seconds. Creates a corpse when it ends.
- Subterranean Assault: stamina conversion. Reduces the delay of second hit to 3 seconds and its damage to 10 716. Maximum damage per cast - 21 432.
- Deep Fissure: applies Major and Minor Breach to all enemies hit.
- Passive bonus from Bond with Nature: heals the caster for 1 260 health when it ends.
- Passive bonus from Savage Beast: generates 4 ultimate per cast; 8 seconds cooldown.
- Passive bonus from Advanced Species: increases critical damage by 4% for being slotted.
- Blighted Blastbones: stamina conversion and applies Major Defile to all enemies hit.
- Stalking Blastbones: deals up to 50% more damage scaling with the time spent chasing distant targets. Maximum damage per cast - 22 326.
- Passive bonus from Reusable Parts: cost reduced by 50% after any summoned minion including Blastbones dies.
- Passive bonus from Death Knell: increases critical chance against enemies under 25% health by 8% for being slotted.
- Passive bonus from Dismember: increases armor penetration by 1500 while active.
- Backlash and both morphs need to be able to deal at least as much damage per cast. Either:
- its base damage needs to increase by around 40-45%.
- its accumulated damage scaling needs to be increased to 300%.
- Power of the Light has a completely obsolete added bonus. Minor Breach is readily provided by tanks in any group content. It's applied by all sources of physical damage; Jabs are good at it. It's applied by a similar Warden skill. Soon it will be sourced from frost staves as well. This debuff needs to be replaced by something more useful. Possible substitutes:
- Major Berserk for the caster.
- Unique debuff on target enemy. Something akin to armor debuff from Crystal Weapon or % fire damage taken from Engulfing Flames (just make it something else than fire, like physical).
- Move Major Brutality/Sorcery from Biting Jabs to PotL and make Jabs ignore 10% of enemies' armor, similar to destruction staff skills.
Templars still need help in the buff and team support department, as explained in this thread. Radiant Aura is the perfect candidate. As it stands, it offers too little to justify sacrificing a skill slot. Skill slots are a more precious and scarce resource than magicka, stamina or even ultimate. Make this ability cost magicka and do what it currently does + something extra. We don't need more healing, we need a unique buff that no other class has to offer. How about returning the old effect of Maelstrom staves? A flat increase to light attack damage that goes over the new base damage cap.
u can't just compare different abilities when arguing about why one is bad or good. Abilities have different effects, it also heals, or is undodgeable, or has a debuff attached, etc.
u compare x and y to how much damage they do but those aren't even supposed to do same damage even if you don't actually use the attached effects.
it means that the respective ability is not the best pick for the scenario u want to use it for
The common trend coupled with poor Templar performance is block cast (main abilities are channels where you can't block) or die situations and those with long-range side adds.
These situations are frequent in trial fights. [/b]