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PTS Update 37 - Feedback Thread for Combat & Classes

  • Credible_Joe
    Credible_Joe
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    Tear down the walls. The final balance solution. Enable all class skill lines for all characters.

    CLASS WARFARE

    NO MORE CLASS
    Thank you for coming to my T E D talk
  • Syiccal
    Syiccal
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    Thanks now we have confirmed dk is the way to go....
  • TechMaybeHic
    TechMaybeHic
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    "Thanks for the feedback, but we already looked at our spreadsheet, and decided that 3 classes should be limited for identity as you can't have everything, unless you are the other 3 classes. Because math"

    No offense to Kevin. Just the messenger; but that appears to be the message.
  • ForumBully
    ForumBully
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    If you want to pass along one more bit o'feedback, you can tell the devs that the people who actually try to play the game remain puzzled by the people who try to make it.
  • acastanza_ESO
    acastanza_ESO
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    ZOS_Kevin wrote: »
    Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.

    We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.

    We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.

    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.

    Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.

    Except that we've explained again and again that the buffs to shields are not adequate and do nothing to actually help out magicka sorcerer - the spec of sorcerer that actually needs help, and that the shields as a whole do. not. work. as they are in PVP. They are fundamentally, mechanically, inferior to healing and blocking. The buff isn't "significant" it is extremely negligible. The shields in their current state are deleted by single attacks and the buff will do nothing to take them out of that range.

    The buff access is, again, a serious issue that you are not listening to. It has NOTHING to do with "unique" buffs or debuffs, it is about getting equitable treatment with access to THE SAME buffs that every other class gets. Was this unclear?

    Other classes get access to buffs and debuffs easily with their massively overloaded class skills. Sorcs get literally nothing. The slightly higher tooltips compared to some other classes are balanced by significant other drawbacks (like cast times) and the buffs and other utility other classes get significantly overperform by comparison. Classes like NB get free unique +10% damage, DKs are getting Major Berserk. We get what to be comparable? Answer specifically.

    You say that every class should have strengths and weaknesses. What are Sorcerer's specific strengths in PVP? Mobility? Every class is at speedcap, and will now have a teleport if they want. Damage? Nightblade is significantly better with better defensives. And it's definitely not survival. So what is it? What is sorcerer's specific strength? As someone with thousands of hours on a Grand Overlord Sorc, I'd really like to know.

    But on that topic, EVERY class needs something unique to bring or there is NO REASON to bring that class. The diversity without it is "don't bring a sorc". Silences don't work in PVE, they just don't. You ever seen a negate in a trial LOL. Negate is good in PVP, sure, but your changes have pushed everyone to stam based damage and stam based heals, with everything being proped up with procs. Which negate doesn't affect.
    In PVE, Sorcerer's used to bring Major Breserk through the Atro, but you've decided to give that away to everyone with a mythic, or to the most overperforming class. Why?

    There isn't anything that "bridges" the gap, the class is sub-par in EVERY area. List any modern sets that support Sorc's in-class defensive toolkit. Literally any set. Anyone can use Mara's Balm and backstop it with class skills more effectively than Sorc can. That is the case for every set.

    Rethink this entire statement. It is fundamentally flawed and, as they say, a "bad look" to miss the mark this badly.
    Edited by acastanza_ESO on February 20, 2023 8:59PM
  • K9002
    K9002
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    There it goes again - vague references to class identity. But despite many requests, the "deep dive" on combat, we still weren't told what is the current developer vision of the class identity. It feels like they're trying to share some in-group joke.
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    ZOS_Kevin wrote: »
    In addition to taking feedback to the team about Sorc, we also took your feedback to the team regarding the state of Templars. We want to follow up on how the team uses feedback to inform combat and balance changes.

    The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.

    While there are no planned changes for Templar in U37, outside of anything already highlighted in patch notes, we're evaluating everchanging data and will continue to adjust around issues when they arise. Your continued feedback will be apart of that process.

    "We'll continue to adjust around ulissues as they arise".... Issues have already arisen. Templar is in the worst state it's ever been. It needs to be addressed, and sooner than later.
    Edited by Suna_Ye_Sunnabe on February 20, 2023 7:54PM
    Angua Anyammis Ae Sunna
  • KingLewie_III
    KingLewie_III
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    “Sorcerer like every class, cannot be good at everything”

    Fair, but they aren’t good at ANYTHING lol. I also just want to point out that DK exists, and can quite literally do everything very well in both PVE and PVP, except PVE healing, but honestly it can probably do that too.

    With that being said, and judging by the countless threads detailing what’s wrong with the underperforming classes (sorc, Templar, necro) I have no faith that anything will be done. It’s proven to be mind blowing just how out of touch ZOS is with its own game.
  • PeacefulAnarchy
    PeacefulAnarchy
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    ZOS_Kevin wrote: »

    We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.
    Can I ask why Conjured Ward and its morphs scale based on mag (and now health) but not stam? It's one of the few (only?) skills that doesn't scale off max offensive stat.
  • KlauthWarthog
    KlauthWarthog
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    Can someone point me to the part of the deep dive thread where they explain the intricacies of identity for each class, which would surely explain all of those otherwise controversial decisions of the combat team? For some strange reason, I can't seen to find it.
  • WuffyCerulei
    WuffyCerulei
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    ZOS_Kevin wrote: »
    Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.

    We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.

    We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.

    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.

    Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.

    Thank you for taking time to address people's feedback. About the buff and debuffs, the only thing I would like as a Sorc is a class-based source of Major Prophecy/Savagery. We only have access to Inner Light+morphs, and Expert Hunter+morphs. Templars, DKs, and Wardens have access to class-based sources of those buffs. Nightblades and Necromancers don't, but they do have passives that increase their Critical ratings while under X circumstances. We do have Minor Prophecy, but keep in mind that DKs get Minor Savagery WITH their Major Savagery and Prophecy. Sorcs get the short stick with Crit rates in that sense.
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • katorga
    katorga
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    "Thanks for the feedback, but we already looked at our spreadsheet, and decided that 3 classes should be limited for identity as you can't have everything, unless you are the other 3 classes. Because math"

    No offense to Kevin. Just the messenger; but that appears to be the message.

    Bingo. A couple of classes have literally everything.

    Play DK, NB, for foreseeable future in pvp.

    Play DK for pve, and maybe whatever class is top healer.

  • acastanza_ESO
    acastanza_ESO
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    "Thanks for the feedback, but we already looked at our spreadsheet, and decided that 3 classes should be limited for identity as you can't have everything, unless you are the other 3 classes. Because math"

    No offense to Kevin. Just the messenger; but that appears to be the message.

    This is exactly what appears to be happening. There clearly appear to be favorite classes that are getting special treatment, and if you want to play something else, too bad, you will be worse at everything.
  • skinnycheeks
    skinnycheeks
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    ZOS_Kevin wrote: »

    We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.

    This is great! Glad to see that Non-Pet Sorcs are going to be looked at going forward!

    ZOS_Kevin wrote: »

    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.

    This is the opposite of great! How does Sorcerer not having a unique buff or debuff allow for "more class diversity in group environments?" This goes for Templars as well. They are both often left out of group compositions because they don't bring anything interesting to the group. The class minor passives NEED to be adjusted so that everyone has something unique to bring. This notion from the developers that this would be against class diversity needs to be revisited as it is simply not in line with the way the game is played. Please think on this more...
  • Ankael07
    Ankael07
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    Any update on Necromancer in pvp? Im pretty there are more DK chain users than Necromancers out there
    If you want me to reply to your comment type @Ankael07 in it.
  • flizomica
    flizomica
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    ZOS_Kevin wrote: »
    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.

    Hi Kevin, first, I really appreciate the direct communication! I am a little confused by that quote above, though. I've always felt like each class having a unique buff or debuff improved diversity in raid environments, rather than reducing it, as implied above. For example, back before mag DK DPS was mega buffed, I always had a guaranteed slot in raids due to engulfing flames + easy ability to apply Z'en debuff. It was pretty typical to slot at least one of every class in support roles (including DPS wearing buff/debuff sets) and fill the rest with parse DPS of whichever class/spec was strongest.

    With hybridization, you now only need one of the unique class crit buffs and one of the weapon/spell damage buffs, so you pick between NB/Sorc and Templar/DK. How does Sorc not having a unique buff or debuff improve diversity when they may not need to be slotted if you have a NB in group?
  • Ecgberht_confused
    Ecgberht_confused
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    Sorc mains wrote and articulated endlessly here on the forum how shields are not a substitute for burst heals, and all we got back was a 'yeah but we buffed shields so all is well'...

    Not a good form
  • The_Titan_Tim
    The_Titan_Tim
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    ZOS_Kevin wrote: »
    @ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.

    Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.

    Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.

    Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.

    Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.

    Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.

    More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.

    Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.
  • Pelanora
    Pelanora
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    ZOS_Kevin wrote: »
    Hi all, we took your feedback to the combat team regarding the state of Sorcerer. We have a few comments to share.

    We know survivability has been a concern with Sorcerer, given the feedback received and some of the data. We increased Sorcerer survivability this update by giving a sizable buff to shields. We'll continue evaluating and investigating as we go live as well.

    We've also seen feedback regarding Pet vs non-Pet builds. Specifically, wanting more options for non-Pet builds. While there will be no changes to this in U37, we want to acknowledge this sentiment and the team is monitoring this. We want to make sure when thinking about this and reviewing feedback, we are keeping class presentation for Pet Sorcerer in mind while also allowing for class diversity for those who want to play non-Pet Sorcerer.

    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this. Sorcerers do have some unique abilities in their kit, like silences. However, not locking Sorcerer into having unique buffs/debuff allows for more class diversity in group environments.

    Lastly, we want to reiterate the notion of classes having strengths and weaknesses. Sorcerer, like every other class, cannot be good at everything. This is part of building class identity. There are ways for players to bridge the gap through gear, consumables, etc. That does not negate us from addressing problem areas, but it does mean there will be times where elements of a class will struggle compared to others. That is okay and a part of building unique gameplay experiences.

    Regarding Sorcerers and their lack of unique buff/debuffs, this is intentional and there are no current plans to change this.


    WHAT THE ACTUAL [snip]



    What EVEN IS dragonknight then???? The they- must- never-struggle class??

    You're about to give them a whole new and formally sorc buff?! To fix a skill not used because it's unreliable?

    Could the combat team be more obviously biased?

    [edited for profanity bypass]
    Edited by ZOS_Icy on February 21, 2023 11:05AM
  • GetAgrippa
    GetAgrippa
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    I don't even play templar, but I'm so absolutely baffled that zos is happy with where the class is at, at least from a pvp perspective. What on earth is wrong with their spreadsheets. I can't even remember the last time I felt pressure from PL/PoL. All Templars are are beam bots. But I guess if the spreadsheet says that's fine, then that's fine.
    Edited by GetAgrippa on February 20, 2023 8:36PM
  • ForumBully
    ForumBully
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    I'm still very confused as to why Blazing Shield does damage at all...is the intent to do pointless levels of damage? Why not just make it a better tanking skill if it's a tanking skill, because right now it's a horrible tanking and damage skill.
    Edited by ForumBully on February 20, 2023 8:36PM
  • Billium813
    Billium813
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    ZOS_Kevin wrote: »
    @ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.

    Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.

    Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.

    Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.

    Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.

    Totally agree that Sun Shield is moreso a tool for Tanks and should not become a traditional damage dealing skill.

    I would be interested in hearing the development teams thoughts on Blazing Shield and it's current utilization though. As a Templar Tank, it seems like Radiant Ward is the obvious go-to and the Blazing Shield morph is very under utilized. Blazing Shield seems to campaign itself as a Tank skill that does more damage than Radiant Ward, something a Tank doesn't generally care about unless there are some other fringe benefits. However, I think Blazing Shield could be very applicable to PvP where Tanky skills that also deal damage are more beneficial!

    Does the development team see strong usage of the Blazing Shield morph? Similar to how Empowering Chains for DK was seen as under utilized. I would love to see Blazing Shield reworked a bit to improve its PvP usefulness. The 50% Battle Spirit shield reduction + 30% Damage absorb doesn't really make it that beneficial in PvP when compared to a skill like Eclipse, which doesn't get any reductions since it isn't a shield.

    For instance:
    40472 Health -> 12140 Blazing Shield (6070 w/ Battle Spirit)
    12140 Blazing Shield (6070 w/ Battle Spirit) -> Absorbs and deals 3642 (1820) damage.

    Absorbing 1820 damage isn't really that useful in PvP, especially at a cost of 4320 Magicka! Also, 1820 damage doesn't account for Battle Spirit reducing the damage ever more! So Blazing Shield is hit twice by Battle Spirit. Consider that Blazing Shield competition, Living Dark, heals for more than Blazing Shield could ever hope to block and procs WAY MORE at every 1/2 second!

    Living Dark should be good at blocking bits of range damage and Blazing Shield better at taking huge hits, but its just terrible. The shield IMMEDIATELY gets broken by anything. It's not like PotL that stays there, absorbing damage for a set time and can scale up. Blazing Shield breaks if anyone sneezes on it and hits like a wet tissue to boot. I get it that it deals damage back in an AOE, but that isn't generally that useful in PvP and other AOEs do way more for the cost.
    Edited by Billium813 on February 20, 2023 9:08PM
  • TechMaybeHic
    TechMaybeHic
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    ZOS_Kevin wrote: »
    @ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.

    Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.

    Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.

    Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.

    Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.

    Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.

    More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.

    Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.

    I hate to say it, but this horse has been dead and beaten ad done beaten years ago. Then shields in general were put down more trying to hit shield stacking sorcs, which ironically; finally got put down themselves and rendered obsolete when hybridization started as the shields just don't really get helped by that. I'm not too upset as I hated the gameplay of recasting shields all the time; but blazing shield was pretty cool. You should have seen it when there was blinding flashes to go with it.
  • ForumBully
    ForumBully
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    Dekrypted wrote: »
    Better off just announcing a class change token at this point. If they didn't say "Play how you want", every change could be justified with no question, but for all the people who try to play templar really can't.

    Might as well rework the statement to read as "Play what we want you to play, and don't use those other ones"

    It's worse, they don't know there's a problem with Sorcs, Necros and Templars. In their world, those are perfectly viable and on par with the others.
  • The_Titan_Tim
    The_Titan_Tim
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    Also, for anyone who doesn’t know what @ZOS_Kevin meant by each class has its drawbacks, here is my interpretation of each of their benefits…
    • Dragonknight: Damage, Mitigation, Healing
    • Warden: Damage, Mitigation, Healing
    • Nightblade: Damage, Healing, Sustain
    • Templar: Mitigation, Healing, Sustain
    • Necromancer: Mitigation, Healing, Sustain
    • Sorcerer: Damage, Mitigation, Sustain

    I have reason to believe Arcanist will land itself similar to either Nightblade or Sorcerer.
    Edited by The_Titan_Tim on February 20, 2023 9:22PM
  • TechMaybeHic
    TechMaybeHic
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    ZOS_Kevin wrote: »
    In addition to taking feedback to the team about Sorc, we also took your feedback to the team regarding the state of Templars. We want to follow up on how the team uses feedback to inform combat and balance changes.

    The combat team is always looking at data from various points of play (PvE, PvP, low-end to high-end damage parse, group content and solo play, etc.) and collective feedback across the board to make informed balanced adjustments. Many of the previous adjustments to Templar were directly made off of those points.

    While there are no planned changes for Templar in U37, outside of anything already highlighted in patch notes, we're evaluating everchanging data and will continue to adjust around issues when they arise. Your continued feedback will be apart of that process.

    @ZOS_Kevin The combat team does realize that Backlash is not necessarily brought up because of being unbalanced, but rather because we suspect it's not functioning right in PvP under battle Spirit; right?
    Edited by TechMaybeHic on February 20, 2023 8:43PM
  • The_Titan_Tim
    The_Titan_Tim
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    ZOS_Kevin wrote: »
    @ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.

    Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.

    Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.

    Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.

    Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.

    Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.

    More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.

    Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.

    I hate to say it, but this horse has been dead and beaten ad done beaten years ago. Then shields in general were put down more trying to hit shield stacking sorcs, which ironically; finally got put down themselves and rendered obsolete when hybridization started as the shields just don't really get helped by that. I'm not too upset as I hated the gameplay of recasting shields all the time; but blazing shield was pretty cool. You should have seen it when there was blinding flashes to go with it.

    Yeah, unfortunately I started playing when the game came over to Xbox, I would have loved to.
  • Billium813
    Billium813
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    ZOS_Kevin wrote: »
    @ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.

    Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.

    Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.

    Wanted to touch on this feedback on Sun Shield after chatting with the Combat Team. The current iteration of Sun Shield helps to keep the skill inline with the class identity of the Templar. Sorcerers get more unique functionality with Conjured Ward as this skill also fits in line with its class identity.

    Also regarding usage of the skill, it is working as intended. Sun Shield is moreso a tool for tanks vs. being used for damage dealers.

    Thanks for the response, where I’m torn with this ability is that damage dealers and tanks are mutually exclusive at the highest tier of play, being great at one or the other, or bad at both.

    More specifically, Radiant Ward is phenomenal, it’s a tool designed to help tanks, it scales great with multiple threats, and is performing great, I run it quite often.

    Blazing Shield on the other hand, is a relic. It’s not used in PvE by any Tanks, in favor of its other Morph having a reduced cost, and bigger shield scaling. While for tanks in PvP, it’s the exact same scenario. When you build into multiple roles at once, like tank and damage, both suffer, which is fine, you can’t be the best at both worlds. Blazing Shield is in a weird spot right now where it doesn’t quite perform well for tanks or damage dealers as it costs too much to maintain on a build with high enough health to utilize it, while providing nowhere near enough damage for it to be considered the morph that does damage, and not enough protection to warrant the cost of it.

    Considering it's a Tanky skill that also promotes itself as a damage dealing ability, I think it's in a good position to be a PvP oriented skill. However, it's just terrible in PvP: it scales terribly slowly at 4% in the spread out environment of PvP, it gets hit with Battle Spirit TWICE (Shield size reduced 50% and damage reduced) which directly effects the damage potential, and it costs way too much for what it does.

    I would like to see Radiant Ward position itself as a good Tank morph for large groups and Blazing Shield position itself as a good Tank morph for single, large enemies (like bosses). This could naturally position it as better in PvP where health pools are much larger while also making it more of a decision for players when building for PvE Tank.

    Drop the Blazing Shield AOE damage and make the shield scale on enemy health, perhaps with a cap or some logarithmic curve. Make the enemy take increasing damage the more they hammer it with direct damage or when it bursts. Reduce the cost.
    Edited by Billium813 on February 20, 2023 9:00PM
  • Glantir
    Glantir
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    Having access to silence is your argument?

    For PvE we dont have 2014 anymore where people skip mechanics with negate :D

    and for PvP i guess people just walk outside the globe?
    Edited by Glantir on February 20, 2023 9:20PM
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • DeathStalker
    DeathStalker
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    templar in the garbage can = 3 more months I must wait to play. Thanks for the upfront info.
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