The_Titan_Tim wrote: »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.
Having access to silence is your argument?
For PvE we dont have 2014 anymore where people skip mechanics with negate
and for PvP i guess people just walk outsind the globe?
Thecompton73 wrote: »The_Titan_Tim wrote: »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.
Regarding sustain on Hybrid DK's and Sorcerer's: I'm not sure where it's coming from that Sorc's have it better for sustain. Even with the Sorc having Dark Deal and much higher tooltips for both recovery stats I find it much easier to sustain on my DK. Maybe it's because I don't use Overload to turn Ult into resources but with DK I can use any ultimate, whether class weapon, or world skill to help to do that.
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.
Having access to silence is your argument?
For PvE we dont have 2014 anymore where people skip mechanics with negate
and for PvP i guess people just walk outsind the globe?
It's pretty useless in pve or pvp 1vx, but that is what group play and roots/snares/fears are for.
Group play pvp negates are super important, though that importance kind of scales with the number of enemy players attacking you.
Solo/small group pvp is a different animal, but there are better ultimate choices for those play styles. You want high damage/ short cooldowns more for those fights than high cost/low damage big AOEs.
Anyway, don't want to stray too OT, but tldr, negate is absolutely not useless, it's just maybe different play styles than you're used to. Perfectly timed negates are a thing of beauty It would be OP if it did anything else.
The_Titan_Tim wrote: »Thecompton73 wrote: »The_Titan_Tim wrote: »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.
Regarding sustain on Hybrid DK's and Sorcerer's: I'm not sure where it's coming from that Sorc's have it better for sustain. Even with the Sorc having Dark Deal and much higher tooltips for both recovery stats I find it much easier to sustain on my DK. Maybe it's because I don't use Overload to turn Ult into resources but with DK I can use any ultimate, whether class weapon, or world skill to help to do that.
Right, so you’ve pointed out that Dragonknight is overperforming sustain-wise, that’s a problem. ZOS have clearly stated in the past that having good sustain is not one of the perks of playing the class.
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.
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.
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.
I really appreciate the communication, but what you've done is confirm that I can't continue playing this game.
This issue relating to the overt reduction in damage was mentioned in this area of the forums months ago. If the feedback is only reaching them now with an expected turnaround time of over 6 months to fix something that they broke, it really doesn't give me much confidence in what else can happen this year.
I love the game, but this isn't worth it. I told alot of my circles that if this year is a flop, that's it. I really only play one class and it seems as though the development team is more focused on having people who want to play that class or "how they want" to simply not.
When I say I appreciate the communication, I really do. You're clearly more of the messenger in this case, but this is just disappointing.
Sometimes I wonder how much experience the combat team has of live gameplay at challenging level for the current patch, because a lot of the time, the decisions seem to be made on paper, and if that's the case even to some degree, it's really detrimental, and the reason why they might seem so baffling and obviously wrong to the seasoned player. I do wonder if that has something to do with it.
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.
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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.
Thecompton73 wrote: »Having access to silence is your argument?
For PvE we dont have 2014 anymore where people skip mechanics with negate
and for PvP i guess people just walk outsind the globe?
It's pretty useless in pve or pvp 1vx, but that is what group play and roots/snares/fears are for.
Group play pvp negates are super important, though that importance kind of scales with the number of enemy players attacking you.
Solo/small group pvp is a different animal, but there are better ultimate choices for those play styles. You want high damage/ short cooldowns more for those fights than high cost/low damage big AOEs.
Anyway, don't want to stray too OT, but tldr, negate is absolutely not useless, it's just maybe different play styles than you're used to. Perfectly timed negates are a thing of beauty It would be OP if it did anything else.
I love using a well timed negate to bust a group in PvP but as you say, it's not OP, so it shouldn't be pointed to as a reason it's acceptable to leave the class lacking in other areas.
This is all the sorcs who have cleared vDSR HM
This is IT
I don't know how to paint a better picture of how bad the end game group composition is.
Wardens
it's all healers. NOT ONE WARDEN DPS HAS CLEARED IT.
This isn't top 100 dps. This is total clears by class.
23 nightblades have cleared vDSR HM.
Rockgrove HM is just the same. 14 sorc dps have cleared it and only 7 warden dps.
@ZOS_Kevin How can you sit there and tell us that the team is considering the state of all classes in all content when the data we have available clearly demonstrates that some classes have fallen so far behind?
Thecompton73 wrote: »Having access to silence is your argument?
For PvE we dont have 2014 anymore where people skip mechanics with negate
and for PvP i guess people just walk outsind the globe?
It's pretty useless in pve or pvp 1vx, but that is what group play and roots/snares/fears are for.
Group play pvp negates are super important, though that importance kind of scales with the number of enemy players attacking you.
Solo/small group pvp is a different animal, but there are better ultimate choices for those play styles. You want high damage/ short cooldowns more for those fights than high cost/low damage big AOEs.
Anyway, don't want to stray too OT, but tldr, negate is absolutely not useless, it's just maybe different play styles than you're used to. Perfectly timed negates are a thing of beauty It would be OP if it did anything else.
I love using a well timed negate to bust a group in PvP but as you say, it's not OP, so it shouldn't be pointed to as a reason it's acceptable to leave the class lacking in other areas.
Yeah for sure. And no it's not OP, but it would be if it did anything else.
It is definitely not the underperformer the person I responded to seemed to think it is, though.
DK however has felt like it is out performing all other classes except possibly NB, at least in pvp. Like even if other classes were not underperforming it would feel like they are relative to DK.
I'm a bit ambivalent about class balance as it seems to ebb and flow between classes every few updates on an almost rotating schedule, but even as little as I tend to worry about it, the DK thing has really stood out as kind of obnoxious.
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"
master_vanargand wrote: »@ZOS_Kevin
Playing as a "PvE DPS Stamina Nightblade" for many years, my complaint is that using "Surprise Attack (stamina morph)" makes it weaker.
Throw away "Surprise Attack (stamina morph)" and put the never spamed "Concealed Weapon (magicka morph)" into the skill slot, increase DPS, spam "Silver Shards".
That's very stupid.
Yes, the DPS was high, but assassin lost a cool design.
In PvE and PvP, "Concealed Weapon (magicka morph)" is too strong, and "Surprise Attack (stamina morph)" is too weak to garbage.
Is it the game creator's wish to turn an assassin who fights with a red blade into a "Crossbow man"?
If so, the game creators have succeeded in giving despair.
Need move Concealed Weapon's "When you leave Sneak, invisibility, or Major Expedition ends while in combat, your damage done is increased by 10% for 5 seconds" to Veiled Strike (base skill).
Why can't you do something as simple as this?
Hybridization? No, it's Magickaization.
Does stamina have no choice but to do tank in PvE?
But DK and Necro do tanks... goodbye NB tank.
DPS is magicka only, Healer is magicka only, goodbye stamina builds.
Throw away the 95% trash sets and use the 5% good sets.
Players use strong DK. Other classes? you have the right to be weak.
Aren't these "weird states of balance"?
ESO ended up being a very boring world with no infinite builds.
If game creators find ESO fun right now, I'm very disappointed.[My request]master_vanargand wrote: »Why are you ignoring Nightblade in PTS?
Nightblade's Stamina DPS and Magicka DPS are currently "weird states of balance", with Stamina DPS suffering from identity loss in PvE and PvP.master_vanargand wrote: »Concealed Weapon is too strong and Surprise Attack feels weak.
When I saw a video of PvE stamina NB slotting a Concealed Weapon and spamming Silver Shards, I felt NB lost its identity.
Yes, the DPS in that video was quite high, but it looks like the assassin has lost cool design.MurkyWetWolf198 wrote: »Honestly, Nightblade is in a very solid place relative to the other classes this patch, however there are 2 main concerns as an endgame PvE player;
1. Surprise Attack, the Stamina Morph of Veiled Strike, is never used by Stamblades. The extra damage bonus from Concealed Weapon (the mag morph) makes the stam morph obsolete for most optomized builds, even if the build itself only has Concealed on it's bar just for it's passive effects. I would like to see a small rework of this skill, as Stamina focused Nightblades should run the Stamina skill and not suffer damage loss
2. Relentless Focus, the Stam Morph of Grim Focus, is also made obsolete by it's mag counterpart Merciless Resolve. Merciless Hit's 33% harder, which is a lot, and the only down side is it shortens the buff duration from 1 minute to 40 seconds. 40 seconds is still a really long time, and thus even it being 20 seconds shorter is a very small downside. I would like to see Relentless get a buff, either by making the ability have some AoE damage (which Nightblade sorely lacks in Endgame PvE content), or perhaps increase the Weapon and Spell Damage given by the stacks of the ability
Now, Stamina Nightblade is weaker when using Surprise Attack (stamina morph) in PvP and PvE.
Concealed Weapons (magicka morph) have "When you leave Sneak, invisibility, or Major Expedition ends while in combat, your damage done is increased by 10% for 5 seconds", so even Stamina DPS will not use Surprise Attack (stamina morph).
Also, Concealed Weapons have "While slotted, you gain Minor Expedition, increasing your Movement Speed by 15%", so there is no reason to use Surprise Attack in PvP.
While Concealed Weapon has two big benefits of "+10% damage" and "+15% Movement Speed", Surprise Attack has only one small benefit.
And, Stamina Nightblade uses Merciless Resolve (magick morph) in PvE and PvP.
This is because Merciless Resolve (magicka morph) is better than Relentless Focus (stamina morph).
Do the math, Merciless Resolve does more damage than Relentless Focus. (Better in PvE because better damage allows you to shoot more in relation to execution time.)
and Merciless Resolve has higher heal than Relentless Focus.
This is why Stamina Nightblade does not use Relentless Focus.
Also, Siphoning Passive ability's Magicka Flood has "Increases your Max Magicka by 8% while a Siphoning ability is slotted".
Hybridization? Where is it?
This is the "Strange State of Balance".
And the source of the grief of the "Stamina Nightblade" who suffers from the loss of identity.
Is this an experiment to remove Stamina Nightblade DPS?
If not, please change it immediately.
Patience is the limit.
[Wish list]
- Need move Concealed Weapon's "When you leave Sneak, invisibility, or Major Expedition ends while in combat, your damage done is increased by 10% for 5 seconds" to Veiled Strike (base skill).
- Make Relentless Focus damage the same as Merciless Resolve.
- Add "+8% Max Stamina" to Siphoning Passive ability's Magicka Flood. (may need to change the name)
- Teleport Strike (and morph) is too weak in PvP and PvE. The old ESO, Teleport Strike have stun. Now age, need add stun to Teleport Strike.
Don't shoot the messenger people. Kevin is doing a fantastic job. It's the dev team that continues to baffle us.
Don't shoot the messenger people. Kevin is doing a fantastic job. It's the dev team that continues to baffle us. There's one noticeable quote that Kevin relayed, and that's a class can not be good at everything. That's a good thought in principle and should be adhered to. Unfortunately there's 3 classes that can do everything. Nightblade, Dragonknight and Warden. All of them are fantastic in PvE and fantastic in PvP, they can practically do all roles. Tank, heal, and especially DPS in PvE. Looking from a PvP perspective. There's literally nothing these classes do not have. They literally have everything they need. Dk literally had unlimited stamina sustain with ash cloud. These 3 classes have everything at there fingertips when it comes to PvP. So it's clear to me the devs DO NOT play PvP.. All are mobile due to how easy it is to stack speed, all have damage, all have great sustain, all have great healing and mitigation. These 5 core functions in PvP make them have everything more or less. It's all you need for PvP. Sorcerer has terrible sustain, terrible mitigation and terrible healing and terrible damage (Terrible damage is only due the fact we have to run so much resistance and sustain) so 4 out of the 5 main functions in PvP we don't have. And to add insult to injury our only mobility skill, Streak has ramping cost.