TechMaybeHic wrote: »I'd be concerned about suggestions of making POTL some sort of delayed execute if I wasn't fairly certain that any suggestion are usually not used by devs; but I'd rather not have Radiant Destruction toned down and shift some to Backlash to be pretty much in the same spot but only now 2 abilities to execute rather than 1. Where does that get us?
TechMaybeHic wrote: »I'd be concerned about suggestions of making POTL some sort of delayed execute if I wasn't fairly certain that any suggestion are usually not used by devs; but I'd rather not have Radiant Destruction toned down and shift some to Backlash to be pretty much in the same spot but only now 2 abilities to execute rather than 1. Where does that get us?
A reasonable increase in damage like 30-50% on low healt targets wouldn't make of POTL a real execute. With a fixed tooltip like sorc's curse, that would be still less damage than deep fissure's second hit and still retaining the concept of benefitting from the damage you do while POTL is up.
Regarding Radiant Destruction, the only change i'd do would be it's range. 28 meters range + 5 meters from reach passive on an undodgeable execute is way too much, should be at maximum 22 to keep it in line with javelin and it will help with the radiant spamming bots from across the map
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.
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.
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?
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.
Wrecking blow has a severe targeting issue. Dizzying swing does NOT have this issue, ONLY the wrecking blow morph has this issue.
The bug: With the wrecking blow morph of uppercut, if you character model turns slightly away from the target you are channeling the ability on, it instantly cancels the channel. This is extremely problematic in PVP, where players are frequently moving around and the server struggles to establish precise locations. This bug is not present on the dizzying swing morph, only on the wrecking blow morph. This doesn't occur if your camera moves away, but only if your character model turns away, as seen in the clip below.
It is so great to finally see this ability getting a much needed buff, and I am excited to once again have the option of playing an uppercut build in PVP - but PLEASE fix this targeting issue so that the skill is useable.
https://streamable.com/z3o92z
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.
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.
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.
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.
I've never understood this argument for sorcs to have a burst heal, thier bust heal is effectively shields which protect HoTs. A shield worth 5-7k is about the same as typical non crit burst heal of templar for example. What sorcs need isn't burst heals it's for shields to crit like burst heals
Wrecking blow has a severe targeting issue. Dizzying swing does NOT have this issue, ONLY the wrecking blow morph has this issue.
The bug: With the wrecking blow morph of uppercut, if you character model turns slightly away from the target you are channeling the ability on, it instantly cancels the channel. This is extremely problematic in PVP, where players are frequently moving around and the server struggles to establish precise locations. This bug is not present on the dizzying swing morph, only on the wrecking blow morph. This doesn't occur if your camera moves away, but only if your character model turns away, as seen in the clip below.
It is so great to finally see this ability getting a much needed buff, and I am excited to once again have the option of playing an uppercut build in PVP - but PLEASE fix this targeting issue so that the skill is useable.
https://streamable.com/z3o92z
Thanks for the feedback here. The team is investigating this.
- Overall i like the idea of elusive gameplay with Mist form, often go in and out of Mist form create really good vampiric atmosphere and gameplay.
- At this point, Mist form skills are bugged, character just don't streak to the pointed direction with any settings of ground targeting, he only streaks if Mist form used second time in a raw or if any other skill were used right before using Mist form. Seems not all players affected by this bug. And another bug, where character try to streak to Invalid location and regain all magicka, but still receive all buffs. Potentially can be abused.
- Animation of casting Mist form need to be changed, in my opinion. It must be instant witout any scream and movement from the character, because now it looks more like a jump forward with scream, not a elusive movement.
- Elusive mist skill seems ok at the moment in terms how it looks and feel.
- Blood mist, in the other hand, looks and feel bad, in my opinion. Animation of ground effect is bad, it's just a red puddle, looks very cheap and not atmospheric, with mist on top of that puddle it looks acceptable, but without mist, just under the character model it looks bad. DOT last for long 20 seconds, it take away this cool feeling of constant transforming in and out of Mist form. Better make it similar to bat swarm streak that NPC vampires have with cool animation and instant AoE damage, or if you want to keep DOT damage make it last for 4-10 seconds, just to keep reasons to use this skill more often.
At the begining of the video you can see NPC vampire streak.
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.
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.
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.
acastanza_ESO wrote: »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.
The duration of the buff is not the issue at all. The issue is getting access to it at all. DK does not need damage buffs right now, at all. If they need to figure out a way to incentivize the use of this underutilized skill morph find something else instead of putting more damage into an already overperforming class.
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.
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.
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.