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.
That's because they start consultation too late in the whole process. Consultation starts with the discussion of the problem, not with proposals of solutions. The consultation is to agree the problem is well understood first, rather than just how to tweak and improve the proposed solution. That way everyone can be sure a proposed solution is to the right problem or a problem rightly understood, and therefore, is likely to work.
Grand reveals for the chapter is fine, for combat changes, it doesn't work.
Consultation goes: propose issues, discuss; propose solutions, discuss; implement; discuss results.
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.
proteinexe wrote: »Well to put it bluntly (for PvP);
Templars are now fairly useless. Backlash change was needed but the average damage done in PvP has gone from a strong 12k - 15k to 2k - 4k (if you’re lucky), making it the same damage as a spammable. The potential killing power isnt there anymore and there are better healers out there with more utility to offer.
Necromancers now dont have the potential synergy power they once had, reducing them back to a side character class where it’s ‘cute’ to role play in PvP but realistically they dont stand a chance against most stronger classes.
Nightblades are in a good position but because they’re a head above other classes, they’re overtuned. Buff the other classes, dont nerf nightblades.
Wardens are also in a decent spot, you now have frost wardens and you have interesting gameplay but when you inevitably nerf polar wind/arctic blast, dont destroy it. Tiny nerfs please.
Dragonknights are potentially too strong. They spit out damage without intention and they’re incredibly good at survival. Their class utility is very high and they don’t necessarily have a counter.
Sorcerers are my biggest concern. Changes to shields was nice, now give them a burst heal that’s effective like you did with Healthy Offering for Nightblades. Dont make it mandatory for Sorcerers to have to wear Mara’s to survive, that shouldnt be how a class has to function to stand a chance.
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
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.
@AdamLAD while these suggestions might be great for PvP, some of them are terrible for PvE, such as changing Expert Mage to max mag instead of weapon / spell damage.
We don't need stronger shields in PvE so we'd just be losing dps. Proc sets only scale from weapon/spell damage so this loss would be significant, even if balanced by some dps increase from the higher mag pool. Secondly this would leave max stam build out in the cold with no real benefit from this passive.
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.
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.
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.
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.
@ZOS_Kevin please can you comment on templar, its been great seing dev thoughts on dk and necro but hearing nothing about why templar is getting no love is very frustrating for alot of us..also sorcs for the sorc mains..thanks
TechMaybeHic wrote: »@ZOS_Kevin please can you comment on templar, its been great seing dev thoughts on dk and necro but hearing nothing about why templar is getting no love is very frustrating for alot of us..also sorcs for the sorc mains..thanks
He did. Look 2 posts above yours.
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.
LukosCreyden wrote: »The harmony adjustment deletes the only viable pvp build necromancer has.
Also, necromancer has struggled for a long time with clunky skills, specifically blast bones. The whole class revolves around babysitting this one skill, which makes it awfully fiddly to play in pve and, when combined with a rather slow spammable, very weak in pvp.
Blastbones needs to be reworked to be on the same level of effectiveness as warden's scorch. The skulls spammable needs to be faster or undodgeable in pvp.
Combined with other issues such as poor cc and lack of buffs, necromancer is becoming very unappealing for both pve and pvp. The nice aesthetics cannot carry it through its clunky gameplay.
Going to be honest, I am really wanting to play the game more, but am honestly struggling to find a class I actually like.
Hera Mora cultist mage doesn't interest me, the theme is too specific.
Sorcerer is a pet class with nothing else going for it due to lacking passives. Bring back no pet sorc!
Templar is in a hole, still bleeding profusely from jabs and other nerfs. Also, that animation is still bad.
I personally do not like the defence buffs on DK, i really dislike how they look.
NB has incredibly subdued spell effects, making it hard to see if the skill activated in the first place.
Warden as a frost mage is pretty cool, but honestly I'm waiting for the nerf hammer to come and destroy that playstyle, or the class as a whole. I just get the feeling that this will happen before the other classes get the buffs they desperately need.
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.