thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
The problem with the Devs logic on this is EVERYONE is buttonholed into using dual wield front bar in order to do the most DPS because of this mechanism. We aren't using a single dual wield skill, we are only using them for the passives. It honestly stinks. Why are we arguing ranged vs melee when the barriers are being shredded in all other forms of identity of playstyle? Mag vs Stam, Ranged vs Melee, if we are getting hybridization at least let my caster use a staff and still do the same damage and not be nerfed because "ranged you know."
GetAgrippa wrote: »Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
This game is almost 10 years old lol
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
The problem with the Devs logic on this is EVERYONE is buttonholed into using dual wield front bar in order to do the most DPS because of this mechanism. We aren't using a single dual wield skill, we are only using them for the passives. It honestly stinks. Why are we arguing ranged vs melee when the barriers are being shredded in all other forms of identity of playstyle? Mag vs Stam, Ranged vs Melee, if we are getting hybridization at least let my caster use a staff and still do the same damage and not be nerfed because "ranged you know."
I'm pretty sure it's because they do most of their balancing from a PvP perspective where ranged is a huge benefit. While PvE we're all sitting in a stack on the bosses rear end and the benefits of being ranged are minimised.
Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
The problem with the Devs logic on this is EVERYONE is buttonholed into using dual wield front bar in order to do the most DPS because of this mechanism. We aren't using a single dual wield skill, we are only using them for the passives. It honestly stinks. Why are we arguing ranged vs melee when the barriers are being shredded in all other forms of identity of playstyle? Mag vs Stam, Ranged vs Melee, if we are getting hybridization at least let my caster use a staff and still do the same damage and not be nerfed because "ranged you know."
I'm pretty sure it's because they do most of their balancing from a PvP perspective where ranged is a huge benefit. While PvE we're all sitting in a stack on the bosses rear end and the benefits of being ranged are minimised.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
The problem with the Devs logic on this is EVERYONE is buttonholed into using dual wield front bar in order to do the most DPS because of this mechanism. We aren't using a single dual wield skill, we are only using them for the passives. It honestly stinks. Why are we arguing ranged vs melee when the barriers are being shredded in all other forms of identity of playstyle? Mag vs Stam, Ranged vs Melee, if we are getting hybridization at least let my caster use a staff and still do the same damage and not be nerfed because "ranged you know."
I'm pretty sure it's because they do most of their balancing from a PvP perspective where ranged is a huge benefit. While PvE we're all sitting in a stack on the bosses rear end and the benefits of being ranged are minimised.
It's not quite the case, though. Ranged vs melee doesn't really exist in PvP outside of the stereotypical bow sniper. In fights between competent players, the fight will pretty much always end up in melee range unless both players are ranged sorcs or something. They already have the light attack damage of "ranged weapons" at 90% of the "melee weapons" default values so I don't get the point of kneecapping them further, especially since every other non-weapon skill can be casted at range regardless of what weapon is equipped. Right now most mag "ranged" builds are just running around with dual wield on the front bar since the passives are vastly superior to other options and the damage loss from missing a couple of light attacks while out of range is far less than the raw stat boost to a build's skills from the dw.
ForumBully wrote: »Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
I keep seeing these comments that, from a developer perspective, a bad gameplay experience for several months is fine. Everyone just hang in there while we take our time having a good look.
ForumBully wrote: »Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
I keep seeing these comments that, from a developer perspective, a bad gameplay experience for several months is fine. Everyone just hang in there while we take our time having a good look.
From the perspective of the devs, it's better to have an underwhelming gameplay mechanic for a while before proposing a better version... than to rush to make a different version without proper internal testing, and create something that's going to be exploited, abused, or confuse the hell out of players.
And the ESO playerbase has already proven to react extremely strongly to changes.
If ZOS takes their time, they'll complain the meta is stale. If ZOS rushes, they'll complain the changes weren't well thought out.
If ZOS willingly lets a poorly balanced change through, and fine tunes it at a later time, players will complain "Wow ZOS just released it overpowered on purpose then nerfed it to make money!!" or something ridiculous like that.
ForumBully wrote: »Also wanted to add one additional note on destro staff. We are aware that many of the Passives for weapon lines aren’t as finely tuned as they could be to ensure each weapon stands up in their proper environments numerically. We’ll be investigating those more in the long term to bring them in line to ensure they are able to hold their own in the right play scenarios.
I keep seeing these comments that, from a developer perspective, a bad gameplay experience for several months is fine. Everyone just hang in there while we take our time having a good look.
From the perspective of the devs, it's better to have an underwhelming gameplay mechanic for a while before proposing a better version... than to rush to make a different version without proper internal testing, and create something that's going to be exploited, abused, or confuse the hell out of players.
And the ESO playerbase has already proven to react extremely strongly to changes.
If ZOS takes their time, they'll complain the meta is stale. If ZOS rushes, they'll complain the changes weren't well thought out.
If ZOS willingly lets a poorly balanced change through, and fine tunes it at a later time, players will complain "Wow ZOS just released it overpowered on purpose then nerfed it to make money!!" or something ridiculous like that.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.
thesarahandcompany wrote: »I was hoping this would be the patch that destruction staves would get some much needed buffs to be on par with stamina weapons.
1. Raise base spell damage of inferno and shock staves to that of a greatsword (1571 weapon damage).
2. Change the penetrating magic passive to be all elemental abilities ignore 10% of the enemy's Spell Resistance.
Just wanted to follow up on this in general. In chatting with the dev team, we wanted to make sure we highlighted some of the general feedback regarding the general view of Destro Staff. Part of the advantage of running a weapon like destro staff is having access to ranged attacks. Range attacks allow players more time to react and to assess an encounter, so to balance they do less damage than their close combat counterpart.
With that being said, the team will continue to keep an eye on anything seen as a disparity on range vs. melee weapon choice. They'll make needed changes accordingly.