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Destruction Staff Feedback

  • FrancisCrawford
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    Yeah. Niches like lightning HA or frost warden aside, ranged builds will likely splash magicka skills into stamina-mainly setups.



  • ESO_Nightingale
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    kojou wrote: »
    f047ys3v3n wrote: »
    "Destruction Staff

    Ancient Knowledge
    Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."

    I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.

    500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.

    Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.

    I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...

    Yeah that absolutely shouldn't be the case, the fire staff change severely missed the mark. I think it would be reasonable to buff the corresponding status effect of each staff in addition to a bigger bonus like what the lightning staff has. Destruction staves have an identity of status effect application, and running with it alongside a sizable bonus helps to increase the viability of pure element builds that want to focus on that stuff. If the lightning staff buffed direct hits, that not only synergises better with concussed, but also with sorcerer who is a burst based class. Likewise, increased dot damage should be on the fire staff as fire is usually associated with damage over time, you even see this on ardent flame and the burning status effect. To focus on staves in this way not only makes it a more compelling choice for your build as you would now have option to run lightning stafd viably in single target, but it also helps to enshrine pure element builds which are pretty popular.
    Edited by ESO_Nightingale on July 18, 2023 5:38AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ESO_Nightingale
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    Yeah. Niches like lightning HA or frost warden aside, ranged builds will likely splash magicka skills into stamina-mainly setups.



    i'm sure they'll adjust bow and the destro staves given the outcry.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
  • ESO_Nightingale
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    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
  • ESO_Nightingale
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    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
    Edited by techprince on July 19, 2023 10:11AM
  • ESO_Nightingale
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
  • exoib
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    I have to say that the Fire staff and Lightning staff changes are not good. The fire staff DoT as many players stated is useless in a fight coz people will forget or just won't heavy attack with it and the increase to status effects by 500 is no damage at all, even Xynode who hardly criticizes ZOS agrees with that, it needs a change, give all DoTs do more damage with Fire staves and Channeled/AoE abilities do more damage with Lightning which is useful in trash setups.
    Edited by exoib on July 24, 2023 5:32PM
  • ESO_Nightingale
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.

    Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.

    Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.

    PvE balance also matters for solo and group content. Have you heard of score runs?
  • JerBearESO
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    I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.

    Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?

    These new effects on the staffs are actually the best part of this patch for me though :)
  • Necrotech_Master
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    i think the reason they wanted lightning staves to buff dot and channel, is because that also buffs the lightning heavy (the 2 ticks prior to the final are both considered dot and channel), so kind of makes sense thematically, and would be a good choice for mag based arcanist/templar

    im really glad they changed the penetration passive, which was honestly extremely misleading, you did not "ignore 10% of your targets resistance" the actual effect in game was "increase your penetration value by 10%" which was entirely different meaning and way way way less effective than it implied

    it worked this exact same way back on the 2h/dual wield passives which said maces ignored 10% of your enemies armor, when you equipped a 2h mace, it increased your penetration value by 10%, so if you had a low penetration value, this passive would do almost nothing, and even 10% of 10k penetration would only increase it by like 1000, so the current change is a massive buff
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • ESO_Nightingale
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.

    Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.

    PvE balance also matters for solo and group content. Have you heard of score runs?

    Not nearly as much as it does for trial content which is what a lot of pve balance is based around. Huge amounts of penetration is not the way to go. You'll stop seeing the use of destruction staves in trial content if that much budget is given to penetration. There's a reason mauls and maces aren't used there.
    Edited by ESO_Nightingale on July 19, 2023 8:09PM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • techprince
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.

    Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.

    PvE balance also matters for solo and group content. Have you heard of score runs?

    Not nearly as much as it does for trial content which is what a lot of pve balance is based around. Huge amounts of penetration is not the way to go. You'll stop seeing the use of destruction staves in trial content if that much budget is given to penetration. There's a reason mauls and maces aren't used there.

    Again, not everyone plays in highly optimised groups. Maces and mauls do have use everywhere but optimised trials. If you know the history of changes, they are not going to implement every change you have suggested. So the question of power budget goes out of window.
  • ESO_Nightingale
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    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    techprince wrote: »
    Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.

    they'd have to significantly reduce the power of the passive if that was the case

    Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.

    that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.

    You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.

    Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.

    *Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.

    Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.

    PvE balance also matters for solo and group content. Have you heard of score runs?

    Not nearly as much as it does for trial content which is what a lot of pve balance is based around. Huge amounts of penetration is not the way to go. You'll stop seeing the use of destruction staves in trial content if that much budget is given to penetration. There's a reason mauls and maces aren't used there.

    Again, not everyone plays in highly optimised groups. Maces and mauls do have use everywhere but optimised trials. If you know the history of changes, they are not going to implement every change you have suggested. So the question of power budget goes out of window.

    Sure, but who is to know what they'll do.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ESO_Nightingale
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    JerBearESO wrote: »
    I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.

    Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?

    These new effects on the staffs are actually the best part of this patch for me though :)

    i don't really agree. extra penetration is not useful in all content.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MindOfTheSwarm
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    Ancient Knowledge:

    Equipping an Inferno Staff increases your damage done with single target damage over time abilities by 15%.
    Equipping a Lightning Staff increases your damage done with area of effect direct damage abilities and all channeled abilities by 15%.
    Equipping a Frost Staff increases your damage done with area of effect damage over time abilities by 15% and increases their duration by 50%.

    Tri-Focus:

    Fully charged Inferno Staff heavy attacks deal an additional X damage over 20 seconds.
    Fully charged Lightning Staff heavy attacks send out bolts from your primary target to up to 3 nearby targets that deal X Shock Damage.
    Fully charged Ice Staff heavy attacks grant you a damage shield that absorbs X damage. The shield strength is based on your maximum health. While an Ice staff is equipped blocking costs Magicka, the cost of blocking is reduced by 36% and the amount of damage you can block is increased by 20%.

    Elemental Focus:

    Equipping an Inferno Staff increases the damage you deal with Burning by 10%.

    Equipping a Lightning Staff causes the Concussed status to send out a spark that deals X Shock damage to a nearby target.

    Equipping an Ice Staff increases the chance to apply Chilled by 150% and its damage is based off your Maximum Health if your Maximum Health is higher than your Maximum Stamina and Magicka.


    (Diseased, Overload, Poisoned, Hemorrhage and Sundered could have passives within other weapon skill lines.)

    Which brings me on to one final point:

    Can we please have some kind of “Occult” or Magic Damage Destro Staff with Disease Morphs to account for the lack of representation these damage types have? Or some other weapon skill line that does not require a ton of motif designs.

    Disease especially is woefully underrepresented outside of classes and sets.
  • JerBearESO
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    JerBearESO wrote: »
    I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.

    Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?

    These new effects on the staffs are actually the best part of this patch for me though :)

    i don't really agree. extra penetration is not useful in all content.

    That's why I was saying they could essentially ditch the penetration and give something like 5% flat damage boost instead, maybe to magic damage types specifically; magic/flame/shock/frost.

    We would end up with the new effects without a real power loss in people's current builds? I think....
    Edited by JerBearESO on July 21, 2023 1:12PM
  • ESO_Nightingale
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    JerBearESO wrote: »
    JerBearESO wrote: »
    I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.

    Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?

    These new effects on the staffs are actually the best part of this patch for me though :)

    i don't really agree. extra penetration is not useful in all content.

    That's why I was saying they could essentially ditch the penetration and give something like 5% flat damage boost instead, maybe to magic damage types specifically; magic/flame/shock/frost.

    We would end up with the new effects without a real power loss in people's current builds? I think....

    i dunno, it seems like their general goal is to lower dps outputs while also increasing option viability which is a pretty good way to go around power creep.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • katorga
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    Lightning staff buffs both single target and aoe dot/channel damage by 12%.

    Logically,

    Fire staff should buff both single target and aoe direct damage, by 12%.

    Frost staff should get the status effect buff, but you'd have to nerf the Warden Piercing Cold frost staff passive to keep that from being overpowered, because Warden would get all the benefits of fire, lightning and frost by virtue of that one class passive (12% to ALL damage while using ice staff).



  • ESO_Nightingale
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    katorga wrote: »
    Lightning staff buffs both single target and aoe dot/channel damage by 12%.

    Logically,

    Fire staff should buff both single target and aoe direct damage, by 12%.

    Frost staff should get the status effect buff, but you'd have to nerf the Warden Piercing Cold frost staff passive to keep that from being overpowered, because Warden would get all the benefits of fire, lightning and frost by virtue of that one class passive (12% to ALL damage while using ice staff).



    I think that's good. I think piercing cold should only give an extra buff to using an ice staff if it's specifically frost damage.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • merpins
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    My Feedback:

    Inferno Staff. The first one is fine? A new fire DOT is nice, but I don't really see when you'd realistically use it in a fight. Asking us to do a fully charged heavy attack in the middle of combat is a big ask for me. I forget to reapply regular DOTs, so one you gotta trigger with a heavy attack is a no-go from me, even if its dps is super high. It'll basically be in the same place as it was before for me; probably won't use it unless I'm doing some kind of flame build. The second passive on the other hand is just a nerf. All it's gonna do it shoe-horn players into using other options when Inferno Staff wasn't particularly strong anyway aside from back-barring. People that were using it as a front bar staple will see a big decrease in their damage, and will probably be forced to change their weapon of choice.

    Lightning Staff. I like the change from the concept of someone that mains templar and arcanist. It helps us most of all, at least when it comes to our DPS. I dunno if it'll be better than dual daggers; I doubt it. But I think it'll at least be comparable. For everyone else, especially those using one-bar lightning staff builds, will see a huge decrease in the viability of the playstyle, especially in overland. Monsters will die before the final tic, so you'll struggle killing groups of mobs in overland content. So it's mixed for me.
  • Jazraena
    Jazraena
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    kojou wrote: »
    f047ys3v3n wrote: »
    "Destruction Staff

    Ancient Knowledge
    Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."

    I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.

    500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.

    Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.

    I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...

    Yeah that absolutely shouldn't be the case, the fire staff change severely missed the mark. I think it would be reasonable to buff the corresponding status effect of each staff in addition to a bigger bonus like what the lightning staff has. Destruction staves have an identity of status effect application, and running with it alongside a sizable bonus helps to increase the viability of pure element builds that want to focus on that stuff. If the lightning staff buffed direct hits, that not only synergises better with concussed, but also with sorcerer who is a burst based class. Likewise, increased dot damage should be on the fire staff as fire is usually associated with damage over time, you even see this on ardent flame and the burning status effect. To focus on staves in this way not only makes it a more compelling choice for your build as you would now have option to run lightning stafd viably in single target, but it also helps to enshrine pure element builds which are pretty popular.

    I'd rather not be shoehorned into specific staff elements with specific classes tbh.
    Again, let me play with fire as a sorcerer if I want. More build diversity, not less.

    Either way, their week 1 suggestion is just mindboggling. Just no.
  • ESO_Nightingale
    ESO_Nightingale
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    Jazraena wrote: »
    kojou wrote: »
    f047ys3v3n wrote: »
    "Destruction Staff

    Ancient Knowledge
    Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."

    I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.

    500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.

    Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.

    I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...

    Yeah that absolutely shouldn't be the case, the fire staff change severely missed the mark. I think it would be reasonable to buff the corresponding status effect of each staff in addition to a bigger bonus like what the lightning staff has. Destruction staves have an identity of status effect application, and running with it alongside a sizable bonus helps to increase the viability of pure element builds that want to focus on that stuff. If the lightning staff buffed direct hits, that not only synergises better with concussed, but also with sorcerer who is a burst based class. Likewise, increased dot damage should be on the fire staff as fire is usually associated with damage over time, you even see this on ardent flame and the burning status effect. To focus on staves in this way not only makes it a more compelling choice for your build as you would now have option to run lightning stafd viably in single target, but it also helps to enshrine pure element builds which are pretty popular.

    I'd rather not be shoehorned into specific staff elements with specific classes tbh.
    Again, let me play with fire as a sorcerer if I want. More build diversity, not less.

    Either way, their week 1 suggestion is just mindboggling. Just no.

    You would be able to. the current system doesn't really want you to use a lightning staff for single target outside of heavy attacking builds.
    Edited by ESO_Nightingale on July 23, 2023 4:35AM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Evilspock
    Evilspock
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    Why are they killing staff dps? These were already weaker than other weapons as far as bonuses. Now you won’t even get the 10% buff, except on dots which is weak. Sad.
    🖖 @EvilSpock |PC/NA| ✦ Guildmaster: Vulcan Commandos |AD| ✦ https://youtube.com/@vulcan_commando
  • ESO_Nightingale
    ESO_Nightingale
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    Evilspock wrote: »
    Why are they killing staff dps? These were already weaker than other weapons as far as bonuses. Now you won’t even get the 10% buff, except on dots which is weak. Sad.

    looks like they're trying to lower damage from weapons as a whole, i see this as an attempt by them to reduce power creep, while also improving weapon choices which on paper is great, but their actual changes are really bizarre especially considering the fire staff one.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Billium813
    Billium813
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    Evilspock wrote: »
    Why are they killing staff dps? These were already weaker than other weapons as far as bonuses. Now you won’t even get the 10% buff, except on dots which is weak. Sad.

    Are they killing staff DPS, or attempting to give players more build options? I'm glad they are working on this. They have much more to do, but I'm happy they are finally looking at weapon passives and HA builds. They realize that HA builds are gonna be gimmick builds until there are real weapon choices. These changes will hopefully legitimize the build archetype.

    And what do you mean staves are weaker than other weapons? By what metric? What build?
    Edited by Billium813 on July 23, 2023 5:46AM
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