Arcanist:
Build-Diversity: Make Weaponskills build Crux. That way we could have more than 1 DPS-Build and could benefit from the upcoming Spellcrafting.
Arcanist:
Build-Diversity: Make Weaponskills build Crux. That way we could have more than 1 DPS-Build and could benefit from the upcoming Spellcrafting.
Instead of weapon skills, I'd rather it change to where applying status effects build crux. That's one of the arcanist's passives is to increase status effect chance and damage, maybe add a stipulation to where status effect proc'ing can help build cruxes. It'd help with diversity and give options to more skills that can be used as spammables other than runeblades
gariondavey wrote: »Hi @ZOS_Kevin @ZOS_GinaBruno,
There are several things that the majority of players on the pts forums, as well as general + class/combat mechanics + pvp forums have been asking for to better balance the game.
Templar:
- move some of our power budget away from beam and into jabs + backlash
- tweak backlash so it is possible to achieve more reasonable burst in pvp
- a look at reworking our passives that are weaker than other class passives
- a look at reworking some class skills/morphs that are rarely used
- revert jabs animation
Nightblade:
- needs pve buffs
- please stop giving pvp buffs
- remove cast time on gap closer
Sorcerer:
- in class major prophecy/savagery, likely to be put on bound armaments (also consider dynamic cost scaling)
Dragonknight:
- anti immobilize wings getting major expedition
- poop rock reworked
Arcanist:
- flail a bit overloaded
Necromancer:
-class source of major brutality/sorcery, likely put on mender
- class source of major savagery/prophecy
- blastbones to have the fire morph with stalking bonus to still exist, other morph can be the increased bonus to gravelord skills and dots if absolutely determined to rework
- a powerful class dot
- fix/rework the necro class set
- skulls travel time too long
Warden:
- increase travel time of cliff racer/cutting dive
- consider a frost claw (mag morph) and bleed claw (stam morph) spammable skill instead of cliff racer/cutting dive (there is an npc skill of these)
Destro staff:
-ele sus should have a cost and/or only apply status effects once at the start
Dual wield:
-flying dagger/shrouded daggers needs a rework
Vateshran destro:
- needs to have more strict (needs a nerf) scaling like master dw just received
Vampire:
- undeath needs a rework, scaling up to 30 percent while under a lower threshold of health
- vampire passives potentially only active if a vampire skill is on your bar
More potions available for AP:
- health + stam + mag
- health + stam + immovable
- health + mag + immovable
Stacking of echoing vigors/radiating regen:
- consider 1 or 2 instances of these maximum on players in pvp environments
You don't have to look far to see dozens of threads about these topics with most reasonable people coming to an agreement on these points.
Please look to address these points in order to create a much more even and fair game for players.
Thanks.
gariondavey wrote: »As we are a couple weeks away from the next pts cycle, please take note of these requests
@ZOS_GinaBruno @ZOS_Kevin
Turtle_Bot wrote: »Very nice list, a few things I would like to add for Sorcerers:- Lightning splash/morphs, an actual DPS buff via either an increased concussed base chance, or a unique increase (+5%) to shock damage taken by enemies affected by it, or both if no permanent pets are active. Also the hidden (unmentioned in the tooltip) cast delay that makes it very clunky to use needs removing.TL//DR:One of the weakest and most awkward to use DoTs in the game, needs an actual DPS increase, not just the radius increase. Can remove the synergy from 1 morph to further emphasize the difference between morphs as 1 for synergy plays the other for selfish plays.- Lightning Form/morphs, revert the tick rate back to 1 second and increase the base radius to 7m to match the new melee attack range.
The cast delay also often prevents the ability firing at all in rotations (forcing double casts/wasted GCDs) especially when bar swapping (something an instant cast ability should not be doing).
These buffs will put it on par with scamp for no pet sorcs as a ground based AoE DoT option.It's an AoE DoT ability, not a sticky DoT (like DK's armor buff that deals damage then applies a separate DoT to enemies hit by it), so it should be treated as such, by having the AoE DoT tick rate of 1 second, not the sticky DoT tick rate of 2 seconds.- Expert Summoner passive to only count the permanent pets (twilight/scamp) as "active pets" for its condition to switch back between max stats/health.
The radius increase is especially important for the Boundless Storm morph as that morph can be entirely outranged by melee enemies, which makes it basically useless to choose it over hurricane, which while hurricane still takes 4 seconds to match the new melee attack range, at least it gets there eventually.Atro is sorcs best ultimate in PvE content and the only real reason to include the class in end game PvE groups at all (for the berserk synergy it gives), so this needs be addressed to allow no-pet sorcs to have the option to use this ultimate (that is not permanent) while not getting a DPS nerf because the passive flips from max stats to health while atro is active.
With the above changes I would also like to see the following adjustment (nerf):
- Daedric Prey (specifically this morph), reduce the bonus damage it provides for pets from its current band aid of 45% to a more reasonable value (somewhere between 20% to 25%).The buff to prey was supposed to be a stop gap (band-aid) solution to the massive U35 overnerfs to sorcerer, but with these changes the class will have enough options to run other skills if desired. This nerf brings the pet builds back into line with everything else when accounting for having access to these newly buffed abilities.
- Increase Lightning Splash damage.
- Revert mechanical nerfs done to Lightning Form.
- Fix up Expert Summoner changes.
- Nerf Daedric Prey to a reasonable value.