I understand that these scribed skills must be balanced due to it being multi-effect.
But really, the second script, that ones that deal DoT damage over 20 seconds is severely underpowered.
In my fully buffed loadout, correct enchantments, traits, CP, passives, berserker, everything
My tooltip value at most is like 6.5k over 20 seconds.
6.5k over TWENTY seconds
RaptorRodeoGod wrote: »I understand that these scribed skills must be balanced due to it being multi-effect.
But really, the second script, that ones that deal DoT damage over 20 seconds is severely underpowered.
In my fully buffed loadout, correct enchantments, traits, CP, passives, berserker, everything
My tooltip value at most is like 6.5k over 20 seconds.
6.5k over TWENTY seconds
I would wager it's because the direct damage of the first script has too much of a portion of the power budget
acastanza_ESO wrote: »My one big piece of feedback so far is that the Sorcerer class mastery effect (and the sorcerer passive itself) need to be changed to only switch their effects for non ultimate pets. The Atro ultimate causing the effects to change (both of them) feels really really bad.
MashmalloMan wrote: »RaptorRodeoGod wrote: »I understand that these scribed skills must be balanced due to it being multi-effect.
But really, the second script, that ones that deal DoT damage over 20 seconds is severely underpowered.
In my fully buffed loadout, correct enchantments, traits, CP, passives, berserker, everything
My tooltip value at most is like 6.5k over 20 seconds.
6.5k over TWENTY seconds
I would wager it's because the direct damage of the first script has too much of a portion of the power budget
Correct. They did not implement a system in which choosing a 20s dot lowers the upfront damage as you see with skills like Twin Slash, Poison Injection, Claw, etc. Therefore the only way to properly balance it is to keep the power budget in the front.
If I had to pick between the 2, I prefer upfront damage because it means it can be used as a spammable OR a dot instead of just a dot.
RaptorRodeoGod wrote: »MashmalloMan wrote: »RaptorRodeoGod wrote: »I understand that these scribed skills must be balanced due to it being multi-effect.
But really, the second script, that ones that deal DoT damage over 20 seconds is severely underpowered.
In my fully buffed loadout, correct enchantments, traits, CP, passives, berserker, everything
My tooltip value at most is like 6.5k over 20 seconds.
6.5k over TWENTY seconds
I would wager it's because the direct damage of the first script has too much of a portion of the power budget
Correct. They did not implement a system in which choosing a 20s dot lowers the upfront damage as you see with skills like Twin Slash, Poison Injection, Claw, etc. Therefore the only way to properly balance it is to keep the power budget in the front.
If I had to pick between the 2, I prefer upfront damage because it means it can be used as a spammable OR a dot instead of just a dot.
I think the point of selecting the DoT script is to make it a DoT, so it would make sense if that script lowered the initial hit damage to give more DoT damage. There are plenty of other options in the system to make great spammables, but none to really make good DoTs.
MashmalloMan wrote: »RaptorRodeoGod wrote: »MashmalloMan wrote: »RaptorRodeoGod wrote: »I understand that these scribed skills must be balanced due to it being multi-effect.
But really, the second script, that ones that deal DoT damage over 20 seconds is severely underpowered.
In my fully buffed loadout, correct enchantments, traits, CP, passives, berserker, everything
My tooltip value at most is like 6.5k over 20 seconds.
6.5k over TWENTY seconds
I would wager it's because the direct damage of the first script has too much of a portion of the power budget
Correct. They did not implement a system in which choosing a 20s dot lowers the upfront damage as you see with skills like Twin Slash, Poison Injection, Claw, etc. Therefore the only way to properly balance it is to keep the power budget in the front.
If I had to pick between the 2, I prefer upfront damage because it means it can be used as a spammable OR a dot instead of just a dot.
I think the point of selecting the DoT script is to make it a DoT, so it would make sense if that script lowered the initial hit damage to give more DoT damage. There are plenty of other options in the system to make great spammables, but none to really make good DoTs.
As I was eluding to, they didn't implement a way to change the Grimoire's cost, damage values, or range based on the Signature or Affix chosen. As it stands, the Focus decides those major factors. What you're asking for would require a completely new code implementation which I just can't see happening during this PTS.
A code in which choosing a DOT Signature, nerfs the upfront damage by 50% as an example to put it on bar with skills like Twin Slash.. however how does that work for skills that already have 50% less damage like utility Focuses? Is 50% less warranted on those too? Does it only affect damage Focuses? On paper, I'm sure we could come up with a code that does this using IF statements to only increase the dot and decrease the damage if the right focus is chosen.. The system just isn't that complex for what you're asking them to do. I can't expect them to get their coders on this minor issue.
A work around to do what you're asking for in their current design is to implement a DOT focus, which when combined with the DOT signature would create a skill that has the exact same scaling as something like Degeneration. Unfortunately, it wouldn't have the upfront damage, but it would complete what you want.
Example in the case of Wield Soul:
- Focus = 2182 over 20s (new)
- Signature = 2460 over 20s (current)
- Affix = Whatever
This way the 2182 + 2460 = 4642, the exact same scaling as Degeneration.
Few problems with this option.. You would only have 1 element unless they add multiple dot focuses. With the current design, the dot signature matches the damage focus, so you can get things like bleed, fire, shock dots. If they tacked on a new dot focus, I bet it would only be 1 basic element until they added more with dev time.
Second issue with this.. why bother? 2182 over 20s as a focus is only 8% stronger than the current direct damage focuses 2024 value. It's so close, it just doesn't make sense to implement in this round about way.
So I go back to my original point. The fact that you can still use this ability as a spammable AND a dot instead of just a dot is a plus side, not a down side. The pros outweigh the cons.
xXCJsniperXx7 wrote: »Have my second Grimoire here to give feedback on, an Elemental Explosion I made for my Ice Warden build on live. I did decide to see what this skill looks like on him unlike my default stam Dk. The specification of frost damage is a big niche Wardens have. This toon runs Ice Heart, Frostbite, Icy conjurer, and Perfected Maelstrom Ice Staff.
So a few things to point out: 1.) If you treat this as a frost spammable, that cast time needs to be reduced or cut out. A two second delay spammable in a rotation is far too long and such a dps loss. Making it an instant cast or at least .8 second cast time like Crystal Frags makes this a powerful ice spammable alternative. Using it like this would also open up Frost Reach to be used as a proper DoT in the build example. 2.) Restoring magic from hitting targets is great for sustain in this build. Combining it with Blue Betty is a nice little boost to keep your magic up. 3.) Setting off balance with this is better than Dive and its morphs. Plus you don't need to be a Warden to use this so any magic build can use this. 4.) The direct Damage is really high, too high. The Frost Reach I run on live has a 8776 Direct damage (unbuffed) tooltip. That is a 7521 difference between Chilling Explosion and Frost Reach. Now this is certainly because Chilling Explosion has that giant 2 second wind up. Its best then if that 2 second delay is scrapped or reduced that the starting damage value also be nerfed to fall in a close line with Frost Reach.
In general, this is a very good Grimoire to be utilized as a spammable. Once again though, the cost needs to be adaptive to be more manageable in a rotation. The cast time does need to be dropped or reduced down to .8 seconds at least. But, besides those flaws its a good skill we could use.
As a second example of why DoTs in Grimoires needs a big change, here's what this skill looks like with one
Once again DoTs need to have the 20 single target, 10 second AoE treatment plus the Damage over Time specification as I suggested in my last example. I can see this skill being used interchangeably between spammable or DoT as Frost Reach itself can be both. Like In this build I used in the example I could keep Reach as my spam and use Chilling Explosion as a merged elemental combo of Degeneration and The Imperfect Ring. Once more, this is a really capable versatile Grimoire.
I know the fight wasn't long but this is consistent across multiple fights. Cruel soul is the oblivion script. It was in the top 3 of most of my duels... As a secondary effect...
Has to be adjusted.
Really don't like that the Shield Throw animation can't be bash-canceled. I don't understand why this is the case since it has bash build oriented scripts. Please consider changing this because it's somehow even worse than Power Slam which is also really clunky to bash cancel.