PTS Update 42 - Feedback Thread for Scribing (Combat & Skills)

  • necro_the_crafter
    necro_the_crafter
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    Ele explosion is great, finily some cool channeled aoe burst to have.
    its can be timed with bb, deep fissure, daedric curse, inhale, as well as topped of with new mage skill scribing spell ... the potential for aoe burst would be great next patch.

    Also expected to see some aoe dot channels, like classic fnatasy game firestorm where you have that long time channel that hurls wave after wave of damage over selected area, would be nice for lazy aoe fights if the damage balanced properly. torch is kinda like that but isnt really. rn closest thing is fate carver but it dont tickl that itch to make the world burn in your fires.

    overall its a very exciting start for new system, hope it would be delevoped further over the years and expands to other skill lines.

    I can already imagine some future dlc adding class lore into the game with class related scribing skills and class skills styles hell maybe class mythics or master weapons, that would be so sick.
  • Theist_VII
    Theist_VII
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    ZDunlain wrote: »
    Telos_Tim wrote: »
    mmtaniac wrote: »
    Templar script + sea serpent and templar finally can build home in one place. Your movement speed are 10%.

    They don’t stack, so you can build all movement speed on jewelry and run Celerity and move around at almost normal speed with all of the medium armor passives, in full divines with Rallying Cry, with around 55,000-60,000 armor and 6,500-7,000 spell damage.

    It’s going to be a problem next update, mark my words every Templar next patch is going to be running it in PvP, and it will further kill the class build diversity because you will be forced into a specific mythic, using a specific ability you can activate every 4 seconds, with Rallying Cry.

    Our class mastery needs to be completely changed, and if it doesn’t get reworked into something else, our baseline on Templar will be dependent on it, because it will be so powerful that it will be the standard that every PvP Plar is held to.

    The problem will be the sustain and more if you need to spam the ability every 4sec, and as we know, templar recov are bad bad bad.

    Sustain won’t be a problem, most people will just slot Roksa and consider it a solved issue, like they’re already doing on live.

    The difference in cost is minuscule at best, not to mention, there’s no rule stating you can’t just assign the Class Mastery to multiple skills, like a burst heal, or a spammable, or a burst damage skill. You can just attach it to everything.

    It would be completely different if each skill had a different variance of that Class Mastery, based on their skill type, ie; this one works on a defensive skill, maybe there could be an offensive one for a spammable… similar to how other elements of scribing change based on the skills you attach them to.

    That would be one way to solve the problem, but the easiest would be to get rid of it altogether and rework it, it’s both too strong, and not strong enough, depending on the content you’re playing, never in-between.
    Edited by Theist_VII on April 19, 2024 9:05PM
  • hypnoticbeast
    Some things I would like to point out. First, there is only one spannable. Only the one. The rest are NOT I repeat NOT spammables. Traveling Knife does not even FIT the description of one. Nor does the Staff skill, the two hand skill or Bow. Why you ask? Because all weapon skill lines have at least two Spams. Soul Wield and Burst just need a 10% upfront damage bump. Thats it. The Dot on the both of them needs work but should NOT factor in when compared to the CLASS mastery trait. Case in point. Swallow soul as it is sits only 10% above Soul Wield. Now if the dps where even and the NB class mastery added it would allow NBs a crit chance bonus that would benefit a staff and bow wielder. As of now any MAGblade out there has two to choose from, SS or Elemental Weapon. With the new stat effect updates the latter makes it the first, best and only choice for a Ranged blade. Now if I can put a dot in that is equal to the Stat effect of EW? Then SW would be KING. Until then I will take. Both resources with each hit until 50% health, then a Rolling 10% crit chance bonus AFTER 50% health? YES PLEASE!!! Cap that off with Major Brut and Sorc? The above traits with a 10% bump to base dps would put SW just above SS but NOT passed CW or SA. Thuse keeping the IDEA of a short ranged, stealth class alive. Without too many people losing it after farming out an INTIRE SET for 3 skills. Only to have it replaced in less then a year.
  • ssewallb14_ESO
    ssewallb14_ESO
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    I think it would be cool if there were focus scripts just called "Buff" and "Debuff," that would have no unique effect of their own, but would double the duration of signature and affix scripts applied to the caster or target respectively, with any necessary tweaks for outliers.
  • ZhuJiuyin
    ZhuJiuyin
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    It seems that most of the Affix Script buffs provided by Scribing should be consistent with the duration of Signature Script or longer, and the dot damage provided by Signature Script should not only be 5 seconds, maybe it should be 10 seconds or 20 seconds, otherwise it will be difficult in PVE use.

    Class Mastery Script is good, but it is still recommended to change sorc's petless effect from self-centered 8m damage to target-centered 8m damage (or instead increase Physical and Shock Damage by 10% for 10 seconds)

    Trample seems like it should be treated as a pet, and benefits from sorc's Daedric Prey. Also trample does not proc Soulshine, which seems to be a bug.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • madmidwestmark
    madmidwestmark
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    The foundation of the system is good. I'm enjoying testing. Here are my criticisms.
    Stampede needs reduced caste time to .8s. Then make it that if you recaste as it's going, it resets. Remove the knock back and make it a stun. Adjust damage as necessary.
    staff grim Remove caste time. Make it throw a bomb that doesn't blow up for 2s. Add a decent dot component.
    bow back flip reduce the distance you go backwards to 10m.
    2h grim make instant caste with 70% of the up front damage as uppercut, but a decent 15s dot should be an option. Imo, 20s dots are too long.
    Fighter's guild grim instant caste, low up front damage, much higher dot component. Maybe even an execute similar to poison injection.

    Templar class component needs changed. No snare. revise armor to 4800 for 6s. 33k way too high. Timer should be a bit longer.

    Sorc class component should add 6m aoe of shock damage dot to everyone around the target. Should be about 1200 over 4s.

    Overall, I like the system. I just hope it evolves into a little more usable as the dot components are too weak, the timers are too high and I think a few more additional things like brutality and sorcery should be more universal.


  • swickelb16_ESO
    swickelb16_ESO
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    Please make found scripts be account wide. If you are forcing me to grind for them, doing mage/gighters guild and undaunted daylies as well as master writs. It should be ok to do it once. It will become a nightmare if I have to grind it for each char.
  • Soundinfinite
    Soundinfinite
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    Sound affects and animations are fun mostly. The Soul Burst spammable animation is wanting though and the other soulburst aoe animation (if healing) is basically vigor. However, i will say the soulburst spammable is smooth to weave unlike a lot of spammables in the game...so maybe the lackluster animation is worth it.

    I only got the indrik line unlocked so i had very limited testing, even though I picked the 3600 grim template. I dunno how everyone else has access to everything. I even did the whole netch questline to get the next set of skills but the codexs wont let me purchase them from vendors...so shrug. Maybe my template was broken, and yes a came into the game right in front of the portal to eyvea.....And those quest lines are long.

    On what I could test, I agree with most of the sentiments found here. It is a very strong start to a new system with the potential to create some great new experiences and change up game play and bring some freshness to combat.....and has lots of opportunities for future expansion.

    However, all the cast times are killing the skills. You will never be able to use them in any gameplay besides running around the world. And maybe thats the point of the system...completely casual with limited pvp and endgame use....the cast times are long...very long....for the damage and use of the skills. Meaning, as new, fresh, and cool as the skills may be...using old standbys that work in rotations and can be reliably used and not interupted in pvp will win out...except in niche scenarios or builds.....

    Dot damage is laughable....no new dots for Necros to use with their reimagined bones buff. No reliable alternatives to the stagnant universal 4 dots that have been in the game since inception. The dots that are available are so short and weak that its basically the dot added by the blackrose dstaff...but not as useful...and thats saying a lot. These need to be worked on. Longer durations and stronger damage at the least. maybe have some skills upfront damage be a dot and then have the burst damage as a second choice and it be weak possibly at the end of the skill like unstable wall or necro stam tether...etc. Or just break the damage in half when the dot is chosen like the dstaff single dot.

    I feel like timers aren't being utilized. Such as the mage skill grim. It could be designed as a universal skill that runs sort of like the arcanist tome. You activate it for 20-30 seconds and allows its damage to burst on skills every 3 seconds or every thrid cast of resource cost skills. As it stands its a weird skill that is neither a spammable or a dot, but some controlled melee burst skill that you will have to properly line up and activate at just the right time to get use out of...which it seems kinda underpowered for, and is then limited of course to melee builds for use...weird for it coming from the mage skill line of all places...if done like tome or something it could be used by both melee and reanged and in both offense and defense. And give a nice bump to skills in use, or weaker skills.

    Also as some have mentioned...trample is awesome...to finally use those mounts for combat. Just awesome...until you are standing there waving your hands around (its the animation folks) for nearly 2 seconds before it blasts off. Clunky, junky, and sobering....but again the animation when it fires is spot on and awesome. A delayed burst seems to be the best way for this one to go. Where you cast it and it builds for 2 or 3 seconds and fires. So you cant abuse it but it becomes usable...or reduce the channel to at most 1 sec, pref lower.

    The dstaff skill is a hard sale. Its animation is incredible and becuase of that, its cast/ channell time doesnt feel as bad because your character is doing beautiful stuff on screen with great sound effects, but it will be a hell of hard skill to get off in pvp, esp with the very long and flashy animation. It seems best suited for soloing around the world...and even that, since interupts and stuns have been thrown around with abandon in content now..you will still be in an uphill battle. And way to slow for trial trash runs. Plus you have instant cast skills that are more powerful already. So i dunno what this is supposed to be used for except another skill for pvp bombers to line up with their proc sets.

    So its a mixed bag from me. I am excited for this and to see where it goes. Again like arcanist last year, your animations and sound fx are mostly on point and top tier. It is new and xciting...and I will try to create another toon and see if it unlocks all the skills properly. But, it seems more flash in the pan than really useful. Just like all the other non class skill lines of the game, where ultimatley, 1 or 2 skills out of a all of it will be used and useful and the rest nothing more than eye candy that are dead on arrival. Some great ideas here tho.


    P.S. I didnt get to test the class specific grims because the template was faulty or something. But i did read their tooltips and yes, the sorc option seems good only for melee sorcs. And again punishing to non pet sorcs when using the atro ulty. Which why that still hasnt been changed from the class passive...shrug. Templar shouldnt be a kiss curse when no one else has one. Just like the class sets from archive...the passives arent aligning with classes they serve well...these two are the largest stinkers...but necro just giving corpses...mostly at your feet....again...is underwhelming. It seems just as ranged weapons are useless, just as magicka skills do less damage than stam for no reason, just as medium armor has no drawbacks, just as silence only affects magicka even though half the skills in the game now have stamina morphs and you can even stamina heal, and now these overal grims and class grim focuses are mostly built around melee skills and melee effects....ranged i guess is just passe....the games bias for stam or magsword in stamsets and gear in melee range is just getting over the top. Why even call it an elderscrolls fantasy game anymore and just call it knights and rogues of the darkages...look a castle and dragons.

    Edited by Soundinfinite on April 20, 2024 6:53AM
  • merevie
    merevie
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    As well as this controlled and highly directed feedback, which appeals to certain types of people only, it may be of use to go to where all the people actually are -especially streams -and see how this being received, what people's plans actually are, and see the videos of what will happen when... because there's a lot of pure insanity.
  • ZDunlain
    ZDunlain
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    The foundation of the system is good. I'm enjoying testing. Here are my criticisms.
    Stampede needs reduced caste time to .8s. Then make it that if you recaste as it's going, it resets. Remove the knock back and make it a stun. Adjust damage as necessary.
    staff grim Remove caste time. Make it throw a bomb that doesn't blow up for 2s. Add a decent dot component.
    bow back flip reduce the distance you go backwards to 10m.
    2h grim make instant caste with 70% of the up front damage as uppercut, but a decent 15s dot should be an option. Imo, 20s dots are too long.
    Fighter's guild grim instant caste, low up front damage, much higher dot component. Maybe even an execute similar to poison injection.

    Templar class component needs changed. No snare. revise armor to 4800 for 6s. 33k way too high. Timer should be a bit longer.

    Sorc class component should add 6m aoe of shock damage dot to everyone around the target. Should be about 1200 over 4s.

    Overall, I like the system. I just hope it evolves into a little more usable as the dot components are too weak, the timers are too high and I think a few more additional things like brutality and sorcery should be more universal.


    In terms of PvP templar is not that op imo just because others will have insane mobility when templars will be the slowest class but in their house a really good opponent to deal with. 4800 armor is a joke imo and more when dk is equal to 5280 armor and in top of that 300wp/sp damage for 5 sec (1 secmore than the templars change you propose LOL). Maybe reduce the time 3sec instead of 4 at max and if not just give 15k armor and no snare... Give at least a bone to templars and let em be happy for once because of they are not able to streak, or have invisibility and their damage is reduced to an execute...
    Edited by ZDunlain on April 20, 2024 7:15PM
    Only Templar PvP player
  • SeaUnicorn
    SeaUnicorn
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    Magical Trample has both cast time and delay for the group effect, makes it not a very usable skill for mobile fights and its mobility affix. By the time effect with speed bonus appears on the ground you character long gone. If there is cast time - ground effect should appear immediately. If there is a delay - there should be no cast time.

    https://www.youtube.com/watch?v=ro6NDAQZEjQ
  • Extinct_Solo_Player
    Extinct_Solo_Player
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    Trinotops wrote: »
    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.

    This, how hard is it to make an actual melee skill for a melee based weapon? Lol.
  • Tannus15
    Tannus15
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    Wield Sould just doesn't do enough damage.

    9gwe6yu8nkhj.png

    vs ele weapon

    zgte2573wi46.png

    or any other spammable.

    Only 2 scripts can add damage. one of them is an "execute" that consumes soul gems. I'm sure it's good for PvP but for PvE it's not viable. Just a simple dummy parse ate 35 gems.
    for a 2 hour trial you'll need 1k soul gems.

    the lingering damage is so lacking in damage that it add's almost nothing if you're running this as a spammable.

    Suggestion
    Increase the damage to match ele weapon OR add a new signature script to increase the damage of the initial hit to bring it up to par.

    As it stands the only reason i could ever see myself using this skill is if I really want some sustain from the druid's resurgance signature.
    Edited by Tannus15 on April 21, 2024 5:42AM
  • Elvenheart
    Elvenheart
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    I did the unlock quest, and understand that every character on your account can buy grimoires from the Chronicler. But does every character have to find scripts separately, and how/where are they found/unlocked?

    Edit: And I thought I read that once one character on your account has bought the grimoire, other characters on your account would be given a discount by the chronicler, but this didn’t seem to be the case.
    Edited by Elvenheart on April 21, 2024 3:46PM
  • ToRelax
    ToRelax
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    Ulfsild's Contingency has great potential, but I feel it is held back by it's damage component, as well as the usually immediate trigger.

    The trigger makes the ability largely unremarkable in any build which does not either:
    1. Gank players from stealth in melee or
    2. uses bursty attacks with a cast time, such as the new Elemental Explosion.

    Both of these limit what power level would be acceptable on such an ability, as marginally higher accessible burst damage can mean the difference between a standoff and sudden death in PvP. Especially (1.) is going to be nigh impossible to avoid. By removing the instant damage, healing, and damage shield options from the ability, it could be made more interesting for a greater variety of builds without making certain use cases too powerful.

    To make it more interesting for a greater variety of builds to use, the trigger should be changed to something either universally applicable, such as certain percentage of primary resource, or be modifiable by players. This would justify a relatively powerful buff, longer lasting HoT/DoT, and/or cc ability, as it would require higher player skill to use effectively with triggers such as a primary resource threshold, while not making it too frustrating to play against when triggered by missing health or cc.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • derpy_mushroom
    derpy_mushroom
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    Let me preface this by saying I am a Magsorc main, so I look at things primarily in that light.

    Going forward however:

    Do the abilities present new ways to play, or create other fun options for you to pick from?
    Yes.

    I particularly enjoy the Elemental Explosion skill, considering Sorcerer's description in character creation talks about them using Destruction spells to hurl lightning bolts, and create shock fields, this definitely feels fitting for the class. For example this is what I was using.
    nkosofik3vs2.png
    Other interesting Scripts were Druid's Resurgence, getting magicka back in AOE situations feels good.
    Lingering Torment would be another interesting pick if the DoT wasn't only 5 seconds, because you're having to cast the ability every three seconds, while the ability is satisfying to use, I don't think trying to work around it is going to lead to enjoyable gameplay.

    Wield Soul is an ability I intend to use as a spammable, once again using Shock Damage and the Sorcerer Signature Script, because more lightning is always fun, however I have one complaint about the signature I will bring up later.

    Goading Smash is another ability I enjoy the idea of, one of my off-specs is a Two-handed Arcanist tank. so naturally having an taunt on Two-Handed allows me to use the playstyle on other classes. Fencer's Parry adds another layer of enjoyment to the ability being able to deflect another attack is very much in line with the build fantasy. Add in Minor Mangle and you have a taunt that's pretty fun to play with. I fully intend to experiment with a Sorcerer tank again using this skill.

    On Live, my sorcerer currently uses dual daggers because, unfortunately, that's the ideal playstyle, and I was looking forward to testing the new dual wield ability because Elemental Weapon is clunky. After testing I didn't feel too happy with Traveller's Knife, as to make the most of the Sorcerer's passives I have to use Physical Damage, making the skill cost Stamina and doesn't work as a new spammable, like I hoped. I'm sure other builds will find the skill interesting, just does not work for my build.

    Do the abilities present allow you to better create a build suited for your playstyle?

    The abilities definitely do, the scripts I feel need adjusting, particularly the Sorcerer Signature script. My preferred playstyle is a ranged magicka sorcerer, as I very much enjoy the glass cannon mage playstyle. I like being able to blast things from range and have them drop dead at my feet. Pets detract from that, aside from the Atronach being a temporary one. Unfortunately I feel the Sorcerer Signature forces you into the melee playstyle, instead of aiding in the roleplay aspect properly. The system is marketed to support a player's RP, but in the Sorcerer's script, it seems more like railroading ZOS's idea of Sorcerer roleplay than our idea of Sorcerer roleplay

    Do these abilities feel close to existing abilities in terms of power? Please explain your answer.

    I believe so. While the affix scripts do increase the power of the more spammable abilities I feel like as a whole the system is pretty good. I have used the Wield Soul spammable and got within 300 dps of using Force Pulse still. All things considered, the system works well and in comparison to other abilities, they feel in line in power.
    (The Wield Soul ability in question)
    1n76kdw2g5f0.png

    I'm sure I could get more DPS with a more optimised set of scripts, but with what I tested, this is what I personally did the best with.

    Do you have any other general feedback?

    Make the Sorcerer script ranged.
    fhqtftartft7.png
    This currently forces you into melee range if you want to use the damage component. This is not supporting the roleplay of the Sorcerer as well as it could. If the tooltip was 8m around the target then I would love this, and it supports the roleplay of both melee and ranged sorcerers. Currently you're either wanting to do a melee Sorc or a Healer pet-sorc to utilise the skill properly. Please make this a burst around the target, or at least be a single target hit at range.
    Rayri Aranys - Dunmer Arcanist. (Telvanni Mer represent!)Caeyla Gentleflame - Altmer Sorcerer (DD Rescue non-pet Sorcerer!)Tanalenya Aerith - Altmer Sorcerer (Tank, Critical Surge goes brrt)
  • Soundinfinite
    Soundinfinite
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    Worth Repeating, Wield Soul needs a big damage boost to be a viable spammable option. Please buff this.
  • Tannus15
    Tannus15
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    Please consider reworking the "oblivions foe" set as it could have some sort of decent proc with a soul magic spammable. but, well...

    ndy7k6vk2u5d.png

    yeah, that sucks.
  • Turtle_Bot
    Turtle_Bot
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    @ZOS_GinaBruno @ZOS_Kevin @ZOS_RichLambert

    Feedback on Vault and on the sorcerer class script:

    Do the abilities present new ways to play, or create other fun options for you to pick from? Yes for both
    Do the abilities present allow you to better create a build suited for your playstyle? Yes for both

    Do these abilities feel close to existing abilities in terms of power? Please explain your answer. No for both, explained below.

    1. Vault needs a ramping cost on it, just like its counterparts, streak and mist form.
    Vault in it's current form is a stamina costing streak with more flexible utility options and no ramping cost. The ability itself is fine (and very fun to use) but the fact that it has no ramping cost despite being a non-targeted teleport that has additional utility means it needs a ramping cost to keep it balanced.

    I have gone more in-depth on the topic of Vault in my thread linked below:
    https://forums.elderscrollsonline.com/en/discussion/657183/feedback-regarding-the-bow-skill-vault

    but the TL//DR, is that Vault without a ramping cost is far too strong compared to its existing equivalents. However, with a ramping cost and no other changes to this ability, it will definitely feel close to existing equivalent abilities in terms of power.

    2. The sorcerer class script (no-pet damage part) needs to deal its damage around the target, not around the caster.
    Sorcerer is primarily a ranged class (by design) and as such this script only dealing its damage in melee range around the caster goes against the design of sorcerer as a class.

    The Sorcerer class script (no-pet part) is very close, in terms of flat power (damage) it is fine, but being a melee proc centered around the caster goes against the design of the sorcerer class (i.e. a ranged caster). Making the no-pet part of this script deal its damage around the target instead of the caster will allow this class script to work for all no-pet sorcs, not just those who can get up and stay close and personal with their enemies.

    Do you have any other general feedback?
    The oblivion damage script on the soul skills seems very strong when both skills have that script, as they don't share a cooldown. This allows those who use both skills with this script to bypass the internal cooldown of this script for some very problematic burst like pressure conditions. There have been a few threads already created on this topic.
    A simple fix would be to only allow a target to be affected by this script effect once every 3 seconds.
  • Unified_Gaming
    Unified_Gaming
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    This is the official feedback thread for Scribing, specifically focused on combat, balance and Scribed skills. If you would like to give feedback on Scribing quests or system functionality specifically, please visit this thread.

    After you have a chance to fully test the Scribing system, we would appreciate you taking the time to complete this survey. Note that once you begin the survey, you cannot go back to change your answers so please ensure you have spent enough time with Scribing first.

    Specific feedback that the team is looking for includes the following:
    • Do the abilities present new ways to play, or create other fun options for you to pick from?
    • Do the abilities present allow you to better create a build suited for your playstyle?
    • Do these abilities feel close to existing abilities in terms of power? Please explain your answer.
    • Do you have any other general feedback?

    Feedback after week 1 of testing.
    As a PvP Content Creator, I have focused mainly how this would work in PvP but touched upon PvE aspects - in particular Tanking (Something I enjoy). Overall, I am extremely positive about the system - it gives you many ways to enhance your build without feeling pay to win. There are lots of nice interactions with some skills for example having frost magic on the destruction skill. For a first iteration for the PTS server, the skills feel very fresh and balanced vs what is already in the game. Below I have broken my feedback down into more pros/cons and have also completed the feedback survey. I'd like to stress that I am very hopeful of the system and feel it could really elevate ESO's combat and build diversity.

    Pros:
    - Skills power feel similar to existing skills with slight trade offs. For example, wield soul [damage + Anchorite's Cruelity + Breach] has similar spamable damage to crushing weapon (psjic skill) with both being around 10,000 each. The trade off is that crushing weapon has a cheaper cost and if you miss you get a large return. The wield soul version (see above) has slightly less tool tip damage but has the oblivion part giving slightly more damage but costs more resources with no return. Both skills give major breach.
    - There are many ways you can use 1 skill to different effects. Wield soul could be a single target burst heal, something Arcanist lacks. This could also be a stun and pseudo execute which Magicka Warden lacks or it could be a reliable spamable which sorcerer lacks within their kit.
    - Skills feel fun and fresh
    - Skills are telegraphed well so you can see what will happen i.e. smash dragging along the ground with a green aura for healing was helpful and the damage one not having this helped distinguish the two.
    - Some masteries felt well-thought through and what the class 'fantasy' was. Others however felt lacking or extremely strong vs the other masteries (see cons)
    - Some buffs were unique such as health absorption but were tied to channel skills making them feel balanced. The values too felt reasonable.
    - The visuals looked amazing and made it clear what was happening i.e. the restoration skill's tether looked nice and helped see what was going on.

    Cons:
    - The major buffs didn't last long enough to make buff skills. Most major buffs lasted 10 seconds making it hard to drop a class buff for the new skill. For example, I used wield soul [shield + class mastery (DK) + major resolve] and got a skill that gave a similar shield to the DK armour skill but the major resolve was 10 seconds not 20. This would make this a hard skill to use and maintain with only 10 seconds of the buff. This was true for sorcery / brutality too. I'd suggest those buffs got increased to 20 seconds - all other ones were fine.
    - Lack of damage types meaning not all skills synergise with your class kit or with some sets i.e. Netch's Touch (boost shock skills). For example there are few skills with 'frost' damage making a magicka warden still lack frost skills. This was also true for defile where a necromancer would want to be the master of disease, death and decay (poison) and few skills could give you this. Perhaps create a sub-menu i.e. In the primary script you have 'Damage', 'Healing' etc. but when you click damage you then get access to all the game's damage types i.e. frost, shock, disease, physical, magic etc. thus avoiding crowding in the menu but giving more choices.
    - Lack of an execute option for skills making it hard for some classes who lack this to make one. Magicka warden has this issue in particular. The Anchorites Cruelty script acts as a psuedo execute but that is only on soul magic skills and so many of the other skills can't be an execute. Perhaps there could be a secondary script (middle one) that operates like this: "Strike at the enemies weaknesses causing up to 200% more damage when they are below 50% hp."
    - Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
    - Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]
    - Dual wield skill felt useless. It didn't offer enough for PvP and for PvE there are just better skills. The idea is cool but I struggled to see how you would use it reliably.
    - Some class masteries felt REALLY strong whilst others useless- Templar gain 33,000 armour! That alone makes you hit armour cap without any sets. I assumed this was a typo and should be 3,300 armour. The nightblade mastery also felt somewhat lacking - it would have been nice if this was focused on their assassination playstyle "Gain a stack of Assassin's Misery for 3 seconds causing your next skill to be 8% more powerful when used from the flank, consuming the buff. Roll dodging with Assasin's misery consumes the stack and grants you a 5% movement speed up to 15%" This would allow it to be a movement buff or damage buff helping in pvp or pve alike. The necromancer corpse mastery felt really cool but lacked any real use given you need to be near corpses and need a lot to be beneficial - something pvp player struggle with. PvE it could prove very nice indeed.
    - Fighter's guild and mage's guild only had one resource cost and couldn't be changed i.e. fighters = stamina and mage skill = magicka. It would be nice if there was a way to make the alternative to open the skill to other classes.
    - Stamina skills always did more damage i.e. changing skill to physical damage yielded higher tool tips then magicka damage yet both had the same range. This felt awkward and punishing for magicka users.
    - More buffs/heals that scale of health or resistances would be nice for tanks.
    - There are many channel skills - consider adding a secondary script of quickening [changes the skill to instant cast but loses 20% potency]. Value to be tweaked to match existing power balances i.e. smash to have similar damage to other aoe spamable skills.

    Overall - WELL DONE ZOS!!!
    Edited by Unified_Gaming on April 22, 2024 3:35PM
    Unified Gaming - creating a shared and Unified Gaming community.

    For some of the best and most up to date PVP builds around or useful tips and tricks from an experienced player for PvP and PvE, then check out my channel and consider subscribing if you want to see regular ESO content.

    https://www.youtube.com/channel/UCorbta-fAHKJcxJ6ExbtPwg/
  • SeaUnicorn
    SeaUnicorn
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    Sound Clutter on Mender's Bond: I use sound queues in Trials for a lot of mechanics and having mender's bond going off non stop will be way to distracting. Some people can not focus all together when there is sound and/or visual clutter. Having additional distractors during complex fights is a big contributor to mistakes and throws.

    Visual Clutter on Elemental Explosion: It is blinding and makes anything on the ground invisible.

    Overall physical weapon effects are nice and tastefully done, not too bright, cool looking. And Mag skills are way too in your face in terms of effects and sounds.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    - Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
    - Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]

    Please, no.

    I just hope ZOS learnt from Summerset in this regard.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Unified_Gaming
    Unified_Gaming
    ✭✭✭✭
    ToRelax wrote: »
    - Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
    - Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]

    Please, no.

    I just hope ZOS learnt from Summerset in this regard.

    Which part as you posted quoted 2 things.

    The lack of a delayed burst is an issue for some classes like magicka necromancer. Their blast bones is meh now at best forcing you to play melee but light armour doesn't give enough resistances. What ends up happening is you just see stamcros and no magcros.

    The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?

    What do you think was the issue in Summerset may I ask?
    Unified Gaming - creating a shared and Unified Gaming community.

    For some of the best and most up to date PVP builds around or useful tips and tricks from an experienced player for PvP and PvE, then check out my channel and consider subscribing if you want to see regular ESO content.

    https://www.youtube.com/channel/UCorbta-fAHKJcxJ6ExbtPwg/
  • verminjerky
    verminjerky
    ✭✭✭
    As a Templar DPS main, I don't like the Templar class mastery.
    Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.

    I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)

    It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?

    It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.
  • SeaUnicorn
    SeaUnicorn
    ✭✭✭✭✭

    The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?

    Just rename it and keep as is, problem solved :D
    Edited by SeaUnicorn on April 22, 2024 4:42PM
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    ToRelax wrote: »
    - Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
    - Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]

    Please, no.

    I just hope ZOS learnt from Summerset in this regard.

    Which part as you posted quoted 2 things.

    The lack of a delayed burst is an issue for some classes like magicka necromancer. Their blast bones is meh now at best forcing you to play melee but light armour doesn't give enough resistances. What ends up happening is you just see stamcros and no magcros.

    The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?

    What do you think was the issue in Summerset may I ask?

    I quoted both because you asked for delayed burst twice.

    The issue I was referring to was a very modest amount of delayed burst damage (less than a spammable) added to the Sorcerer class. I had to be nerfed into uselessness.

    What exactly do you think would happen if you gave every class more delayed burst?
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Unified_Gaming
    Unified_Gaming
    ✭✭✭✭
    ToRelax wrote: »
    ToRelax wrote: »
    - Lack of a delayed burst skill i.e. haunting curse, blast bones etc. There isn't a skill or script that lets you delay the damage. A secondary script that causes the skill's damage to trigger after 3 seconds would be nice for PvP and give classes who lack reliable burst another option.
    - Ulfid's contingency felt somewhat confused. The skill triggered on the following resource cost making it awkward to use. It would be nice if the secondary script had ways to trigger it making it possible for you to consider how to trigger it given its name. For example Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spadable becomes 14k burst skill] creating a burst skill. Other scrips could be 'contingency' [when below 50% of your primary stat cause the trigger] or emergency [when below 30% hp cause the effect] or 'freedom' [when afflicted with a snare or immobilize trigger the effect]

    Please, no.

    I just hope ZOS learnt from Summerset in this regard.

    Which part as you posted quoted 2 things.

    The lack of a delayed burst is an issue for some classes like magicka necromancer. Their blast bones is meh now at best forcing you to play melee but light armour doesn't give enough resistances. What ends up happening is you just see stamcros and no magcros.

    The contingency skill I stand by. I think it should have more triggers similar to Arcanist. When below X you get Y. The current iteration is awkward and doesn't feel like a contingency at all. How would you change it?

    What do you think was the issue in Summerset may I ask?

    I quoted both because you asked for delayed burst twice.

    The issue I was referring to was a very modest amount of delayed burst damage (less than a spammable) added to the Sorcerer class. I had to be nerfed into uselessness.

    What exactly do you think would happen if you gave every class more delayed burst?

    I gave 2 points (1 lack of delayed burst within the scribing system) then 2nd was the issue with the contingency skill. I would use the contingency skill as the delayed burst option for all in all honesty making it amplify the effect by 40% after 3 seconds. For example:

    Strike at the enemy doing 10,000 magic damage.

    Script of delayed strike. Cause the primary script to attach to the target and trigger after 3 seconds with 40% increased potency.

    Script [debuff / tertiary] effect

    RESULT:
    Skill would hit the target and stick to them doing 0 on hit. After 3 seconds the skill would then proc and do its bonus damage total 14k tool tip. If it is too bursty, you could make it strike twice but with less per hit like deep fissure (strike at 3s and 6s for 20% bonus damage).

    The crystal weapon was a problem as it worked with overload and crushing weapon causing huge spikes with 1 hit. That was changed to prevent that from happening again. The issue was that when the overload hit you, you then had crushing weapon hit you, crystal weapon hit you, a glyph hit you + any proc set they used too.

    If you give people more burst, you give them ways to counter the tank meta we're in which people all hate.
    Edited by Unified_Gaming on April 22, 2024 4:59PM
    Unified Gaming - creating a shared and Unified Gaming community.

    For some of the best and most up to date PVP builds around or useful tips and tricks from an experienced player for PvP and PvE, then check out my channel and consider subscribing if you want to see regular ESO content.

    https://www.youtube.com/channel/UCorbta-fAHKJcxJ6ExbtPwg/
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    As long as you have at least some instant damage, delayed damage is more powerful than instant, not less. A damage bonus for delaying burst would be asinine.
    I was talking about Rune Cage, not Crystal Weapon. But sure, there's another example.

    Burst damage doesn't counter a tank meta, it necessitates it. Tankieness is the primary counter to burst, dealt with through pressure. The problems right now lie in too powerful anti-pressure tools like HoTs, not anything to do with delayed burst. Damage is actually pretty high.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Theist_VII
    Theist_VII
    ✭✭✭✭✭
    As a Templar DPS main, I don't like the Templar class mastery.
    Activate Light Weaver for 4 seconds, increasing your Armor by 33k and snaring you by 50%. If you are at 50% or less Health, gain 1 Ultimate.

    I appreciate that ZOS is trying to give some tanking stuff to a class that's not used for tanking but... nobody uses Templar for tanking. This feels like a more appropriate class mastery for a well-used tank class like DK, which also synergizes with DK's incredibly strong ultimates and ultimate-based passive. (Templar doesn't even have a tanking ult.)

    It's also the only class mastery with a downside. 😩 Why did ZOS stop loving Templar?

    It would be okay without that massive snare, Templar is long known for its survivability, especially relative to being a melee class, so adding more of that back into the game is not unwelcome. But this class mastery should be aimed at, or at least usable by, DPS and healers, who won't benefit from it without mobility.

    Nobody uses Templar for tanking because it’s horrible at it, not for a lack of want.

    As far as the Mastery, if you’re talking about PvP, this passive benefits not only tanks, but every spec of the class… and too much at that.

    For PvE, this does not help tanks at all.

    33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.

    You can not resist any more damage by pushing your resistance higher than 33,000 and you’re going to be over that with Major Resolve, and that’s without the Mastery.
    Edited by Theist_VII on April 22, 2024 5:55PM
  • SeaUnicorn
    SeaUnicorn
    ✭✭✭✭✭
    Telos_Tim wrote: »
    33,000 resistance is the cap on how much damage you can prevent, meaning, when you have all of your heavy armor on that’s required due to the amazing tank passives you get from it, and combine your additional resistance from the Balanced Warrior passive… the class mastery will ONLY apply a 50% snare to you, with no benefit whatsoever.
    You could run on less then soft cap in PVE in places like vAS for example. You only need resists when Olms swipes and jumps and for occasional Llothis cone. So you get some nice semi-spammable DPS skill and tank butt naked in glass cannon build doing 70k+ DPS as MT
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