Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.
Disclaimer: Speaking from a PvP perspective.
Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.
Disclaimer: Speaking from a PvP perspective.
I was on the PTS with my PVP build and the numbers all seemed to be in the same range as my other abilities. I would expect an ability with a 2 second cast time should be really big because that is a long cast time in pvp. It isn't going to be spammable with a cast time like that. Someone will venom arrow or crushing shock someone trying to spam it.
Look at the instant cast abilities and compare them to one of your other instant cast abilities and they are the same.
I personally love the system. It gives you ways to fill gaps in your playstyle without really having to sacrifice your playstyle.
Vault is going to be an insane 1vX tool for getting out of trouble, you port 15m backwards while you root and snare players you hit and you gain minor expedition for 10s. Good luck catching the bow-guys ^^
Vault is going to be an insane 1vX tool for getting out of trouble, you port 15m backwards while you root and snare players you hit and you gain minor expedition for 10s. Good luck catching the bow-guys ^^
I am actually looking forward to using this ability. Yes, the escape is going to be useful but I think it is going to be more useful in the fight. Someone is chasing you and next thing you know you are chasing them.
I am planning on using the root, remove roll dodge stack, and major evasion. That combination is going to be strong for my playstyle. I like to roll dodge a lot and I don't have another source of major evasion without making significant changes. As a matter of fact vault is the only spell crafting ability I plan on using.
I think if people try to create the insane single ability combination with spell crafting they are really going to lose out on the ability to fill gaps in your build.
Some more than others, but the ones with a cast time seem to be overloaded. They shouldn't go live as is. I'm going to add screen shots in posts below. But it's actually absurd how strong some of these abilities appear.
Disclaimer: Speaking from a PvP perspective.
I was on the PTS with my PVP build and the numbers all seemed to be in the same range as my other abilities. I would expect an ability with a 2 second cast time should be really big because that is a long cast time in pvp. It isn't going to be spammable with a cast time like that. Someone will venom arrow or crushing shock someone trying to spam it.
Look at the instant cast abilities and compare them to one of your other instant cast abilities and they are the same.
I personally love the system. It gives you ways to fill gaps in your playstyle without really having to sacrifice your playstyle.
So not sure how into PvP you are but the reason it seems a bit out of place is due to the larger stacked damage into an ability that you can cast from safety (28m will benefit from reach passives).
Additionally I understand that you're skipping 1-2 light attacks and taking the "risk" to do the cast time, but generally attacks that do that large of damage are locked behind ultimate costs.
Doing a large amount of damage in a single instance can't really be balanced by giving it a cast time.
The person on the other side of the attack is able to mitigate 2 light attacks and 2 skills from HoTs and burst heals etc. Receiving a large burst of damage that drops you to say half health can easily get you killed.
And this is a MASSIVE AoE. Half of me wants to say let this go to live because it honestly might help break up ball groups.
The other half knows it's going to get spammed from Xv1ers in the distance and nuke my health bar. You can build completely into damage and use this from the safety of range. Expect to be hit by 15-20k damage instances of this ability if this goes live. Mark my words!
Soul ability
Spammable with execute functionality. And major breach with a high uptime.
No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
And out of those 3/7 how many function as both a spammable and an execute?
Soul ability
Spammable with execute functionality. And major breach with a high uptime.
StihlReign wrote: »
Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
Seraphayel wrote: »Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
And out of those 3/7 how many function as both a spammable and an execute?
As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.
StihlReign wrote: »Nothing looks OP here. Damage after Battle-spirit with the current cool-downs should be OK in Cyrodiil.
Pre-NERFing just prolongs the current tank-meta that most are sick of.
Nerf AFTER live. Collect more data. That should take a few months.
Seraphayel wrote: »Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
And out of those 3/7 how many function as both a spammable and an execute?
As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.
The major buff / debuff makes up for lack of class/weapon passive.
The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).
The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.
Spammables just don't have execute functionality.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
And out of those 3/7 how many function as both a spammable and an execute?
As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.
The major buff / debuff makes up for lack of class/weapon passive.
The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).
The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.
Spammables just don't have execute functionality.
Again, what’s the problem here? That you need to slot one skill less? If they remove the execute functionality Magicka has yet again no execute ability. If they remove the spammable part, then we‘re stuck with the other two spammable that are not bad, but not exciting either. If something needs to be changed, it‘s definitely not the execute part. But as I said before, I think this skill is totally fine the way it is.
Chilly-McFreeze wrote: »Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »No more range executes please! Right now this game is already 90% range with stupid destruction staff benefits with status effects.
3/7 classes have ranged executes, Magicka builds in general have 0 ranged executes outside of classes. Melee has 2. Magicka builds for the longest time needed a class-agnostic ranged execute ability.
And out of those 3/7 how many function as both a spammable and an execute?
As soon as the threshold is reached every execute becomes the spammable. I don't really see what's the problem here, that you can save one skill on your bar? Scribing skills don't have any synergies with passives on top of that.
The major buff / debuff makes up for lack of class/weapon passive.
The point was look at any other spammable (force pulse, imbue weapons, concealed weapon, dizzying swing, snipe, DK whip, Templar Jabs etc etc etc).
The only ability that probably can be considered a spammable (specific coefficient of damage) and an execute is the Arcanist flail, and it has a lower range.
Spammables just don't have execute functionality.
Again, what’s the problem here? That you need to slot one skill less? If they remove the execute functionality Magicka has yet again no execute ability. If they remove the spammable part, then we‘re stuck with the other two spammable that are not bad, but not exciting either. If something needs to be changed, it‘s definitely not the execute part. But as I said before, I think this skill is totally fine the way it is.
So do you say the best solution would be to give us the choice to make it either a spam or an execute?
Turtle_Bot wrote: »Soul ability
Spammable with execute functionality. And major breach with a high uptime.
On the flip side of this:
This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.
What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?
MashmalloMan wrote: »Turtle_Bot wrote: »Soul ability
Spammable with execute functionality. And major breach with a high uptime.
On the flip side of this:
This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.
What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?
I don't know the coefficient specifically, you're welcome to figure it out based on what I say next, but it's 3375 in comparison to every other skill. It's a single target direct heal, so it falls under the same category as the below skills:
- NB = Healthy Offering (3600)
- Sorc = Matriarch (3600)
- Templar = Honour the Dead (3485)
- Arcanist = Evolving Runemend (1199 x 3 = 3597)
- Necro = Resistant Flesh (3600)
- DK = Obsidian Shard (3240)
Side note, lol DK's is so bad in not just function, but scaling as well. Warden doesn't have one, so of all the classes they should in theory benefit the most from this skill, but Polar Wind is already busted. The good side is you can actually build for non max HP and still get great healing via Soul Scribing now.
AOE direct heals like Combat Prayer typically scale in the 2700ish range.
- Resto = Combat Prayer (2614)
- Sorc = Vibrant Shroud (2700)
- Warden = Enchanted Growth (2700)
- I'm done combing through skill lines, you get the idea.
MashmalloMan wrote: »Turtle_Bot wrote: »Soul ability
Spammable with execute functionality. And major breach with a high uptime.
On the flip side of this:
This could become problematic indeed. A fairly cheap (3.5k cost when accounting for the 1k resource return) "Spammable" burst heal that restores resources and grants major vitality.
What's the coefficient of this ability looking like? Comparable to healthy offering or combat prayer?
I don't know the coefficient specifically, you're welcome to figure it out based on what I say next, but it's 3375 in comparison to every other skill. It's a single target direct heal, so it falls under the same category as the below skills:
- NB = Healthy Offering (3600)
- Sorc = Matriarch (3600)
- Templar = Honour the Dead (3485)
- Arcanist = Evolving Runemend (1199 x 3 = 3597)
- Necro = Resistant Flesh (3600)
- DK = Obsidian Shard (3240)
Side note, lol DK's is so bad in not just function, but scaling as well. Warden doesn't have one, so of all the classes they should in theory benefit the most from this skill, but Polar Wind is already busted. The good side is you can actually build for non max HP and still get great healing via Soul Scribing now.
AOE direct heals like Combat Prayer typically scale in the 2700ish range.
- Resto = Combat Prayer (2614)
- Sorc = Vibrant Shroud (2700)
- Warden = Enchanted Growth (2700)
- I'm done combing through skill lines, you get the idea.
DK has coag which is one of the if not the strongest self heal in the game.