xStealthfulx wrote: »If you can have a look at some of the scribe healing skills not functioning like other burst/HoT in the game reason being is no matter what direction i look in the heals always go on my teammates vs. myself only time it does work is when im at low hp which i shouldnt be a thing with other heals apply to myself when needed
Admiral_Schneider wrote: »State with Update 43:
Piercing Cold:
Generally I like the Idea on the direction of how you try to create a flexible passive that allows for offensive and defensive gameplay like you did with other reworks this year. But I also see the weakness mainly in the compromise it tries to do.
Not rarely I reach the 30k HP gap in raids with my usual warden builds as DD. With the reworked passive I would loose my offensive bonuses in such cases while other classes simply don't. As for the other side of the coin there is content in which I play my Warden Tank with as less HP as possible simply because I get punished for having too much (like CR). Some builds can reach below 30k HP in which case I will loose my defensive bonus granted from the passive.
What i' don't like in practicular is that it removes the current class identity of the Ice Staff Warden completely since there is no bonus on it anymore. Warden probably will either play DW Daggers or a Bow like each other class as well. That makes me kind of sad because I basicly played the Warden because I have to do something rarely used and different and still can be successful with it. That will be gone then.
Skjaldbjorn wrote: »Genuine question, how on earth are you at 30k or anything close in raids? Even with bi-stat you shouldn't hit that unless you have HP enchants or heavy pieces or something. As a DPS, none of that should apply.
Skjaldbjorn wrote: »I do agree with you in regards to Warden tanks, and that's why I fought against people who wanted to raise it to like 40k, which was just absurd.
Generally I see Warden Oak being close to the 30k HP.
First the sergent mail give max HP, then the bi-stat food, the CP HP star and maybe a racial passive combined with the minor thoughness. (and maybe even without being Oak + Sergent mail I guess it's still possible to reach it lol)
Skjaldbjorn wrote: »So what we're really saying is a niche build around a specific mythic is the reason this passive is bad?
Skjaldbjorn wrote: »So what we're really saying is a niche build around a specific mythic is the reason this passive is bad?
Wait what, where did I said that? Why you answer that to the part where I just wanted to explain how it could be possible to reach 30k HP as a PvE DD? Haven't you read the rest of my post? O_o
All the problem about this passive is the HP limit (even if this is sad to lose 4% in total but well) which I think it should be 35k HP which is imo more correct than 30k HP as I explained on the rest of the post you quoted lol
Skjaldbjorn wrote: »I agree that 35k is fine. I've said that before. As far as PVE DPS, the reality is a niche build with a very specific group of items is fundamentally why this change is "bad", aside from IA tanky builds.
In my current Trash setup I am pretty damn close for example. If I receive any buff from anywhere I would be over the cap.Skjaldbjorn wrote: »Genuine question, how on earth are you at 30k or anything close in raids? Even with bi-stat you shouldn't hit that unless you have HP enchants or heavy pieces or something. As a DPS, none of that should apply.
I kind of agree but don't I didn't play the Warden before the 12% damage boost from ice staff and probably will stop playing it after it gets removed. I liked the idea of a niche play style which uses a weapon usually designed for tanking an enables it to deal a decent amount of damage without damaging it's defensive properties. I will ofc try out the Bleed-den again, but I guess it won't keep my attention.Skjaldbjorn wrote: »As I said in another thread, Warden has been down bad for so long that being tied to a garbage weapon to get our main class damage passive was somehow "class identity" to us, which is pitiful tbh. They could leave in a buff to the Frost staff, but it absolutely should not be required to compete. The weapon simply isn't viable or competitive in far too much content.
Admiral_Schneider wrote: »In my current Trash setup I am pretty damn close for example. If I receive any buff from anywhere I would be over the cap.But it still represents the problem present. It would simply limit me in my present options. Other classes are allowed the same potential to reach around 28/30k so why should ZoS render that possibility a hindrance for Warden?
- Yes I have slotted Boundless Vitality, I could drop that but why should I?
- Yes this is with Bi-Stat food, but it's simply one of the best if I don't need the Reg
- Yes my Warden is a Khajit which includes another health buff of 915 hp.
Edit: This change will also render a lot of secret buffs from dungeons or DSR pretty useless.
Admiral_Schneider wrote: »I kind of agree but don't I didn't play the Warden before the 12% damage boost from ice staff and probably will stop playing it after it gets removed. I liked the idea of a niche play style which uses a weapon usually designed for tanking an enables it to deal a decent amount of damage without damaging it's defensive properties. I will ofc try out the Bleed-den again, but I guess it won't keep my attention.
If you look into the Rankinks for Update 41 you actually can find a Paarse-Warden on place 5 at Taleria. But also: Taleria is mainly a single target fight. As long as Warden doesn't receive any attention for AOE damage that also won't bring im anywhere close to the meta. And thats fine for me. I just don't want to get limited by PVP related changes in how I play my current favorite class.
I simply think that the change should not be health related at all. But I also can't present a better approach that making it static for one or the other.
topsecretagentx wrote: »My feedback is please fix the completely underperforming NB in PVE. The numbers are out there and have been posted. There are plenty of graphs, charts, testimonials and the aggregate data from ESO Logs out there on the forums that have validated this already. NB PVE DPS buff is needed badly. They are not competitive in PVE and for those of us who main a NB this alienates us from content. The recent changes to Siphoning Strikes and Shadow Cloak really do not enhance DPS at all since they are both non-DPS skills which have limited application, especially since NB generally does not have sustain issues in PVE.
To the guy above who says NB needs a 10-15% DPS Nerf, they did that last patch, when Major Berserk was removed from the NB toolkit. PVE DPS is weakest in the class spectrum now with still an overly sophisticated rotation and no payout for learning it. Also, zero cleave at all. It has become demoralizing. NB damage is not your problem in PVP. If you are interested in levelling the playing field with NB in PVP, I have your solution right here:
NB should not be punished because players lack the motivation to slot detection potions. I am sure that is 99% of people in here complaining NBs kill them too much and yes I have tested this hypothesis in actual gameplay and found it to be 100% accurate. NBs will go for the easiest perceived kill (like any player, just watch a BatlleGround match). You carry these you are not the easiest anymore.
Give NB a themed Spammable. After the Nerf last patch Concealed is just inferior.
In my opinion only the Arcanist needs a nerf. You now have players mashing 3-4 buttons to exceed the DPS of players who run a calculated 8-10 button rotation. The worst part about this is player arrogance and elevated toxicity. Yes this is a thing, like the OakenSorcs that would run the Wayrest for their gear then run-- through all the enemies-- ahead of entire groups of new players who were trying to learn the game because the OakenSorcs were unkillable in Normal Dungeons. There were actually players who felt superior when they did this and treated their group with contempt.
So, Class Balance is a thing. Please address.
Yeah it always feels awesome to waste a 45 second potion cooldown on a skill that can be spammed without any punishment if you get pulled out from the cloak, realy completly ballanced. I mean it could be a good counter if the blade had no access to shade (which blades barely need to use) or a burstheal that eqauls coag/AB
Its awesome how you complain about 3-4 button arcanist dd (to be fair its more like 7-8 xD) in PvE while the blade hits exactly the same number of buttons to hit their burst in pvp xD (cloak->incap->bow->spam/Execute) to bring you from 100 to 0. If it wasnt for sorcs and their toolkit, which counters the blade somewhat well, than we would have a population of 60-70 % blades in cyro.
You are right, I did indeed make a mistake. The setup I showcased used a Attribute distribution used for PVP: 44 Magicka, 20 HP. With the correct loadout I reach around 27668. TT_TTSkjaldbjorn wrote: »Uh...my Warden is an Imperial (2k HP passive). With bi-stat, Imperial passive and Boundless, AND Minor Toughness from netch spam, I am sitting at 28.9k HP. There's something else here you're not stating.
Admiral_Schneider wrote: »You are right, I did indeed make a mistake. The setup I showcased used a Attribute distribution used for PVP: 44 Magicka, 20 HP. With the correct loadout I reach around 27668. TT_TTSkjaldbjorn wrote: »Uh...my Warden is an Imperial (2k HP passive). With bi-stat, Imperial passive and Boundless, AND Minor Toughness from netch spam, I am sitting at 28.9k HP. There's something else here you're not stating.
The point still stands if you consider that you can reach up to 35k/40k with some of the dungeon/secret buffs. Those would still disable the damage improving qualities of the new passive.
Skeletal mage is still useless for pvp : degeneration is still better, not only because of the slightly higher damage but also because it's more reliable. Rally gives you a stam recovery buff and a really good burst heal (it also doesn't cost 1/4th of my magicka unlike the necro burst heal but we'll be here all day if I start naming every problem necro has).
"But skeletal archer deals 15% more damage when hitting the same ennemy "
No one cares. If you're fighting more than 1 person, it will constantly switch targets because you can't control who he targets (remember this is supposed to be a necromancer class). Even if it could hit reliably, the damage is terrible and doesn't give any proc, unlike degeneration.
"But you get 200 recovery with the passive while this is active"
Spirit guardian is way more useful than that and everyone already casts it on (its very short) cooldown.
"But it generates a corpse, corpses are useful for necromancer because we said so in the class description"
Name one pvp ability that uses corpses. You thought of the healing tether or deaden pain right ? Ok, try to use the tether in a 1vX, it constantly breaks because you can't stay in the open. Deaden pain doesn't give nearly enough health or major prot uptime to justify slotting this over anything else. Every necro left in cyrodiil (wich is about 3 people) has already told you that we don't have enough bar space to waste them on this skill
Of course, I'm just talking to players and the occasional zos employee that checks if I use swear words. The combat team is already convinced they saved necro and the idiots in the forums are just overreacting.
I'm mad about this update because I know they think they brought back necro and we'll probably never get a necro buff after u43. This was our chance, and we missed it.
Just to add my two cents: making it so Arctic Blast doesn't heal if it hits an enemy just makes it so if you are surrounded you can't heal unless you have more than one heal slotted, which is pointless to me. I don't want to use Polar Wind, as I prefer the instant heal, even if it is overall weaker than the HOT. I don't do PvP, so this is purely from a PvE perspective. I love soloing content, so being able to be a sturdy DPS that can keep myself alive is imperative. I don't understand this change. You want players to play how they want, but then you remove things like the heal from Arctic Blast in an actual combat situation. So no, I HAVE to use Polar Wind, or die.
CameraBeardThePirate wrote: »Just to add my two cents: making it so Arctic Blast doesn't heal if it hits an enemy just makes it so if you are surrounded you can't heal unless you have more than one heal slotted, which is pointless to me. I don't want to use Polar Wind, as I prefer the instant heal, even if it is overall weaker than the HOT. I don't do PvP, so this is purely from a PvE perspective. I love soloing content, so being able to be a sturdy DPS that can keep myself alive is imperative. I don't understand this change. You want players to play how they want, but then you remove things like the heal from Arctic Blast in an actual combat situation. So no, I HAVE to use Polar Wind, or die.
I'm not sure why you say you don't want to use Polar Wind because you want the instant heal... Polar Wind has an instant heal AND a HoT.