CameraBeardThePirate wrote: »DrNukenstein wrote: »
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Nightblade dominance? You mean the nightblades with the shields that burst heal, free mobility with CC, and bonkers ranged burst damage?
Nevermind, that's Magsorc. The current overloaded problem class that can survive by spamming one button and do the high end of any other classes point-blank limited burst from range.
They don't even have to announce themselves with curse, but they like to claim that using it is a huge draw back. Really, it is like that. Add up the numbers for force pulse, crystal weapon, and power overload then multiply the number of numbers by 330 (? set). That's how much damage a mag sorc can do almost every second, from downtown, if they want to.
Wanna make it a beeeeeg burst that you can do every other second? Crushing weapon>power overload>frag. That is basically the BFG from quake.
And sure, you can claim that a person focused on you will dodge and block just like how it is for anyone on any other class. The difference is sorc is the one class that absolutely does not have to be standing on top of their enemy to do their damage, and can just spam their damage over and over until they eventually win the stamina game.
Oh please. Magsorcs and Nightblades are both overtuned right now. Both classes have nigh infinite sustain, great escape tools, way too much damage, and high mobility + survivability.
tonyaccount wrote: »As a player who only plays one character(which is a necro) the necro changes are largely awesome and I'm happy with them. But now that we are at finally and it probably takes a while I would propose the following changes:
1. As others have mentioned, moving the Major Sorcery/Brutality from Skeletal Mage to Grave Lord's Sacrifice would make it more accessible for PvP without really having impact on PvE. Skeletal Mage is quite bad in PvP and necros desperately need the extra slot to be somewhat competitive.
2. Make the Major Sorcery/Brutality/Prophecy/Savagery work on both bars, allowing them to be slotted on backbar if necessary. Again a nice QOL change that adds a little bit of flexibility.
3. Give Necro a respectable CC. I would suggest Empowering Grasp stunning anything that it hits, up to a maximum of 2 players, prioritizing closer targets. It is quite difficult to line up against a distant target, but when used well would do a good job.
4. Make the Avid Boneyard morph purely selfish and buff its size from 6m to 8m. Change the synergy damage back to pre-nerf damage a few patches ago(slight buff), and change the tooltip to "You or an ally standing in the graveyard can activate the Grave Robber Synergy, dealing X Frost Damage to enemies in the area and healing for the damage done." This will be useful in both PvP and PvE, giving you a reliable burst synergy and a heal that others can't steal. A unique and fun interaction that the game needs more of.
5. Buff the Skeletal Mage to a viable state and make it attack the target your Blastbones/heavy attack hits. Since U35 this ability has just been low impact and necro could use a PvE damage buff. This is the ability to buff.
master_vanargand wrote: »CameraBeardThePirate wrote: »DrNukenstein wrote: »
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Nightblade dominance? You mean the nightblades with the shields that burst heal, free mobility with CC, and bonkers ranged burst damage?
Nevermind, that's Magsorc. The current overloaded problem class that can survive by spamming one button and do the high end of any other classes point-blank limited burst from range.
They don't even have to announce themselves with curse, but they like to claim that using it is a huge draw back. Really, it is like that. Add up the numbers for force pulse, crystal weapon, and power overload then multiply the number of numbers by 330 (? set). That's how much damage a mag sorc can do almost every second, from downtown, if they want to.
Wanna make it a beeeeeg burst that you can do every other second? Crushing weapon>power overload>frag. That is basically the BFG from quake.
And sure, you can claim that a person focused on you will dodge and block just like how it is for anyone on any other class. The difference is sorc is the one class that absolutely does not have to be standing on top of their enemy to do their damage, and can just spam their damage over and over until they eventually win the stamina game.
Oh please. Magsorcs and Nightblades are both overtuned right now. Both classes have nigh infinite sustain, great escape tools, way too much damage, and high mobility + survivability.
It's the difference between 7m and 28m (the 28m range can be extended even further with Battle spirits).
Magicka Sorcerer has no risk, but Nightblade does risk approaching 7m.
And Nightblade also can't have a large damage shield and a large burst heal at the same time skills.
This seems like a huge difference.
Twohothardware wrote: »tonyaccount wrote: »As a player who only plays one character(which is a necro) the necro changes are largely awesome and I'm happy with them. But now that we are at finally and it probably takes a while I would propose the following changes:
1. As others have mentioned, moving the Major Sorcery/Brutality from Skeletal Mage to Grave Lord's Sacrifice would make it more accessible for PvP without really having impact on PvE. Skeletal Mage is quite bad in PvP and necros desperately need the extra slot to be somewhat competitive.
2. Make the Major Sorcery/Brutality/Prophecy/Savagery work on both bars, allowing them to be slotted on backbar if necessary. Again a nice QOL change that adds a little bit of flexibility.
3. Give Necro a respectable CC. I would suggest Empowering Grasp stunning anything that it hits, up to a maximum of 2 players, prioritizing closer targets. It is quite difficult to line up against a distant target, but when used well would do a good job.
4. Make the Avid Boneyard morph purely selfish and buff its size from 6m to 8m. Change the synergy damage back to pre-nerf damage a few patches ago(slight buff), and change the tooltip to "You or an ally standing in the graveyard can activate the Grave Robber Synergy, dealing X Frost Damage to enemies in the area and healing for the damage done." This will be useful in both PvP and PvE, giving you a reliable burst synergy and a heal that others can't steal. A unique and fun interaction that the game needs more of.
5. Buff the Skeletal Mage to a viable state and make it attack the target your Blastbones/heavy attack hits. Since U35 this ability has just been low impact and necro could use a PvE damage buff. This is the ability to buff.
All of these are solid recommendations.
For the last 5 years not a single person has been intentionally running Skeletal Mage on Necro in PvP so to tie the largest most important Major buff to that skill is not really helping the class. Skeletal Mage does next to no damage to players in PvP and is a wasted skill slot.
Put Major Brutality/Sorcery on a different widely used skill like Blastbones so that whether you’re in PvE or PvP your most important buff is on a skill everyone uses.
master_vanargand wrote: »It's the difference between 7m and 28m (the 28m range can be extended even further with Battle spirits).
Magicka Sorcerer has no risk, but Nightblade does risk approaching 7m.
And Nightblade also can't have a large damage shield and a large burst heal at the same time skills.
This seems like a huge difference.
CameraBeardThePirate wrote: »Twohothardware wrote: »tonyaccount wrote: »As a player who only plays one character(which is a necro) the necro changes are largely awesome and I'm happy with them. But now that we are at finally and it probably takes a while I would propose the following changes:
1. As others have mentioned, moving the Major Sorcery/Brutality from Skeletal Mage to Grave Lord's Sacrifice would make it more accessible for PvP without really having impact on PvE. Skeletal Mage is quite bad in PvP and necros desperately need the extra slot to be somewhat competitive.
2. Make the Major Sorcery/Brutality/Prophecy/Savagery work on both bars, allowing them to be slotted on backbar if necessary. Again a nice QOL change that adds a little bit of flexibility.
3. Give Necro a respectable CC. I would suggest Empowering Grasp stunning anything that it hits, up to a maximum of 2 players, prioritizing closer targets. It is quite difficult to line up against a distant target, but when used well would do a good job.
4. Make the Avid Boneyard morph purely selfish and buff its size from 6m to 8m. Change the synergy damage back to pre-nerf damage a few patches ago(slight buff), and change the tooltip to "You or an ally standing in the graveyard can activate the Grave Robber Synergy, dealing X Frost Damage to enemies in the area and healing for the damage done." This will be useful in both PvP and PvE, giving you a reliable burst synergy and a heal that others can't steal. A unique and fun interaction that the game needs more of.
5. Buff the Skeletal Mage to a viable state and make it attack the target your Blastbones/heavy attack hits. Since U35 this ability has just been low impact and necro could use a PvE damage buff. This is the ability to buff.
All of these are solid recommendations.
For the last 5 years not a single person has been intentionally running Skeletal Mage on Necro in PvP so to tie the largest most important Major buff to that skill is not really helping the class. Skeletal Mage does next to no damage to players in PvP and is a wasted skill slot.
Put Major Brutality/Sorcery on a different widely used skill like Blastbones so that whether you’re in PvE or PvP your most important buff is on a skill everyone uses.
Or just buff the Skeletal Mage. They nerfed it for literally no reason in U35.
DrNukenstein wrote: »
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Nightblade dominance? You mean the nightblades with the shields that burst heal, free mobility with CC, and bonkers ranged burst damage?
Nevermind, that's Magsorc. The current overloaded problem class that can survive by spamming one button and do the high end of any other classes point-blank limited burst from range.
They don't even have to announce themselves with curse, but they like to claim that using it is a huge draw back. Really, it is like that. Add up the numbers for force pulse, crystal weapon, and power overload then multiply the number of numbers by 330 (? set). That's how much damage a mag sorc can do almost every second, from downtown, if they want to.
Wanna make it a beeeeeg burst that you can do every other second? Crushing weapon>power overload>frag. That is basically the BFG from quake.
And sure, you can claim that a person focused on you will dodge and block just like how it is for anyone on any other class. The difference is sorc is the one class that absolutely does not have to be standing on top of their enemy to do their damage, and can just spam their damage over and over until they eventually win the stamina game.
CameraBeardThePirate wrote: »Oh please. Magsorcs and Nightblades are both overtuned right now. Both classes have nigh infinite sustain, great escape tools, way too much damage, and high mobility + survivability.
CameraBeardThePirate wrote: »
Nightblades can also build from range, just as effectively too. NB range gankers are all over Cyrodiil right now.
I encourage you to inquire regarding your concern of other classes
As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
- In PvE it is a huge buff as mobs don't tend to use "block".Turtle_Bot wrote: »It can also now be blocked, which is a huge nerf to the ability
tsaescishoeshiner wrote: »Ice staff is still fine on Warden DPS, it's just that other weapons were buffed. We went from +12% damage for ice staff wardens to +8% damage for all DPS.
So players who enjoy ice staff haven't lost much. Frost Reach, Master's Ice Staff, and Chilled Procs all still work.
The fact that other weapons might deal more doesn't prevent frost warden from doing just about everything they do on Live.
It's impossible for them to make every weapon the best over all others, so I think it's better to make more build options viable.
MashmalloMan wrote: »Regarding Warden changes I like the general direction taken this patch, but it's half baked. Stam warden has been forgotten in an effort to make frost staff warden viable. Always 2 steps forward, 1 step back.
The idea of class passives being attached to a weapon never made any sense, but it was necessary to prop up frost staff because it lacks damage passives. Look at sorc and dk, they lean more towards the shock and fire staves, but nothing in their kit specifically states the requirement.
Ice staff needs the same warden treatment relating to a health threshold that gives tank or DPS based passives. This is brilliant and fixes a long standing issue. Although, 30k is way too little, it should be at least 35-40k. A pve tank can easily hit this, pretty much all PVP builds use at least 30k hp as a baseline so it's not much of a choice. The only place you have below 30k is pve dps.
Changes like these are needed for destro staff:
- "When health above 40,000 increase block mitigation and reduce block cost. When health below 40,000 increase crit chance by 6%."
- "When health above 40,000 fully charged heavy attacks grant a damage shield. When health below 40,000 fully charged heavy attacks spawn an ice spike that deals x damage and slows nearby enemies."
- "Chilled status effect now always applies minor brittle without the need of an ice staff equiped." Since ice staff now has its own damage passives, it no longer requires a unique debuff that can now be obtained by many other sources like sets and arcanist.
Please leave the damage passive as is or just reduce it to 10%. This is a drastic change that no one is really asking for.
Skjaldbjorn wrote: »MashmalloMan wrote: »Regarding Warden changes I like the general direction taken this patch, but it's half baked. Stam warden has been forgotten in an effort to make frost staff warden viable. Always 2 steps forward, 1 step back.
The idea of class passives being attached to a weapon never made any sense, but it was necessary to prop up frost staff because it lacks damage passives. Look at sorc and dk, they lean more towards the shock and fire staves, but nothing in their kit specifically states the requirement.
Ice staff needs the same warden treatment relating to a health threshold that gives tank or DPS based passives. This is brilliant and fixes a long standing issue. Although, 30k is way too little, it should be at least 35-40k. A pve tank can easily hit this, pretty much all PVP builds use at least 30k hp as a baseline so it's not much of a choice. The only place you have below 30k is pve dps.
Changes like these are needed for destro staff:
- "When health above 40,000 increase block mitigation and reduce block cost. When health below 40,000 increase crit chance by 6%."
- "When health above 40,000 fully charged heavy attacks grant a damage shield. When health below 40,000 fully charged heavy attacks spawn an ice spike that deals x damage and slows nearby enemies."
- "Chilled status effect now always applies minor brittle without the need of an ice staff equiped." Since ice staff now has its own damage passives, it no longer requires a unique debuff that can now be obtained by many other sources like sets and arcanist.
Gonna disagree with you on a few points.
1. Staves absolutely should not have a crit passive until the 2h line does.
2. 40k is too high for PVE tanks. Many tanks find the sweet spot to be in the 35-38k range depending on content. ~32k is about right.
3. Stam Warden is directly helped with this change, so not sure why you're saying they're forgotten. Unless you mean by the former iteration that force ice staves, then I'd agree obviously.
Skjaldbjorn wrote: »MashmalloMan wrote: »Regarding Warden changes I like the general direction taken this patch, but it's half baked. Stam warden has been forgotten in an effort to make frost staff warden viable. Always 2 steps forward, 1 step back.
The idea of class passives being attached to a weapon never made any sense, but it was necessary to prop up frost staff because it lacks damage passives. Look at sorc and dk, they lean more towards the shock and fire staves, but nothing in their kit specifically states the requirement.
Ice staff needs the same warden treatment relating to a health threshold that gives tank or DPS based passives. This is brilliant and fixes a long standing issue. Although, 30k is way too little, it should be at least 35-40k. A pve tank can easily hit this, pretty much all PVP builds use at least 30k hp as a baseline so it's not much of a choice. The only place you have below 30k is pve dps.
Changes like these are needed for destro staff:
- "When health above 40,000 increase block mitigation and reduce block cost. When health below 40,000 increase crit chance by 6%."
- "When health above 40,000 fully charged heavy attacks grant a damage shield. When health below 40,000 fully charged heavy attacks spawn an ice spike that deals x damage and slows nearby enemies."
- "Chilled status effect now always applies minor brittle without the need of an ice staff equiped." Since ice staff now has its own damage passives, it no longer requires a unique debuff that can now be obtained by many other sources like sets and arcanist.
Gonna disagree with you on a few points.
1. Staves absolutely should not have a crit passive until the 2h line does.
2. 40k is too high for PVE tanks. Many tanks find the sweet spot to be in the 35-38k range depending on content. ~32k is about right.
3. Stam Warden is directly helped with this change, so not sure why you're saying they're forgotten. Unless you mean by the former iteration that force ice staves, then I'd agree obviously.
Not very happy with the Warden changes. From a PVP perspective polar over performs. Arctic blast did not. I would rather make polar do what has been suggested and leave arctic blast as is.
Please leave the damage passive as is or just reduce it to 10%. This is a drastic change that no one is really asking for.
Tell me how a Stan warden is helped? This is a nerf to Stam and Magicka in PVP.
Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
BananaBender wrote: »Skjaldbjorn wrote: »As a longtime Warden main, I'm baffled by the changes to Wardens. You guys put in so much effort in the last two years to solidify their identity as a frost mage. Now, it feels like you're going back on that work. Why?
My guess would be because the modification necessary to make Frost Staff DPS a thing killed any other iteration of Warden that wasn't a support. That's not good design.
Making warden just another class that fully relies on Rapid Strikes and Maelstrom 2h isn't good design either. As of this patch I feel like warden has no identity what so ever. It feels like a necromancer with green skills and less damage. Frost damage was the only thing making warden stand out even in the slightest