CameraBeardThePirate wrote: »Please take another pass at the class mastery scripts.
The Sorc script is hot garbage. That's kind of all there is to it.
Warden changes are just bad honestly. I get wanting to balance Arctic Blast for PvP but why did we gut the ability to use ice staves better? Can't we just have some middle ground for stam/mag? Maybe make it do more BLEED and FROST damage, idk anything is better than taking away the uniqueness...
CameraBeardThePirate wrote: »
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Uh no. Keep Minor Resolve on Armor. Not being forced to run Vigor is one of the biggest buffs Necro is receiving this patch. Bar space is critical on Necro, and the actual heal from Vigor isn't necessary because you have a myriad of other great healing options.
The Piercing Cold passive change is super weird and ugly game design. Not sure I understand the underlying reason for the change but please don't base it on an arbitrary amount of health.
Warden Feedback
To be honest, I don't really like the changes that have been made to the Warden. I'm guessing that optimized PvE Warden builds will probably see their DPS increase, but when I compare my Redguard Stamden's DW / 2H parse on a 6M dummy from the previous PTS to three parses on the new PTS my DPS was slightly lower each time (but so were the number of crits, so all in all it's about the same I think).
Buff nova and increase brightness please.
Call down THE sun, dealing 125000 Sun Damage every 1 second for 8 seconds to enemies in the ZONE and afflicting them with SUNBURN, reducing them to ash if they are a vampire. An ally near the SUN can activate the Gravity Crush synergy, dealing 250000 Omega Sun Damage to all enemies in Tamriel and stunning them for 5 seconds.
Vampire Undeath passive nerf change is a horrible, horrible idea.
The drawback (fire damage, skill cost, health regen, etc.) was totally acceptable until now.Why ? Who stated that it was "restrictive", and too powerful ? Actually you're not removing the restrictiveness. You're just making it a stage 1 "bonus" because you nerfed something that didn't need to be nerfed.We're taking a different approach now, granting bonuses at a base line to remove its restrictiveness, while also reducing the power density so it is far less enabling for survivability.
Just being a stage 3 vampire was not the key to "enable" that survivability. If a character is already squishy, it will still be squishy even with a damage reduction up to 30% (which is also multiplicative, not additive). If you take a severe hit at full HP, you will take 100% damage from that hit anyway. And If you ever survive that initial attack, then you will start to take benefit from that gradual damage reduction.
In real situation, and again because it's multiplicative, 5-10% will mostly turn out to give no concrete bonus. You will just be a squishy character with stage 1 drawback (or whatever stage you're at). It's exactly the same issue for the necromancer 3% damage reduction passive, which practically gives nothing.
The damage reduction calculation needs a fix, not the vampire. And if you think being a vampire stage 3 in PvP is an issue (and I don't think it is), then please do work on a solution for PvP. Because Undeath passive is not an issue in PvE. Oh yes, now probably everyone in PvE will turn into vampire stage 1.
Good_VS_Evil wrote: »Vampire Undeath passive nerf change is a horrible, horrible idea.
The drawback (fire damage, skill cost, health regen, etc.) was totally acceptable until now.Why ? Who stated that it was "restrictive", and too powerful ? Actually you're not removing the restrictiveness. You're just making it a stage 1 "bonus" because you nerfed something that didn't need to be nerfed.We're taking a different approach now, granting bonuses at a base line to remove its restrictiveness, while also reducing the power density so it is far less enabling for survivability.
Just being a stage 3 vampire was not the key to "enable" that survivability. If a character is already squishy, it will still be squishy even with a damage reduction up to 30% (which is also multiplicative, not additive). If you take a severe hit at full HP, you will take 100% damage from that hit anyway. And If you ever survive that initial attack, then you will start to take benefit from that gradual damage reduction.
In real situation, and again because it's multiplicative, 5-10% will mostly turn out to give no concrete bonus. You will just be a squishy character with stage 1 drawback (or whatever stage you're at). It's exactly the same issue for the necromancer 3% damage reduction passive, which practically gives nothing.
The damage reduction calculation needs a fix, not the vampire. And if you think being a vampire stage 3 in PvP is an issue (and I don't think it is), then please do work on a solution for PvP. Because Undeath passive is not an issue in PvE. Oh yes, now probably everyone in PvE will turn into vampire stage 1.
Exactly this, they are punishing ALL Vampire players for what essentially is a PvP problem. I dont get why this couldnt wait until the PvP update in the 4th Quarter later this year because it seems like THAT would have been the time to tweak issues in solely PvP related things.
CameraBeardThePirate wrote: »Good_VS_Evil wrote: »Vampire Undeath passive nerf change is a horrible, horrible idea.
The drawback (fire damage, skill cost, health regen, etc.) was totally acceptable until now.Why ? Who stated that it was "restrictive", and too powerful ? Actually you're not removing the restrictiveness. You're just making it a stage 1 "bonus" because you nerfed something that didn't need to be nerfed.We're taking a different approach now, granting bonuses at a base line to remove its restrictiveness, while also reducing the power density so it is far less enabling for survivability.
Just being a stage 3 vampire was not the key to "enable" that survivability. If a character is already squishy, it will still be squishy even with a damage reduction up to 30% (which is also multiplicative, not additive). If you take a severe hit at full HP, you will take 100% damage from that hit anyway. And If you ever survive that initial attack, then you will start to take benefit from that gradual damage reduction.
In real situation, and again because it's multiplicative, 5-10% will mostly turn out to give no concrete bonus. You will just be a squishy character with stage 1 drawback (or whatever stage you're at). It's exactly the same issue for the necromancer 3% damage reduction passive, which practically gives nothing.
The damage reduction calculation needs a fix, not the vampire. And if you think being a vampire stage 3 in PvP is an issue (and I don't think it is), then please do work on a solution for PvP. Because Undeath passive is not an issue in PvE. Oh yes, now probably everyone in PvE will turn into vampire stage 1.
Exactly this, they are punishing ALL Vampire players for what essentially is a PvP problem. I dont get why this couldnt wait until the PvP update in the 4th Quarter later this year because it seems like THAT would have been the time to tweak issues in solely PvP related things.
Or maybe, 30% mitigation is a problem outside of PvP too, because it is.
CameraBeardThePirate wrote: »
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Uh no. Keep Minor Resolve on Armor. Not being forced to run Vigor is one of the biggest buffs Necro is receiving this patch. Bar space is critical on Necro, and the actual heal from Vigor isn't necessary because you have a myriad of other great healing options.
Skjaldbjorn wrote: »Warden Feedback
To be honest, I don't really like the changes that have been made to the Warden. I'm guessing that optimized PvE Warden builds will probably see their DPS increase, but when I compare my Redguard Stamden's DW / 2H parse on a 6M dummy from the previous PTS to three parses on the new PTS my DPS was slightly lower each time (but so were the number of crits, so all in all it's about the same I think).
Interesting. My DW/2h Stamden gained around ~6k DPS off the change. Obviously there's crit luck and set/CP variation, but I have no earthly idea how you lost damage. Though 6M dummies I will say aren't a great representation of optimal performance either.
Skjaldbjorn wrote: »The Piercing Cold passive change is super weird and ugly game design. Not sure I understand the underlying reason for the change but please don't base it on an arbitrary amount of health.
@Solariken You kind of have to dig into the history to understand it.
We started out with the AC passive "Advanced Species". It started at 2% per AC ability slotted. Players felt too much damage was tied up in the bear, limiting their options. Zos elected to reduce bear damage by ~30%, and increase the AC passive to 3% per ability.
Less than a year later, they revert that to 2% because, as far as I understand it, the sentiment was scaling percentage damage on Warden was too strong in PVP. So back to 2%, but they never reverted the bear nerfs.
Sometime later, they overhauled the AC passive to be penetration, and then crit damage, and revised Piercing Cold to be 6% flat damage. That was also apparently too strong for PVP, which gave us the 2/12% frost staff god awful abomination that should have died on the table.
Now, they've revised it in a way to give Warden back a strong flat % damage buff without it heavily impacting PVP, since most people run high health builds there.
I don’t know how much the history is relevant anymore. There has been turnover at zos, and also people just sometimes change their minds over time. For whatever reason, certain ppl in the past thought warden damage was too high. This was never the case, and any analysis of the numbers will bear this out. The percent increase meant that ppl parsing at the high end would benefit fully, and get just enough of an increase to make the number look competitive with other classes. But the vast majority of players (in the mid-range) would not benefit as much and would be underpowered compared to other classes. New players without optimal gear sets suffer the most. It was always a bad bandaid to fix a problem that was never there to begin with.
People keep saying wardens are so tanky. Other classes also have tank-related toolkits. If warden’s tank toolkit is overperforming (I don’t think it is), then adjust that. Don’t nerf an entire class’s damage, please.
I think the fact that ice staff was turned into a tank weapon a few years back is also part of the problem. An alteration tank weapon, as others have suggested, I think would be a wonderful addition to the game. I’ve staves are destruction staves. They are supposed to be for damage. Drop the silly little ice shields on our blockade that only block projectiles. They are useless in PVE and in PvP I suppose contribute to this “tanky warden” perception. Maybe, I don’t do a ton of PvP.
I have 20 toons, multiples of all classes. I play them all, except sorcs because I don’t like those pets. I have 4 wardens of different races. Warden was my first class, and I love it, but I play them less and less as dps.
Someone in one of the threads said 4% was not a lot. But 4% off the top IS a lot. That same person said the 8k+ from chilled was a meaningful part of a warden’s damage. I agree with the latter. Those damage amounts are in the same ballpark, and they are both very meaningful to keep warden in line with other classes.
Warden never needed to be in this spot. It never needed its damage toolkit to be so clearly underpowered, with all sorts of bank-bending to make it look like this wasn’t the case on top end parses.
spaceghost8 wrote: »About the Nerien’eth monster set from crypt of hearts 2… it’s a shame it’s almost impossible to proc this Necro themed monster set on my Necro… most necros have their bars filled with dots and with only a smammable as direct damage
How about changing this monster sets proc conditions to better suite Necro game play, make it proc of dots instead of direct damage
Buff nova and increase brightness please.
Call down THE sun, dealing 125000 Sun Damage every 1 second for 8 seconds to enemies in the ZONE and afflicting them with SUNBURN, reducing them to ash if they are a vampire. An ally near the SUN can activate the Gravity Crush synergy, dealing 250000 Omega Sun Damage to all enemies in Tamriel and stunning them for 5 seconds.
I know you’re being facetious, but Nova, among other never used Templar skills are terrible and could use a rework.
There are maybe 5/32 Templar skills that are weighted well enough to be worth using…
Radiant Glory
Total Dark
Extended Ritual
Honor the Dead
Restoring Rune
Everything else? There are better options either through Scribing, generic skill lines, or on other classes.
Buff nova and increase brightness please.
Call down THE sun, dealing 125000 Sun Damage every 1 second for 8 seconds to enemies in the ZONE and afflicting them with SUNBURN, reducing them to ash if they are a vampire. An ally near the SUN can activate the Gravity Crush synergy, dealing 250000 Omega Sun Damage to all enemies in Tamriel and stunning them for 5 seconds.
I know you’re being facetious, but Nova, among other never used Templar skills are terrible and could use a rework.
There are maybe 5/32 Templar skills that are weighted well enough to be worth using…
Radiant Glory
Total Dark
Extended Ritual
Honor the Dead
Restoring Rune
Everything else? There are better options either through Scribing, generic skill lines, or on other classes.
I still use jabs. Not a fan of it being a source of major brutality though and the animation. Wish it did bleed damage or fire damage, or proc’d something that helped damage instead. Or if both morphs had healing and gave brutality or sorcery depending which morph we choose.
CameraBeardThePirate wrote: »
Bone Armor - Change Minor Resolve to something else since Vigor already has Minor Resolve, for example Minor Vitality it will be useful for pve and pvp
Uh no. Keep Minor Resolve on Armor. Not being forced to run Vigor is one of the biggest buffs Necro is receiving this patch. Bar space is critical on Necro, and the actual heal from Vigor isn't necessary because you have a myriad of other great healing options.
FuryOfTyphon wrote: »
Vigor is one of the best heals in the game in any form of content, and should be on most builds.