XIIICaesar wrote: »The sky in the Vengeance campaign is cool af. Could they make that sky a permanent addition to live but only during certain situations? My thought was whenever Volendrung has spawned/appeared or maybe once it's found/revealed, have the atmosphere change to the Vengeance sky & then back to normal once Volendrung disappears. Not performance related but yeah.
@Kickimanjaro Just checked in with the team and what you are experiencing with the Arcanist is working as intended. You should still see your gear from outside of the campaign while you are in it. It should just be the visual applied while the stats reflect what is given in the campaign. Can you check your other characters and see if that is working properly there as well? Just want to make sure there isn't something incorrectly happening with the other characters.
Kickimanjaro wrote: »@Kickimanjaro Just checked in with the team and what you are experiencing with the Arcanist is working as intended. You should still see your gear from outside of the campaign while you are in it. It should just be the visual applied while the stats reflect what is given in the campaign. Can you check your other characters and see if that is working properly there as well? Just want to make sure there isn't something incorrectly happening with the other characters.
I could have sworn my other characters were just naked when zoned in to the Vengeance campaign, but when I checked again just now that wasn't the case and it was as you described/as I showed with my Arcanist.
I was probably just confused.
silky_soft wrote: »I disagree with tripots being used. Mag, Stam or HP. Not tripot.
Why spawn harvest nodes when you cant use them?
Why spawn npc that you cant use?
While I understand that this is for Cyro, this early phase of test should of been conducted in the 8v8 battleground. At the moment you got a bunch of duels going on. Which isn't going to show you much about balancing the skills around larger fights.
silky_soft wrote: »Why spawn harvest nodes when you cant use them?
I'm super excited for this. Classes are wildly imbalanced as many others have pointed out, but I think it will be fine since everyone has access to all classes.
I am super pumped that most ally heals will require actual targeting. This is a beautiful change that should have been made on the live servers a long time ago.
Any reason why Sorcerer's Winged Twilight heal is exempt and doesn't require a target?
acastanza_ESO wrote: »MincMincMinc wrote: »I havent gotten home yet to check, but I sure hope the team disabled status effects as they are a whole other level of ticks and effects on the server.
What is sad is that some of the skills seem better than live.
- Curious how overload works
- Maybe atronach will actually do enough damage to be used in pvp, instead of a pve buff
- Surge should be a hot considering sorc already has ward and matriach. A hot closer aligns with the original intent of healing every time you crit.
- Sorc not having a spammable is concerning, Itd be better to just make frags an instant cast with normal damage. Or even make it only a 33% proc so people can still do the timed burst playstyle.
- Darkdeal being instant heal and resource return is AMAZING, it closer aligns with the sorc playstyle of running a deficit build. Where this was changed on live to be a poor copy of warden's sustain method of return over time.
Overload is targeted, you look at the player and hit the key and it fires a lightning ball, each ball costs 25 ult. It isn't a toggle in Vengeance.
Dark Exchange is not instant, it is still a 1 second cast time, they just removed the resource return over time component.
YandereGirlfriend wrote: »First impressions:
There are WILD power imbalances between the classes (as we all feared there would be...).
Some classes actually feel feature-complete, with things like access to buffs, gap-closers, delayed burst, both ranged and melee spammables, executes, and CCs, while others are like empty shells, heavily nerfed downgrades of what we have on live. It's evident that the devs simply threw their hands up with some wonky abilities, such as the Necromancer tethers, and changed them to fit this format without much regard to crafting an actually useful skill.
Nightblade is BY FAR the best-in-slot class, followed by DK and Warden. As is tradition. If you want EZ Mode, play Nightblade. If you want Hard Mode, play Necro or Templar.
Nightblade, in particular, still has Cloak... but there is no mechanism for stealth detection available in the game mode. Like, WHAT?!
Necromancer somehow got even worse, as they gave us Sacrificial Bones and stripped-out Blastbones completely.
Any class that relied upon things like Weapon Abilities or passives to round-out their toolkit is basically unplayable.
DOTs appear to be quite oppressive due to the near absence of HOTs.
More random details:
1. All abilities cost Magicka
2. Battle Spirit is not applied to either healing or damage
3. Templates have 70k Health
4. Tri-Pot is the only potion
5. AOE abilities are capped at 3 targets
TLDR: This needs more time to "cook", so to speak. If every class were as feature-complete as Nightblade then the format would be interesting. But as it is, there are clear haves and have-nots. For an optimistic take, such class imbalance should be an obvious signal to the devs for which classes need love on Live (cough, Necro and Templar, cough).
MincMincMinc wrote: »@ZOS_Kevin
After reviewing all of the skill lines in pts I have some concerns. Mainly the whole point is to run this test by removing bloated complicated skills and have only core essentials. While I understand that necro and arc have their stacking systems as some sort of "identity", the skill lines were basically ignoring the whole purpose of the test.
To top it off these two classes have extra buffs needlessly tacked on to some skills that other classes have. A general rule of thumb that should have been followed was that a skills shouldn't have multiple AND statements in them "Does damage AND generates a corpse AND does a dot AND does a debuff AND gives a buff AND does offbalance AND.......AND........AND........."
If a skill is more than a paragraph long, it needs to be simplified.
Also I think it would be best to make sure the status effect system was turned off. I didnt get to check this tonight, but it is essentially added procs on every single action done in the game. Can't be healthy for the server. Probably why phys damage and mag damage didnt have status effects for so long, as they were the most common forms of damage.
Testing this on PTS might've been the most un-fun thing I've ever done in ESO.
First of all, testing on PTS as an EU player is almost impossible due to the insane delay on everything (much worse than just playing on regular NA server) - I had cases of my character just swinging light attacks in the air for 3 seconds instead of casting Soul Tether for example. No issues of similar kind on EU or NA Live servers.
Second of all, as has been pointed out already... PvP has devolved into slow stalemate heavy attack spam, running out of resources before you can finish off your opponent who switched to defense until one person gets bored or makes a mistake. I don't see anyone surviving when fighting outnumbered after these changes since the sustain is just not there, nor is the burst damage.
Class balance is also wayyy off, with necromancer (ironically) and nightblade being a lot stronger than the rest.
Overall though, I think the gameplay diverges too much from how the game has been working for ages now. There is little room for skill expression, no class has off balance for example, roll catches aren't rewarded since you can't capitalize off of them (and everyone does almost same damage with their AoE abilities anyway), there's no usage for stamina really a lot of the time (all abilities apart from Dark Conversion & whip which is 50/50 cost magicka) or you're forced into some awkward dodge roll spam because you decided not to heavy attack in the last 5 seconds and ran out of magicka... it's just spam same rotation over and over again & try to out sustain your opponent while you both struggle sustain wise and are forced to spam heavies. Kinda like how it feels like to play a bad build right now on Live server - not very pleasant.
Good thing there's BGs, but if this is some long-term direction for PvP in Cyrodiil it just feels like wasted development time.