wolfie1.0. wrote: »Having thought about it, I feel like I am going to be penalized for not wanting to mess around with subclassing.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Please keep in mind that many of the updates related to classes and abilities are with Subclassing as a focal point this update.
Please explain, because in reading the patch notes I can see where subclasses get benefits, but most of the most useful passives and skills from each class looked nerfed.madmufffin wrote: »wolfie1.0. wrote: »Having thought about it, I feel like I am going to be penalized for not wanting to mess around with subclassing.
Why? Most base skill lines were buffed.
AdmiralDigby wrote: »This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Please keep in mind that many of the updates related to classes and abilities are with Subclassing as a focal point this update.https://youtu.be/lwLv44bD9Lw
This will break the game. It's a terrible idea. Don't do it.
wolfie1.0. wrote: »Please explain, because in reading the patch notes I can see where subclasses get benefits, but most of the most useful passives and skills from each class looked nerfed.madmufffin wrote: »wolfie1.0. wrote: »Having thought about it, I feel like I am going to be penalized for not wanting to mess around with subclassing.
Why? Most base skill lines were buffed.
I main a magplar, a stam dk and a sorc and I see nerfs. So I'm trying to make sense of it. But it looks like if I keep my builds I'm nerfed. Almost as if there is a penalty for not subclassing.
MurkyWetWolf198 wrote: »Can someone elaborate on how the Sorc has been hurt? I play magsorc occasionally in PvE, but have almost no experience tanking. I don’t understand or see how it got hurt
madmufffin wrote: »MurkyWetWolf198 wrote: »Can someone elaborate on how the Sorc has been hurt? I play magsorc occasionally in PvE, but have almost no experience tanking. I don’t understand or see how it got hurt
They moved stuff around so that it doesn't fit nicely for subclassing. For straight up only playing sorc it should be ok.
PrinceShroob wrote: »madmufffin wrote: »MurkyWetWolf198 wrote: »Can someone elaborate on how the Sorc has been hurt? I play magsorc occasionally in PvE, but have almost no experience tanking. I don’t understand or see how it got hurt
They moved stuff around so that it doesn't fit nicely for subclassing. For straight up only playing sorc it should be ok.
It's not. You're now forced to use a pet to get the benefit of Expert Summoner, harming Sorcerer tanks and PvPers, who don't use the summons.
In fact, not having to run the pet--and therefore, not having to waste a skill slot on an underwhelming heal--was what helped make Sorcerers competent tanks.
And that's not even getting into attempting to massacre Hardened Ward. Regenerative Ward actually does heal without a pet, so the patch notes are completely wrong--but it's still at half the strength of on live.
This really smacks of punishing Sorcerers so that other classes don't crib Hardened Ward using subclassing. And it completely undoes all the gains non-pet Sorcerers made over the last few patches. It's completely inconsistent.
madmufffin wrote: »[With most of the classes getting an objective buff, it does seem weird that sorc and arc both kinda got kicked in the balls for no reason.
The patch notes seem to be a mixture of changes I think are fantastic, and others that just seem like a complete miss.
Dragonknight
The Combustion adjustment changes sustain from the passive to ~211 from 500 regen, assuming on CD activation. The 6% DoT damage increase is nice and it's not exactly a trade I'd hate to make, but I don't understand why this change was made, especially since on-CD activation isn't really the norm and this wasn't exactly an overpowered sustain passive to begin with since it required for things to already be 'rolling' so to speak.
The damage is nice, but this is also a harder blow considering the nerf to Battle Roar.
Same for Burning Heart, not really sure why this was done but I do like the (apparent) compensation in buffing Scaled Armor.
That said, I think the big miss here is Elder Dragon. You could triple this and it'd still be almost entirely useless, especially since it's only functional on the active bar. This passive falls far behind every other per-active-skill passive in the game.
Templar
Heck yeah Spear Wall buffs. I'm here for it. I'm not sure why increased damage to blocking players is still around, though. This is exclusively PvP oriented since, insofar as I know, PvE mobs don't block. Small increase to critical damage is nice though.
I get the changes to Radiant Destruction, but I think this skill holds enough of templar's power budget that the class would need even more buffs to make up for this, and it'd have to be done very delicately. Please be very careful here. I'm also not sure about making it dodgeable, since it was blockable as well. It's perfectly fine for dodge to not work against everything.
Love the change to Mending. Heck yeah, fantastic. Wanted this for a while.
I'm a little torn on Light Weaver. the Rite ultimate made templars supremely tanky in PvP, and while I recall there being some issues with the low cost of Rite making the templar very frequently basically unkillable due to high armor and CC immunity + pulsing heals, this is a solid bonk on the head to Rite and there don't appear to be any buffs to the ultimate skill. It seems like Rite has fallen out of favor as a healing ult, especially since it requires a channel that prevents the templar from doing anything else. It also seems now possible to get the auto block activation using another cast or channel skill, like jabs, then use the ult and not get it. Perhaps Rite should just get an exception to always activate this passive, or just give it a lesser (unique) damage reduction that's active while channeling?
Nightblade
Solid, no notes.
Sorcerer
Context: I don't like sorc pets because they take up two bar slots.
I like that the heal was added to Regenerative Ward, as imo it should've from the start, but I don't like the 'requires pets' tacked on. I don't think this skill sees much use compared to Hardened Ward. Just make Regenerative Ward heal, and perhaps increase the heal if pets or active (or reduce it if no pets, whichever).
The rest seem nice, especially Mages' Fury. Long overdue duration reduction for PvP, 10/10.
Warden
Seems good overall, though I'm no high DPS person and I've always hated the Winter's Embrace line. Nice to see Northern Storm be made more of a long term threat thing over short term burst.
Necromancer
Some nice buffs in here, but necromancer needs more help than this, imo. Nice to see Empowering Grasp be given more love, but I'm still of the opinion that it just needs a redesign - the separate areas just aren't doing it.
You also nerfed Undead Confederate when necromancer sustain already sucked. The Reusable Parts buff is nice but necro sustain will still be bottom tier. Overall necro seems to be in the same spot after a mix of buffs and nerfs - a 'meh' spot, with passives that other classes will benefit far more compared to necros.
Arcanist
No notes, decent. Not sure I like seeing more 6 target caps though. Will see how it feels for a bit.
Scribing
Ulfsild's Contingency - totally fair nerf lol, it worked its way into a ton of builds and was even lower cost due to mage guild passives. I like this way of reducing it, as I think the shielding it's been giving has been far too impactful and made certain threats in the game negligible.
So much all of thisMashmalloMan wrote: »
Edit: Your dev comment for BA nerfs is from Deadric Prey, so I'm super curious to see the reasoning behind this.
Why? Bound Armaments is already the worse of the two, and for some reason you decided to buff Grim Focus by allowing the Weapon Damage to stack to 450/600, while nerfing Bound Armaments damage by -10% despite them being functionally the same ability. Mercilous Resolve already deals 37% more damage than BA on live, it now has up to 450 weapon damage, lasts infinitely while BA stacks only last 10s, and lastly heals for a huge amount. Also allowing for 2 procs on both abilities is a neat idea, but it can't be understated how powerful it's going to be to allow someone 2 chances at using Grim Focus from stealth, a skill that deals ult level burst with Death Stroke.. but yeah.. lets buff Grim Focus and nerf BA because of pet sorcs?
Also, why is Bound Armaments and Bound Aegis still providing +8% Mag OR +8% Stam when we're still hybridzing the game to work for everyone? This is the same patch you've hybridized NB's Magicka Flood to also offer Stamina.
Additionally, you removed the Expert Summoner passive for no pet Sorc's that were the most likely to use skills like Bound Armaments (nerfed), Hardened Ward (nerfed), and Haunting Curse. Your dev comment of "no pet sorc's can use subclassing" is really underhanded. No other class seems to have nerfs with comments like that. I thought the point was for subclassing to be optional, not necessarily optimal, and this is coming from someone excited to use it, but I can't understand why the class is designed this way.
On the chance I want to use Daedric Summoning without pets, I'm now punished for it. I really want to use these core abilities I care about, but why would I when NB's Assassination line esentially does the same thing, but better in every way? Why offer the option to use those skills at all if the line is meant for pets?
Can we just outright move Bound Armaments to Dark Magic? Maybe move Mines or Encase over to Daedric Summoning? If you did that, then Dark Magic would be a little bit more enticing to use. As it stands now, it has Crystal Frags and that's it. Dark Deal for pvp, then a bunch of cost reduction passives and minor prophecy (which has no other passive bonus despite NB giving 10% crit dmg) which I could again.. pick up from NB's Assassination line giving me over 25% crit chance, up to 600 weapon damage, and 2k resource return from kills.
Sorcerer as a whole feels very disjointed. Storm Calling is the obvious "DPS" line, but really, it's a damage/utility line with Surge/Streak taking up 2/5 slots. Only Hurricane is worth using in all content for DPS, Endless Fury is only useful for kill stealing in pvp and is by far the weakest execute in the game for pve, and Liquid Lightning hasn't been on a Sorc's bar in pve for 6 years.
Obviously this is entirely from a DPS perspective. The sustain passive shifting to Storm Calling, moving to flat weapon damage instead of a multilpier, mitigation for Daedric Summoning being active, and Crystal Shards proccing from either bar are all decent to cool changes. Also the Hardened Ward nerf was entirely justified, but most of us never requested the heal in the 1st place.
The patch notes seem to be a mixture of changes I think are fantastic, and others that just seem like a complete miss.
Dragonknight
The Combustion adjustment changes sustain from the passive to ~211 from 500 regen, assuming on CD activation. The 6% DoT damage increase is nice and it's not exactly a trade I'd hate to make, but I don't understand why this change was made, especially since on-CD activation isn't really the norm and this wasn't exactly an overpowered sustain passive to begin with since it required for things to already be 'rolling' so to speak.
The damage is nice, but this is also a harder blow considering the nerf to Battle Roar.
Same for Burning Heart, not really sure why this was done but I do like the (apparent) compensation in buffing Scaled Armor.
That said, I think the big miss here is Elder Dragon. You could triple this and it'd still be almost entirely useless, especially since it's only functional on the active bar. This passive falls far behind every other per-active-skill passive in the game.
Templar
Heck yeah Spear Wall buffs. I'm here for it. I'm not sure why increased damage to blocking players is still around, though. This is exclusively PvP oriented since, insofar as I know, PvE mobs don't block. Small increase to critical damage is nice though.
I get the changes to Radiant Destruction, but I think this skill holds enough of templar's power budget that the class would need even more buffs to make up for this, and it'd have to be done very delicately. Please be very careful here. I'm also not sure about making it dodgeable, since it was blockable as well. It's perfectly fine for dodge to not work against everything.
Love the change to Mending. Heck yeah, fantastic. Wanted this for a while.
I'm a little torn on Light Weaver. the Rite ultimate made templars supremely tanky in PvP, and while I recall there being some issues with the low cost of Rite making the templar very frequently basically unkillable due to high armor and CC immunity + pulsing heals, this is a solid bonk on the head to Rite and there don't appear to be any buffs to the ultimate skill. It seems like Rite has fallen out of favor as a healing ult, especially since it requires a channel that prevents the templar from doing anything else. It also seems now possible to get the auto block activation using another cast or channel skill, like jabs, then use the ult and not get it. Perhaps Rite should just get an exception to always activate this passive, or just give it a lesser (unique) damage reduction that's active while channeling?
Nightblade
Solid, no notes.
Sorcerer
Context: I don't like sorc pets because they take up two bar slots.
I like that the heal was added to Regenerative Ward, as imo it should've from the start, but I don't like the 'requires pets' tacked on. I don't think this skill sees much use compared to Hardened Ward. Just make Regenerative Ward heal, and perhaps increase the heal if pets or active (or reduce it if no pets, whichever).
The rest seem nice, especially Mages' Fury. Long overdue duration reduction for PvP, 10/10.
Warden
Seems good overall, though I'm no high DPS person and I've always hated the Winter's Embrace line. Nice to see Northern Storm be made more of a long term threat thing over short term burst.
Necromancer
Some nice buffs in here, but necromancer needs more help than this, imo. Nice to see Empowering Grasp be given more love, but I'm still of the opinion that it just needs a redesign - the separate areas just aren't doing it.
You also nerfed Undead Confederate when necromancer sustain already sucked. The Reusable Parts buff is nice but necro sustain will still be bottom tier. Overall necro seems to be in the same spot after a mix of buffs and nerfs - a 'meh' spot, with passives that other classes will benefit far more compared to necros.
Arcanist
No notes, decent. Not sure I like seeing more 6 target caps though. Will see how it feels for a bit.
Scribing
Ulfsild's Contingency - totally fair nerf lol, it worked its way into a ton of builds and was even lower cost due to mage guild passives. I like this way of reducing it, as I think the shielding it's been giving has been far too impactful and made certain threats in the game negligible.
@Tonturri Sorc pets do not take up two bar slots anymore. They disappear only once unsummoned.
https://en.uesp.net/wiki/Online:Daedric_Summoning
The patch notes seem to be a mixture of changes I think are fantastic, and others that just seem like a complete miss.
Dragonknight
The Combustion adjustment changes sustain from the passive to ~211 from 500 regen, assuming on CD activation. The 6% DoT damage increase is nice and it's not exactly a trade I'd hate to make, but I don't understand why this change was made, especially since on-CD activation isn't really the norm and this wasn't exactly an overpowered sustain passive to begin with since it required for things to already be 'rolling' so to speak.
The damage is nice, but this is also a harder blow considering the nerf to Battle Roar.
Same for Burning Heart, not really sure why this was done but I do like the (apparent) compensation in buffing Scaled Armor.
That said, I think the big miss here is Elder Dragon. You could triple this and it'd still be almost entirely useless, especially since it's only functional on the active bar. This passive falls far behind every other per-active-skill passive in the game.
Templar
Heck yeah Spear Wall buffs. I'm here for it. I'm not sure why increased damage to blocking players is still around, though. This is exclusively PvP oriented since, insofar as I know, PvE mobs don't block. Small increase to critical damage is nice though.
I get the changes to Radiant Destruction, but I think this skill holds enough of templar's power budget that the class would need even more buffs to make up for this, and it'd have to be done very delicately. Please be very careful here. I'm also not sure about making it dodgeable, since it was blockable as well. It's perfectly fine for dodge to not work against everything.
Love the change to Mending. Heck yeah, fantastic. Wanted this for a while.
I'm a little torn on Light Weaver. the Rite ultimate made templars supremely tanky in PvP, and while I recall there being some issues with the low cost of Rite making the templar very frequently basically unkillable due to high armor and CC immunity + pulsing heals, this is a solid bonk on the head to Rite and there don't appear to be any buffs to the ultimate skill. It seems like Rite has fallen out of favor as a healing ult, especially since it requires a channel that prevents the templar from doing anything else. It also seems now possible to get the auto block activation using another cast or channel skill, like jabs, then use the ult and not get it. Perhaps Rite should just get an exception to always activate this passive, or just give it a lesser (unique) damage reduction that's active while channeling?
Nightblade
Solid, no notes.
Sorcerer
Context: I don't like sorc pets because they take up two bar slots.
I like that the heal was added to Regenerative Ward, as imo it should've from the start, but I don't like the 'requires pets' tacked on. I don't think this skill sees much use compared to Hardened Ward. Just make Regenerative Ward heal, and perhaps increase the heal if pets or active (or reduce it if no pets, whichever).
The rest seem nice, especially Mages' Fury. Long overdue duration reduction for PvP, 10/10.
Warden
Seems good overall, though I'm no high DPS person and I've always hated the Winter's Embrace line. Nice to see Northern Storm be made more of a long term threat thing over short term burst.
Necromancer
Some nice buffs in here, but necromancer needs more help than this, imo. Nice to see Empowering Grasp be given more love, but I'm still of the opinion that it just needs a redesign - the separate areas just aren't doing it.
You also nerfed Undead Confederate when necromancer sustain already sucked. The Reusable Parts buff is nice but necro sustain will still be bottom tier. Overall necro seems to be in the same spot after a mix of buffs and nerfs - a 'meh' spot, with passives that other classes will benefit far more compared to necros.
Arcanist
No notes, decent. Not sure I like seeing more 6 target caps though. Will see how it feels for a bit.
Scribing
Ulfsild's Contingency - totally fair nerf lol, it worked its way into a ton of builds and was even lower cost due to mage guild passives. I like this way of reducing it, as I think the shielding it's been giving has been far too impactful and made certain threats in the game negligible.
@Tonturri Sorc pets do not take up two bar slots anymore. They disappear only once unsummoned.
https://en.uesp.net/wiki/Online:Daedric_Summoning
Have you been on PTS? that isn't true
Dont fall for bait
The patch notes seem to be a mixture of changes I think are fantastic, and others that just seem like a complete miss.
Dragonknight
The Combustion adjustment changes sustain from the passive to ~211 from 500 regen, assuming on CD activation. The 6% DoT damage increase is nice and it's not exactly a trade I'd hate to make, but I don't understand why this change was made, especially since on-CD activation isn't really the norm and this wasn't exactly an overpowered sustain passive to begin with since it required for things to already be 'rolling' so to speak.
The damage is nice, but this is also a harder blow considering the nerf to Battle Roar.
Same for Burning Heart, not really sure why this was done but I do like the (apparent) compensation in buffing Scaled Armor.
That said, I think the big miss here is Elder Dragon. You could triple this and it'd still be almost entirely useless, especially since it's only functional on the active bar. This passive falls far behind every other per-active-skill passive in the game.
Templar
Heck yeah Spear Wall buffs. I'm here for it. I'm not sure why increased damage to blocking players is still around, though. This is exclusively PvP oriented since, insofar as I know, PvE mobs don't block. Small increase to critical damage is nice though.
I get the changes to Radiant Destruction, but I think this skill holds enough of templar's power budget that the class would need even more buffs to make up for this, and it'd have to be done very delicately. Please be very careful here. I'm also not sure about making it dodgeable, since it was blockable as well. It's perfectly fine for dodge to not work against everything.
Love the change to Mending. Heck yeah, fantastic. Wanted this for a while.
I'm a little torn on Light Weaver. the Rite ultimate made templars supremely tanky in PvP, and while I recall there being some issues with the low cost of Rite making the templar very frequently basically unkillable due to high armor and CC immunity + pulsing heals, this is a solid bonk on the head to Rite and there don't appear to be any buffs to the ultimate skill. It seems like Rite has fallen out of favor as a healing ult, especially since it requires a channel that prevents the templar from doing anything else. It also seems now possible to get the auto block activation using another cast or channel skill, like jabs, then use the ult and not get it. Perhaps Rite should just get an exception to always activate this passive, or just give it a lesser (unique) damage reduction that's active while channeling?
Nightblade
Solid, no notes.
Sorcerer
Context: I don't like sorc pets because they take up two bar slots.
I like that the heal was added to Regenerative Ward, as imo it should've from the start, but I don't like the 'requires pets' tacked on. I don't think this skill sees much use compared to Hardened Ward. Just make Regenerative Ward heal, and perhaps increase the heal if pets or active (or reduce it if no pets, whichever).
The rest seem nice, especially Mages' Fury. Long overdue duration reduction for PvP, 10/10.
Warden
Seems good overall, though I'm no high DPS person and I've always hated the Winter's Embrace line. Nice to see Northern Storm be made more of a long term threat thing over short term burst.
Necromancer
Some nice buffs in here, but necromancer needs more help than this, imo. Nice to see Empowering Grasp be given more love, but I'm still of the opinion that it just needs a redesign - the separate areas just aren't doing it.
You also nerfed Undead Confederate when necromancer sustain already sucked. The Reusable Parts buff is nice but necro sustain will still be bottom tier. Overall necro seems to be in the same spot after a mix of buffs and nerfs - a 'meh' spot, with passives that other classes will benefit far more compared to necros.
Arcanist
No notes, decent. Not sure I like seeing more 6 target caps though. Will see how it feels for a bit.
Scribing
Ulfsild's Contingency - totally fair nerf lol, it worked its way into a ton of builds and was even lower cost due to mage guild passives. I like this way of reducing it, as I think the shielding it's been giving has been far too impactful and made certain threats in the game negligible.
@Tonturri Sorc pets do not take up two bar slots anymore. They disappear only once unsummoned.
https://en.uesp.net/wiki/Online:Daedric_Summoning
Have you been on PTS? that isn't true
Dont fall for bait
The patch notes seem to be a mixture of changes I think are fantastic, and others that just seem like a complete miss.
Dragonknight
The Combustion adjustment changes sustain from the passive to ~211 from 500 regen, assuming on CD activation. The 6% DoT damage increase is nice and it's not exactly a trade I'd hate to make, but I don't understand why this change was made, especially since on-CD activation isn't really the norm and this wasn't exactly an overpowered sustain passive to begin with since it required for things to already be 'rolling' so to speak.
The damage is nice, but this is also a harder blow considering the nerf to Battle Roar.
Same for Burning Heart, not really sure why this was done but I do like the (apparent) compensation in buffing Scaled Armor.
That said, I think the big miss here is Elder Dragon. You could triple this and it'd still be almost entirely useless, especially since it's only functional on the active bar. This passive falls far behind every other per-active-skill passive in the game.
Templar
Heck yeah Spear Wall buffs. I'm here for it. I'm not sure why increased damage to blocking players is still around, though. This is exclusively PvP oriented since, insofar as I know, PvE mobs don't block. Small increase to critical damage is nice though.
I get the changes to Radiant Destruction, but I think this skill holds enough of templar's power budget that the class would need even more buffs to make up for this, and it'd have to be done very delicately. Please be very careful here. I'm also not sure about making it dodgeable, since it was blockable as well. It's perfectly fine for dodge to not work against everything.
Love the change to Mending. Heck yeah, fantastic. Wanted this for a while.
I'm a little torn on Light Weaver. the Rite ultimate made templars supremely tanky in PvP, and while I recall there being some issues with the low cost of Rite making the templar very frequently basically unkillable due to high armor and CC immunity + pulsing heals, this is a solid bonk on the head to Rite and there don't appear to be any buffs to the ultimate skill. It seems like Rite has fallen out of favor as a healing ult, especially since it requires a channel that prevents the templar from doing anything else. It also seems now possible to get the auto block activation using another cast or channel skill, like jabs, then use the ult and not get it. Perhaps Rite should just get an exception to always activate this passive, or just give it a lesser (unique) damage reduction that's active while channeling?
Nightblade
Solid, no notes.
Sorcerer
Context: I don't like sorc pets because they take up two bar slots.
I like that the heal was added to Regenerative Ward, as imo it should've from the start, but I don't like the 'requires pets' tacked on. I don't think this skill sees much use compared to Hardened Ward. Just make Regenerative Ward heal, and perhaps increase the heal if pets or active (or reduce it if no pets, whichever).
The rest seem nice, especially Mages' Fury. Long overdue duration reduction for PvP, 10/10.
Warden
Seems good overall, though I'm no high DPS person and I've always hated the Winter's Embrace line. Nice to see Northern Storm be made more of a long term threat thing over short term burst.
Necromancer
Some nice buffs in here, but necromancer needs more help than this, imo. Nice to see Empowering Grasp be given more love, but I'm still of the opinion that it just needs a redesign - the separate areas just aren't doing it.
You also nerfed Undead Confederate when necromancer sustain already sucked. The Reusable Parts buff is nice but necro sustain will still be bottom tier. Overall necro seems to be in the same spot after a mix of buffs and nerfs - a 'meh' spot, with passives that other classes will benefit far more compared to necros.
Arcanist
No notes, decent. Not sure I like seeing more 6 target caps though. Will see how it feels for a bit.
Scribing
Ulfsild's Contingency - totally fair nerf lol, it worked its way into a ton of builds and was even lower cost due to mage guild passives. I like this way of reducing it, as I think the shielding it's been giving has been far too impactful and made certain threats in the game negligible.
@Tonturri Sorc pets do not take up two bar slots anymore. They disappear only once unsummoned.
https://en.uesp.net/wiki/Online:Daedric_Summoning
Have you been on PTS? that isn't true
Dont fall for bait
Got my hopes up for a second thereEven logged back into live before bed to check.