A simple change to keep pure class NB and Sorc competitive and still suitable for subclassing.
1. Move the wd lost by Grim Focus to Shadowy Disguise in Shadow. Since Shadowy Disguise lost Major Prophecy and Major Savagery in U47, gaining some wd should be a reasonable compensation. Just set the effect to: "When Shadowy Disguise begins or ends, increase your damage done to monsters by 10%, and increase 300 wd for 10 seconds"
2. Exploitation, in order to avoid being too similar to Hemorrhage, but still be able to compete with it, you can add "increase direct damage caused by 6%". 6% direct damage is not a particularly high buff, although it may enhance Fatecarver, but considering that many people have already obtained 5% class damage from Solar Barrage, it is still reasonable to let Exploitation provide 6% direct damage.
3. Add a 20-second dot to Manifestation of Terror and Shattering Spines after they hit the target, so that they can play a better role in PVE. There are many ways to remove negative effects in PVP now, so it will not have a big impact on PVP.
4. Blood Magic has been changed from the maximum resource of U47 to increase critical damage and critical treatment by 8%.
5. The damage caused by Veil of Blades and Suppression Field has been increased, and the former will provide Major Force to the team after enabling synergy, and the latter will cause Major Brittle to the damaged target. This will allow both to compete with other damage-type ultimate skills.
Love the change to Lightning Form, keep up the great work defining skill lines.
Ardent Flame is Flame Damage and Healing.
Winter’s Embrace is Frost Damage and Defense.
Storm Calling is Lightning Damage and Mobility.
Any outliers to this rule need to be adjusted, or removed.
ESO_Nightingale wrote: »Love the change to Lightning Form, keep up the great work defining skill lines.
Ardent Flame is Flame Damage and Healing.
Winter’s Embrace is Frost Damage and Defense.
Storm Calling is Lightning Damage and Mobility.
Any outliers to this rule need to be adjusted, or removed.
I know this is super late but i hard disagree here.
All Subclasses need to adhere to a rule of some kind and they are all over the place right now. It not being the case has lead to every build running the most stat dense lines all playing exactly the same as each other.ESO_Nightingale wrote: »Love the change to Lightning Form, keep up the great work defining skill lines.
Ardent Flame is Flame Damage and Healing.
Winter’s Embrace is Frost Damage and Defense.
Storm Calling is Lightning Damage and Mobility.
Any outliers to this rule need to be adjusted, or removed.
I know this is super late but i hard disagree here.
As you can see, the maximum damage of Relentless Focus (33982) is greater than the 33602 of Proc-Crystal Fragments, and Relentless Focus is easier to use and does not need to rely on randomness.
Not to mention, if the status effect is taken into account, the damage ratio of Relentless Focus will be higher, because Overcharged causes less damage than Diseased.
In addition, the damage ratio of Force Pulse is 8.5%+8.1%+7.8%+burning (2.5%)+chill (1.4%)+Concussion (0.4%)=28.7%
And Crystal Fragments+Proc-Crystal Fragments+Overcharged is 38.1%, which is less than 10% higher than Force Pulse, and this is the case when Proc-Crystal Fragments are included.
If we only count the single damage, the maximum damage of Crystal Fragments+Overcharged is 19550+2918=22468
And the damage of Force Pulse is 5823+5756+5792+burning(2062)+chill(2869)+Concussion(1559)=23861
The maximum damage of Force Pulse (although affected by the chance) is still higher than Crystal Fragments, and don't forget that Crystal Fragments has a casting time of 0.8 seconds.
It is obvious that the changes to Blood Magic this time will not help the Dark Magic line, because it lacks stable and efficient spam skills, and Proc-Crystal is very unstable and cannot be guaranteed to be used continuously within 10 seconds. Not to mention the other skills and passives of this line, which are either poor or useless.
Dark Magic is in desperate need of a bigger buff, as the strongest skill in the line currently does even less damage than the common skills, not to mention Crystal has a 0.8 second cast time, and Proc-Crystal is very unstable. Not to mention Suppression Field, Shattering Spines, Rune Cage, Daedric Tomb, etc., which do even less damage and are less useful, and even cost more than similar skills.
MashmalloMan wrote: »As you can see, the maximum damage of Relentless Focus (33982) is greater than the 33602 of Proc-Crystal Fragments, and Relentless Focus is easier to use and does not need to rely on randomness.
Instant Crystal Frags can be used on average once every 3 seconds, maybe more, maybe less, vs once every 5 seconds for Grim Focus. So yeah, it's to be expected that it hits less. It's more readily available, no matter how much you may dislike the RNG, that's the intended flavour of the skill. It's actually more reliable and consistent in my opinion because you can proc it from any bar, and you don't need to hit your target with a light attack. You can literally be facing the wrong direction and earn an instant frag.
Additionally, while many don't like Hard Cast Frags, it's still an option that shouldn't be ignored. Grim Focus can't be used as a spammable, Frags can. It doubles as 2 skills in 1 and potentially saves a skill slot on your bar for something new, that could directly increase your total DPS or improve your Frag damage.
TLDR: I don't know why we're comparing them 1:1, apples and oranges.Not to mention, if the status effect is taken into account, the damage ratio of Relentless Focus will be higher, because Overcharged causes less damage than Diseased.
This is just not true, they reworked status effects years ago to be based on Burning as the standard. 4/5 of the direct damage status effects deal 10% more than 1 tick of Burning. This applies to Sunder, Concuss, Overcharge, and Chill. Diseased deals the same damage as 1 tick of Burning, so -10% less than the rest, but has an aoe proc on a 4s cooldown that deals only 40% of what 1 tick of Burning does.
100% + 40%(4s cd) = Diseased
110% = Overcharged
If you only procced Diseased and Overcharged once every 4s, then yes, Diseased will come out slightly ahead because of the 4s aoe proc, but firstly, they're incredibly close it's negligible, and secondly, Overcharged would come out ahead if procced more often than once every 4s since it has no cd on the extra 10% damage. Just so happens you can use Frags much more often than Grim Focus, so comparing status effects is a wasted endeavor. If anything it favours Frags.In addition, the damage ratio of Force Pulse is 8.5%+8.1%+7.8%+burning (2.5%)+chill (1.4%)+Concussion (0.4%)=28.7%
And Crystal Fragments+Proc-Crystal Fragments+Overcharged is 38.1%, which is less than 10% higher than Force Pulse, and this is the case when Proc-Crystal Fragments are included.
These results are to be expected, it's not 10% better, it's roughly 33% better. You also get 108 ws damage if paired with Storm Calling which improves the rest of your DPS.
Again, apples and oranges, but this does show why Crystal Frags is a well designed spammable that also doubles up as a semi burst skill via Instant Frags.If we only count the single damage, the maximum damage of Crystal Fragments+Overcharged is 19550+2918=22468
And the damage of Force Pulse is 5823+5756+5792+burning(2062)+chill(2869)+Concussion(1559)=23861
The maximum damage of Force Pulse (although affected by the chance) is still higher than Crystal Fragments, and don't forget that Crystal Fragments has a casting time of 0.8 seconds.
Why would we ignore half of the reason the skill is used? That would be like saying "if we ignore that Force Pulse can apply 3 status effects or does aoe damage..." It's a part of what makes both skills do something different. If you want to compare spammable to spammable, you need to include the whole picture. Hard Casting Frags procs Instant Frags the same way casting Force Pulse procs more status effects. They both contribute to DPS.
I'm not saying I love hard casting Frags, I'm just saying it's balanced appropriately. Nothing needs to change.It is obvious that the changes to Blood Magic this time will not help the Dark Magic line, because it lacks stable and efficient spam skills, and Proc-Crystal is very unstable and cannot be guaranteed to be used continuously within 10 seconds. Not to mention the other skills and passives of this line, which are either poor or useless.
Dark Magic is in desperate need of a bigger buff, as the strongest skill in the line currently does even less damage than the common skills, not to mention Crystal has a 0.8 second cast time, and Proc-Crystal is very unstable. Not to mention Suppression Field, Shattering Spines, Rune Cage, Daedric Tomb, etc., which do even less damage and are less useful, and even cost more than similar skills.
I mean I agree with all this, I just don't agree with your method of proving it. Crystal Frag and Dark Exchange are great skills, the rest needs a lot of work. Focus on the rest.
I thought I'd compare some (delayed) direct damage abilities to see if anything could use a buff - just in my humble opinion, of course.
* I added the Reusable Parts passive to the cost of the skill since it decreases Blastbones cost by so much and it's basically up all of the time.
* * These values are with the 200% additional damage for the second hit.
Haunting Curse
The damage is relatively low and it also doesn't have a secondary effect, unlike most of the skills in the table. Therefore I feel like the damage could easily be increased by 10% without making it overpowered compared to the other skills. It could perhaps even apply a debuff to the targets as well, such as Major Breach or something similar to Abyssal Ink.
Tentacular Dread
Truth be told, I don't know why the this skill costs so much Magicka. It makes it a bit difficult to sustain using it a semi-spammable, which is a pity. I personally think it'd be great if the cost was reduced to 2700, or maybe even a little bit lower.
Purifying Light
I feel like Purifying Light isn't used much by players. Using Power of the Light instead results in noticeably more DPS due to the Sundered procs, and Purifying Light's relatively weak Heal over Time isn't enough to really make a difference. But perhaps each hit could also apply Overcharged? And/or maybe the value of the HoT could be increased?
Nemesis7884 wrote: »Can we change the necromancer hungry scythe to frost damage please? Since its a tank skill, the other morph is not jut physical and all other necro dam is elemental (and disease and frost fit thematically the best
randconfig wrote: »Nemesis7884 wrote: »Can we change the necromancer hungry scythe to frost damage please? Since its a tank skill, the other morph is not jut physical and all other necro dam is elemental (and disease and frost fit thematically the best
I would also like it to be frost, but also with some kind of bonus effect, like extra damage attacking chilled enemies or something creative...
randconfig wrote: »Nemesis7884 wrote: »Can we change the necromancer hungry scythe to frost damage please? Since its a tank skill, the other morph is not jut physical and all other necro dam is elemental (and disease and frost fit thematically the best
I would also like it to be frost, but also with some kind of bonus effect, like extra damage attacking chilled enemies or something creative...
Yeah, that would definitely be nice as well. I believe Biting Jabs/Puncturing Sweep deals 50%+ more damage and costs 20%+ less than (Hungry) Scythe, so it could definitely benefit from some kind of damage increase. I realize it's a tanking skill stuck in a tanking skill line, but still...
The nightblade changes to shadow the more i have reviewed it i think will force me to stop using the shadow line and to use assassination even more than i already was.
Sorta unintended consequence of the change is basically that shadow no longer feels worth subclassing into. Not sure its something to fix but it is something thats happened.
After seeing how rarely Warden skill lines are used by damage dealers in PvE again, I wanted to include Green Balance in this feedback as well. I think it would be cool if that skill line would get some plant-themed damaging abilities in a future update.
Since many of its morphs have similar effects at the moment, perhaps a few could be condensed - making room for a couple of DPS-focused morphs?
Pros
- It would be a small buff for pure Warden DDs, since they have one useless skill line at the moment.
- It would open up more build options, which would be great in my book.
- ESO doesn't really have plant-themed offensive abilities yet, which is a pity for those that want to use the subclassing system to create some sort of Druid DD.
Some ideas for abilities and passives
The ideas below are meant to better illustrate my point; I don’t actually expect the developers to implement them, of course.
Soothing Spores -> Venomous SporesCorrupting Pollen
- Seed a large area of mushrooms in front of you, dealing 2342 Poison Damage. Deals 15% more damage to enemies that are within 6 meters of you.
- The cost of this morph and Enchanted Growth could be determined by the highest max resource so that those rare Stamina healers still have a Green Balance healing ability.
Leeching vines
- Summon a field of flowers at the target location, dealing 4150 Poison Damage over 10 seconds to enemies inside. Enemies are afflicted with Major Defile and Minor Cowardice for 4.1 seconds each tick, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Lotus Blossom
- Grow vines to entwine your foe for 20 seconds, dealing 4785 Poison Damage over 20 seconds and immobilizing them for 3 seconds. You heal for 100% of the damage done with this ability.
Bursting Vines
- Embrace the lotus blessing, causing your Light Attacks to deal an additional 315 Poison Damage and your fully-charged Heavy Attacks to deal an additional 945 Poison Damage for 20 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Ultimate: Healing Thicket -> Poisonous Thicket
- Launch a vine to swing yourself to your foe, instantly dealing 1603 Poison Damage to them and enemies within 6 meters. Enemies hit take an additional 2050 Poison Damage over 5 seconds. An ally near the vines can activate the Burst synergy, dealing 2812 Poison Damage to all effected enemies.
Passives:
- Swell a forest at the target location, instantly dealing 3838 Poison Damage and applying the Poisoned status effect to enemies within 6 meters. The forest continues to deal 928 Poison Damage in the area every 1 second for 6 seconds and snares enemies by 50% for 3 seconds each tick.
- Accelerated Growth: Increases the chance to apply the Poisoned status effect by 75%. When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 seconds.
- Nature's Gift: When you heal an ally or deal damage with a Green Balance ability, you gain 200 Magicka or 200 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
- Emerald Moss: Increases your healing done with Green Balance abilities by 5% and damage done against enemies inflicted with a Poison effect by 3% for each Green Balance ability slotted.
YandereGirlfriend wrote: »After seeing how rarely Warden skill lines are used by damage dealers in PvE again, I wanted to include Green Balance in this feedback as well. I think it would be cool if that skill line would get some plant-themed damaging abilities in a future update.
Since many of its morphs have similar effects at the moment, perhaps a few could be condensed - making room for a couple of DPS-focused morphs?
Pros
- It would be a small buff for pure Warden DDs, since they have one useless skill line at the moment.
- It would open up more build options, which would be great in my book.
- ESO doesn't really have plant-themed offensive abilities yet, which is a pity for those that want to use the subclassing system to create some sort of Druid DD.
Some ideas for abilities and passives
The ideas below are meant to better illustrate my point; I don’t actually expect the developers to implement them, of course.
Soothing Spores -> Venomous SporesCorrupting Pollen
- Seed a large area of mushrooms in front of you, dealing 2342 Poison Damage. Deals 15% more damage to enemies that are within 6 meters of you.
- The cost of this morph and Enchanted Growth could be determined by the highest max resource so that those rare Stamina healers still have a Green Balance healing ability.
Leeching vines
- Summon a field of flowers at the target location, dealing 4150 Poison Damage over 10 seconds to enemies inside. Enemies are afflicted with Major Defile and Minor Cowardice for 4.1 seconds each tick, reducing their healing received and damage shield strength by 12% and their Weapon and Spell Damage by 215. An ally within the field can activate the Harvest synergy, healing for 3372 Health over 5 seconds.
Lotus Blossom
- Grow vines to entwine your foe for 20 seconds, dealing 4785 Poison Damage over 20 seconds and immobilizing them for 3 seconds. You heal for 100% of the damage done with this ability.
Bursting Vines
- Embrace the lotus blessing, causing your Light Attacks to deal an additional 315 Poison Damage and your fully-charged Heavy Attacks to deal an additional 945 Poison Damage for 20 seconds. While slotted on either bar, you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical rating by 2629.
Ultimate: Healing Thicket -> Poisonous Thicket
- Launch a vine to swing yourself to your foe, instantly dealing 1603 Poison Damage to them and enemies within 6 meters. Enemies hit take an additional 2050 Poison Damage over 5 seconds. An ally near the vines can activate the Burst synergy, dealing 2812 Poison Damage to all effected enemies.
Passives:
- Swell a forest at the target location, instantly dealing 3838 Poison Damage and applying the Poisoned status effect to enemies within 6 meters. The forest continues to deal 928 Poison Damage in the area every 1 second for 6 seconds and snares enemies by 50% for 3 seconds each tick.
- Accelerated Growth: Increases the chance to apply the Poisoned status effect by 75%. When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 seconds.
- Nature's Gift: When you heal an ally or deal damage with a Green Balance ability, you gain 200 Magicka or 200 Stamina, whichever resource pool is lower. This effect can occur once every 1 second.
- Emerald Moss: Increases your healing done with Green Balance abilities by 5% and damage done against enemies inflicted with a Poison effect by 3% for each Green Balance ability slotted.
LOVE this!
Only thematic element is an additional Bleed ability since the thorns -> Bleed angle is too logical to not do.
universal_wrath wrote: »Change the required stats and resources for all abilities:
- Target and AOE Healing skills should scale with max magicka/stamina
- self healing scale with health.
- Target and AOE damage shields scale with max magicka/stamina primarily and capped at 40% health.
- self shield scale with health and capped at 60%
- All abilities use resources highest/lowest stat.
- unique skills that do multiple effects scale with health or split resources magicka and stamina.
- unamed buffs/debuffs and passives scale with their pertaining stats/resources or the number of skills sloted related to the buff/debuff and passives.