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Request: Class/Skill Balance, Combat Roles, and Combat Performance Panel

Pmarsico9
Pmarsico9
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Dear Zenimax Online Studios,

I think at this point in time you have to realize that this game does have a solid and mostly friendly community. Sure, the forums have their issues with rude behavior, but this is the internet and that's par for the course. The optimistic portion of the community does want the game to succeed and we do want to assist with that as there's people with well over 300 hours into ESO at this point.

Previously, usually via Reddit AMA, you have had panels where we could ask you questions and get answers.

Well, the issues in the title of this thread are literally the biggest issues in this game right now. I think it would behoove the community and you to accomplish the following via some method of bi-directional communication:

1) Class and Skill Balance: There are major issues here and some of the changes seem to be happening in a vacuum. For instance, the latest change to resource regeneration seems to have helped a bit, but it still leaves much to be desired in PVE DPS potential. There are still major issues regarding, for example, Stamina vs. Magicka scaling on staves vs. all other weapons simply because the Staves scale off the same resources that all class abilities do. There's also issues with Class Passives, where there are some for classes like the Nightblade and DK that synergize provide bonuses that the other two classes don't get from flat scaling that is readily causing discrepancies. Lastly, Heavy Armor needs something to make it a viable DPS investment. As of right now, it is absolutely putrid compared to medium and light armors, but especially light armors. There's also major issues existing with damage reduction caps. Additionally, PBAOE's are simply spammed into Oblivion, pun intended, in so many aspects of this game that it's really hurting the game balance overall.

2) Combat Roles: The tank and pure melee DPS roles both need love. The tank role is entirely too niche in its application in this game and the overall methodology of simply having a taunt that hits diminishing returns after a certain severely hampers the role in being necessary, as well as limiting overall depth. As for melee DPS, it's simply not desired because so much of it is tied to stamina based abilities. Expanding the tank role will expand appeal to other MMO players and also appeal to those who want to fill this role primarily above all others.

3) Combat Performance: I know this is a marathon, not a sprint, but at this point in time, combat performance in PVE has some niggling issues that need to be smoothed out. Some of them are class only, such as the GCD that certain Templar abilities have, like Focused Charge, that should be smoothed out because this game was touted as not having GCD's. There's bigger issues, however, in Cyrodiil PVP. It could be simply a population issue and the fact that the population across the campaign needs capped lower or it could be the way that the data transmission between the client and server works, but there are times where it's essentially press a button and pray that abilities go off or that what you are seeing is what is actually happening. Now there's not a ton anybody who isn't a programmer can comment on here, but perhaps the community can provide some valuable information in regards to where caps should be in regards to campaign population to prevent the zone from being a ghost town but not overloaded to the point that Thornblade is at the moment. Perhaps we could give some feedback on some creative means of queuing to move away from the current Home/Guest infrastructure to something more along the lines of how the Cyrodiil instances intelligently assign people on a session-by-session basis to insure that you don't have one overloaded campaign and a bunch of dead/empty campaigns following that.

I don't know, I know silence is the norm thus far on these issues, however, I do think you have a community that cares and ranges from people who play 8-10 hours a day to those who simply log into farm for 45 minutes. There's RP'ers and hard core PVPers. Which to me, is an indication that you have a wide range of player types.

With that said, we can be a resource. I've played multiple other MMOs, and I remember that one of the greatest class redesigns in any game's history, that of the World of Warcraft's Warlock during the Mists of Pandaria Beta, had a dedicated designer who communicated with us to nail one of the best-designed DPS classes I've ever experienced. The developer, Xelnath, worked hand-in-hand with the community in so many levels that the overall theme of the class became a vision of what we all contributed to. It was spectacular and despite my general dislike for how corporate Blizzard has become, this was truly a beneficial process.

I had very similar experiences with RIFT, a game with a class/skill designed with huge flexibility that is largely more analogous with ESO's, that still largely exists to this day in how the Souls for the various callings are shaped and customized to be fun and rewarding to play.

So please don't avoid us as the resource that we are beyond just the test shard. There is a means to take advantage of such ardent fans!

Regards,

PMarsico
  • Pmarsico9
    Pmarsico9
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    I just want to end this by saying that a panel of 20 guilds is not the playerbase. If 18 of the guilds say the game is perfect and needs nothing, then there's no benefit at all to the more than 770K people who play this game.
  • mousekime111rwb17_ESO
    Pmarsico9 wrote: »
    I just want to end this by saying that a panel of 20 guilds is not the playerbase. If 18 of the guilds say the game is perfect and needs nothing, then there's no benefit at all to the more than 770K people who play this game.

    The problem with this is that the majority of the player base is often wrong, those who don't invest their time in spreadsheets and the such tend to overlook, make generalizations, declare mechanically difficult things weak, etc etc. Unfortunately the game will NEVER be balanced for the unskilled. It's just the way it is, if zenimax balances the game for the average player there will be skilled players abusing the living *insert expletive here* out of tough to pull off mechanics for unreasonable advantages.

    Basically the reason a lot of build paths seem weak is for the average players own good. It's a sad but true fact, to reference league of legends here a game with similar balance issues - is also balanced exclusively around the best and as a result a large number of champions are not seen in low level games and considered weak by the majority of the player base. The net result is a balanced game with a bunch of people begging for buffs that would only end up hurting them.
  • Pmarsico9
    Pmarsico9
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    Pmarsico9 wrote: »
    I just want to end this by saying that a panel of 20 guilds is not the playerbase. If 18 of the guilds say the game is perfect and needs nothing, then there's no benefit at all to the more than 770K people who play this game.

    The problem with this is that the majority of the player base is often wrong, those who don't invest their time in spreadsheets and the such tend to overlook, make generalizations, declare mechanically difficult things weak, etc etc. Unfortunately the game will NEVER be balanced for the unskilled. It's just the way it is, if zenimax balances the game for the average player there will be skilled players abusing the living *insert expletive here* out of tough to pull off mechanics for unreasonable advantages.

    Basically the reason a lot of build paths seem weak is for the average players own good. It's a sad but true fact, to reference league of legends here a game with similar balance issues - is also balanced exclusively around the best and as a result a large number of champions are not seen in low level games and considered weak by the majority of the player base. The net result is a balanced game with a bunch of people begging for buffs that would only end up hurting them.

    This isn't a MOBA. There is no reason that a Templar should be 20-30% below the other 3 classes in damage potential.

    They straight up said that tanks would be needed, and they are avoided since they present very little beyond a taunt.

    There is no "best" in this game. I don't see how you can say that.

    PVP consists of stacking in a group, exploiting AoE caps, and spamming AoE.

    PVE is mostly about DPS races.

    There's not some super-sect of elite players in ESO because the depth simply doesn't exist to facilitate anything even close to that, yet..........

    Again, this isn't a MOBA, nor is it ever going to be an E-sport like LOL is. In fact, any analogy between this game and LOL is lol-worthy.
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    I agree with OP.

    ZOS's fixes have been too slow in coming. It is six months in, and magicka is still better than stamina, light is still better than heavy. I would argue that vamps and DKs are still reigning supreme (at least in PvP), but that is a bit more controversial, so I will just stick to what pretty much everyone would acknowledge: heavy armor and melee and stamina builds all need help. Six months is too long to wait for that.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Pmarsico9
    Pmarsico9
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    I agree with OP.

    ZOS's fixes have been too slow in coming. It is six months in, and magicka is still better than stamina, light is still better than heavy. I would argue that vamps and DKs are still reigning supreme (at least in PvP), but that is a bit more controversial, so I will just stick to what pretty much everyone would acknowledge: heavy armor and melee and stamina builds all need help. Six months is too long to wait for that.

    Actually, I think the wait is fine, as long as we have a hint of what the overall view of balance is. But that's never been communicated.

    For instance, if they came out and said "Stamina builds are behind intentionally because of X or Y," and provided a reason why they initially were designed that way, it would go a long way to at least opening up a dialogue and provide insight into what they ultimately view as balanced and what the design intent is.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Regarding Templar I am also aware that we have two broken passives currently. Illuminate (the one that is supposed to give you Spell resistance when you use a dawn's wrath ability... for how long who knows the tooltip doesn't say, maybe it is .0000001 seconds which would explain why my spell resist never raises) and master ritualist, the one that is supposed to give you back a soul gem but never actually does (along with making resuscitation more rapid. I haven't actually tested resuscitation speeds, but I'm curious if that portion of the ability works as well.).

    There are other flaws in the class of course. The only Templar armor boosting ability is an extremely tiny ground based buff that you can't move outside of. Compare this to Bound Armor or Spike Armor, or even Fighters Guild which has a much better area of effect.

    Blazing Shield (one of the two morphs) has been capped recently, and that was probably a good idea. That doesn't change the fact that now the damage output is (generally) really low but only has a 6 second duration. The other more tanky morph should have a longer potential duration that coincides with the way Conjured Ward looks. Also consider that Templar has a lower base spell recovery than Sorceror. This doesn't bode well for Templar tanks.

    Blinding Flashes is a nice move but from what I've seen it is far less effective than an ability like Cinder Storm. Cinder storm snares and increases miss change of everything in its area while also dealing a quite nice fire DoT. Additionally it is the only area cc the Templar has, the other CC being Blazing Spear or its morph. As a form of crowd control it is highly slushy, and the 7.2 second duration means that 1.2 seconds of the power are wasted. Why not give it .8 more seconds and give us another pulse of the effect?

    Focused/Explosive Charge - I always go with Explosive charge because it is by far the more reliable of the two morphed effects, although generally I find shield charge even more useful. That being said, the Templar charge has a tendency to send you flying past your target and over cliffs. The other day in craglorn I charged a boss, and flew past him and into some rocks and underneath the map, where I commenced to fall in a strange blue screen behind the curtain, and a minute later slammed onto the earth next to a way shrine. Generally though, you crash slightly behind your target instead of on it. This is terrible in melee, and actually puts you in a disadvantaged state.

    Melee in general has a problem with targeting. You can stand right in front of a player or npc and miss half the time, purely because you are either too close to their hit box or your sword swings slightly 'off' from it. There's something odd and slushy about this arrangement, because the npc all to often has full capability to strike you at that range.

    Backlash is a nice power in theory but I'm of the opinion that to make it more viable in general they really need to consider making it instant cast or give it a strong burn DoT or initial shot. I personally think they should leave it as is and give it an instant cast. I realize this power MIGHT have some minor use in any 12 man content, but only for one player to use it. This is really too situational to be a class ability honestly. (Much like Healing Ritual). The morph that heals self falls into problems with its area of effect being too small when fighting larger bosses. The morph that boosts damage sounds like a great idea for tanks, except the cast time on this power is atrocious.

    Eclipse is a great power in theory, but there is a problem with it. Most of the NPC foes you want to hit with it ignore it outright. The ones you can strike it with, you really don't need to use this attack on. Its fairly expensive to use, its single target, and its easily removed. Now that people know what it does, it presents no problem for them whatsoever in pvp. I find it so frustrating with this power that even Unstable Core's damage element can be resisted because the whole thing is resisted. Again, consider putting some sunfire damage on this attack, don't let enemies auto resist it, or make it cost significantly less.

    Balanced Warrior is a nice passive but if we are expected to have a very low magicka return as a class, particularly while wearing heavy armor, it would be nice if this passive gave a stronger bonus to weapon damage. I've always assumed Templar weaker magical output was to be made up for by weapon output. I just don't see it, particularly since Templar needs so much magicka to fire off things like Blazing, Radiant Aura, and Rune Focus/Blinding Flashes to stay alive. The magic cost to actually use a lot of core mitigation abilities is extremely high, particularly when other classes can do many moves at once in one ability.

    As an aside, it would have been nice to see a morph in the Templar Restoring Light skill line that was more biased to the Tank role. Many Templars made the class expecting to be a heavy armor wearing Knight based on the starting image. Power costs and the need to spam them conspire against that though. Admittedly this could simply be part of the problem with Heavy Armor's design in general.

    I could actually list quite a few other issues with the Templar class with respect to other classes, but to keep this post from growing out of control I won't. I'd like to note that the Nightblade is full of issues as well. The only reason I'm not listing those here is that I believe a lot of those problems are well known, or that someone else will come in and more ably do it than me. I do have a nightblade though, and I'm aware of the oddball elements of the class. I'm also aware that Nightblade is capable of insanely high single target damage via archery and stealth, but other classes simply kill at will without the need for this.

    This is not to say either class is horrible I simply believe that they both need some tweaking and adjustment still. The largest balance issue I believe surrounds the problem with Heavy Armor under performing. I'm not entirely sure why .15% return was ever considered that useful. Heavy Armor needs a good baseline Damage Resistance as per the Nord racial, that would go a long way toward making it more viable. If you can't fire magic/weapon abilities as often, there needs to be compensation in the amount of beating you can take.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Pmarsico9
    Pmarsico9
    ✭✭✭✭
    Regarding Templar I am also aware that we have two broken passives currently. Illuminate (the one that is supposed to give you Spell resistance when you use a dawn's wrath ability... for how long who knows the tooltip doesn't say, maybe it is .0000001 seconds which would explain why my spell resist never raises) and master ritualist, the one that is supposed to give you back a soul gem but never actually does (along with making resuscitation more rapid. I haven't actually tested resuscitation speeds, but I'm curious if that portion of the ability works as well.).

    There are other flaws in the class of course. The only Templar armor boosting ability is an extremely tiny ground based buff that you can't move outside of. Compare this to Bound Armor or Spike Armor, or even Fighters Guild which has a much better area of effect.

    Blazing Shield (one of the two morphs) has been capped recently, and that was probably a good idea. That doesn't change the fact that now the damage output is (generally) really low but only has a 6 second duration. The other more tanky morph should have a longer potential duration that coincides with the way Conjured Ward looks. Also consider that Templar has a lower base spell recovery than Sorceror. This doesn't bode well for Templar tanks.

    Blinding Flashes is a nice move but from what I've seen it is far less effective than an ability like Cinder Storm. Cinder storm snares and increases miss change of everything in its area while also dealing a quite nice fire DoT. Additionally it is the only area cc the Templar has, the other CC being Blazing Spear or its morph. As a form of crowd control it is highly slushy, and the 7.2 second duration means that 1.2 seconds of the power are wasted. Why not give it .8 more seconds and give us another pulse of the effect?

    Focused/Explosive Charge - I always go with Explosive charge because it is by far the more reliable of the two morphed effects, although generally I find shield charge even more useful. That being said, the Templar charge has a tendency to send you flying past your target and over cliffs. The other day in craglorn I charged a boss, and flew past him and into some rocks and underneath the map, where I commenced to fall in a strange blue screen behind the curtain, and a minute later slammed onto the earth next to a way shrine. Generally though, you crash slightly behind your target instead of on it. This is terrible in melee, and actually puts you in a disadvantaged state.

    Melee in general has a problem with targeting. You can stand right in front of a player or npc and miss half the time, purely because you are either too close to their hit box or your sword swings slightly 'off' from it. There's something odd and slushy about this arrangement, because the npc all to often has full capability to strike you at that range.

    Backlash is a nice power in theory but I'm of the opinion that to make it more viable in general they really need to consider making it instant cast or give it a strong burn DoT or initial shot. I personally think they should leave it as is and give it an instant cast. I realize this power MIGHT have some minor use in any 12 man content, but only for one player to use it. This is really too situational to be a class ability honestly. (Much like Healing Ritual). The morph that heals self falls into problems with its area of effect being too small when fighting larger bosses. The morph that boosts damage sounds like a great idea for tanks, except the cast time on this power is atrocious.

    Eclipse is a great power in theory, but there is a problem with it. Most of the NPC foes you want to hit with it ignore it outright. The ones you can strike it with, you really don't need to use this attack on. Its fairly expensive to use, its single target, and its easily removed. Now that people know what it does, it presents no problem for them whatsoever in pvp. I find it so frustrating with this power that even Unstable Core's damage element can be resisted because the whole thing is resisted. Again, consider putting some sunfire damage on this attack, don't let enemies auto resist it, or make it cost significantly less.

    Balanced Warrior is a nice passive but if we are expected to have a very low magicka return as a class, particularly while wearing heavy armor, it would be nice if this passive gave a stronger bonus to weapon damage. I've always assumed Templar weaker magical output was to be made up for by weapon output. I just don't see it, particularly since Templar needs so much magicka to fire off things like Blazing, Radiant Aura, and Rune Focus/Blinding Flashes to stay alive. The magic cost to actually use a lot of core mitigation abilities is extremely high, particularly when other classes can do many moves at once in one ability.

    As an aside, it would have been nice to see a morph in the Templar Restoring Light skill line that was more biased to the Tank role. Many Templars made the class expecting to be a heavy armor wearing Knight based on the starting image. Power costs and the need to spam them conspire against that though. Admittedly this could simply be part of the problem with Heavy Armor's design in general.

    I could actually list quite a few other issues with the Templar class with respect to other classes, but to keep this post from growing out of control I won't. I'd like to note that the Nightblade is full of issues as well. The only reason I'm not listing those here is that I believe a lot of those problems are well known, or that someone else will come in and more ably do it than me. I do have a nightblade though, and I'm aware of the oddball elements of the class. I'm also aware that Nightblade is capable of insanely high single target damage via archery and stealth, but other classes simply kill at will without the need for this.

    This is not to say either class is horrible I simply believe that they both need some tweaking and adjustment still. The largest balance issue I believe surrounds the problem with Heavy Armor under performing. I'm not entirely sure why .15% return was ever considered that useful. Heavy Armor needs a good baseline Damage Resistance as per the Nord racial, that would go a long way toward making it more viable. If you can't fire magic/weapon abilities as often, there needs to be compensation in the amount of beating you can take.

    This is a good post in the wrong thread:

    http://forums.elderscrollsonline.com/discussion/130325/full-templar-class-analysis#latest

    Try moving it there.
  • Rune_Relic
    Rune_Relic
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    Balance = maths
    nothing more and nothing less.
    Anything that can be exploited will be exploited
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Oh, well then I like the idea of a balance discussion. I thought this post may include actual thoughts on balance. One issue in general with balance is that everything is about to get flipped on its head with Spellcrafting. I'm sure that I'm not the only one thinking this.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Oh, well then I like the idea of a balance discussion. I thought this post may include actual thoughts on balance. One issue in general with balance is that everything is about to get flipped on its head with Spellcrafting. I'm sure that I'm not the only one thinking this.

    No doubt...but hopefully the bugs will prevent the OP for a while. lol
    I'll just suck it up and see what happens when the champions system arrives.
    /shrugs
    Edited by Rune_Relic on October 1, 2014 5:41PM
    Anything that can be exploited will be exploited
  • torstenb16_ESO8
    I agree, also the Balance absolute not fit.
    I can quest with a Templer Level 40 at Level 50 or higher and kill everything in seconds.i can Play with a Dragon Knight in pvp with Level 20 and be stronger than a knightblade. Why has a tank so much damage and so much life? You can quest kargstein alone with a Destruction Bomb staff and heal yourselfe with krit. A knightblade has Problems with 3 enemys. The Bow has no real skill tree.Please add a skill tree for bow in the class lines.Let him place 5 traps at the same time or something.
    6 more Slots are needed to use my class tree and my weapons at the same time.The Switch dont work well.
    In pvp you also lay on the ground or dark Talons. When you got out of dark Talons there a 3 or 5 dark Talons after each other.and you are dead.

    Make a new class, a bard who is a real supporter that can protect you against all freezings and stuckings, talons and what ever.Let him Give other buffs and makes no damage or Play mana or healing Songs.Damage buffs mana buffs,Speed buffs and so on......He can use horns for damage.
  • Pmarsico9
    Pmarsico9
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    I agree, also the Balance absolute not fit.
    I can quest with a Templer Level 40 at Level 50 or higher and kill everything in seconds.i can Play with a Dragon Knight in pvp with Level 20 and be stronger than a knightblade. Why has a tank so much damage and so much life? You can quest kargstein alone with a Destruction Bomb staff and heal yourselfe with krit. A knightblade has Problems with 3 enemys. The Bow has no real skill tree.Please add a skill tree for bow in the class lines.Let him place 5 traps at the same time or something.
    6 more Slots are needed to use my class tree and my weapons at the same time.The Switch dont work well.
    In pvp you also lay on the ground or dark Talons. When you got out of dark Talons there a 3 or 5 dark Talons after each other.and you are dead.

    Make a new class, a bard who is a real supporter that can protect you against all freezings and stuckings, talons and what ever.Let him Give other buffs and makes no damage or Play mana or healing Songs.Damage buffs mana buffs,Speed buffs and so on......He can use horns for damage.

    2u9svmp.gif
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