Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
decado0024_ESO wrote: »I would like to start off saying that I am loving the no camp gameplay. I will be even happier when all the hoarded camps are gone.
Ok I would like to talk and gather some ideas about balance issues. I know that it is hard for ZoS to balance classes and still make classes effective on PVE. Not that I care but please try and keep your suggestions to changes based off of that knowledge, hopefully ZOS will read this and maybe implement some good ideas. So the following are class changes across the board that I feel would greatly balance PVP, should be simple fixes and would have minimal to no effect on PVE content.
DRAGONKNIGHTS.
1. Apply the same cast timer(wind up time) to talons and reflective scales that are currently applied to SNIPE and UPPERCUT. I know ppl are going to rage at this but lets be honest DK's were not meant to be impervious to ranged attacks scales needs to be situational not a permanent immunity. A cast time would force them to pay attention to the skill duration to maintain that immunity and decrease the amount of running around spamming crap with a free pass on ranged. Same goes for talons yes im glad DK has an AOE root but the fact that they can and do root multiple foes and then spam roots endlessly to apply the dot and burn the stam of everyone trapped is kind of a bad mechanic.
2. Rework SEARING STRIKE to apply the same damage increase at low health that impale and mages fury have. Every class should have an execute.
TEMPLARS
1. Templars also need an execute. I haven't really thought of a skill rework but again every class needs one.
2. Make the passives from the healing tree of the Templar skill line synergize with the restoration staff. It makes no sense that DK's synergize with fire/destroy staff while your go too healer in the game cant have the same effect with resto staff.
SORCS
1. Being rooted is being rooted, There is no excuse why sorcs are able to STREAK out of Talons.
2. Streak should also not be able to stun back to back to back to back.
NIGHTBLADES
1. Remove BLUR its useless. Rework blur into some form of damage shield.
2. For the love of god fix stealth again. We have already been done this road before, how you managed to rebreak stealth is beyond me. Currently you cannot weapon swap without breaking stealth and oh yea you broke cloak again.
GENERAL
1.Casting thru block is bad. You should have to release the block button to activate any skill.
2. Implement a Calvin and Hobbes emote so we can pee on dead guys.
Well anyways those are my thoughts. Please feel free to add to them or troll them down.
Fire AoE gets 6% boosted from Ardent Flame passive.Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
Dunmer master race reporting in, my bonus damage still applies.
Get on my 1070 fire ballista damage level. ohwait
Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
Dunmer master race reporting in, my bonus damage still applies.
Get on my 1070 fire ballista damage level. ohwait
Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
Dunmer master race reporting in, my bonus damage still applies.
Get on my 1070 fire ballista damage level. ohwait
The OP is also mistaken about templars not having resto synergy, templars get great synergy with a resto staff, the resto passives apply to the templar heals.
Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
Dunmer master race reporting in, my bonus damage still applies.
Get on my 1070 fire ballista damage level. ohwait
The OP is also mistaken about templars not having resto synergy, templars get great synergy with a resto staff, the resto passives apply to the templar heals.
the 25 percent heal crit is a nice touch, indeed.
Agrippa_Invisus wrote: »Quick correction on DK synergy with fire staves -- Our Ardent Flame passives were all reworked to only apply to other Ardent Flame abilities. We lost that bonus damage and burning duration.
Most DKs use fire staves because fire is in theme and it wrecks vampires.
I agree about block casting, with one caveat. 1H/Shield abilities should be usable while blocking, perhaps as part of the top tier passive in the skill line. But only the 1H/Shield abilities. This should help tanks still be tanky in PvE content (as current PvE content is designed with block casting in game).
I strongly disagree about talons getting a cast timer. They've been nerfed several times already throughout the course of the game and are relatively balanced already. Roll once and you get your immunity timer.
Speaking of immunity timers, all CC should provide it. 3s after the duration ends or the break free occurs and you can't be CC'ed again. This prevents chain streaking, chain rooting, chain anything.
Dunmer master race reporting in, my bonus damage still applies.
Get on my 1070 fire ballista damage level. ohwait
The OP is also mistaken about templars not having resto synergy, templars get great synergy with a resto staff, the resto passives apply to the templar heals.
the 25 percent heal crit is a nice touch, indeed.
That's the templar passive, the resto passive "restoration expert" and "restoration master" both increase all healing.
BE should not stun people at all. its an escape ability, not offenseive. it should be treated as such
BE should not stun people at all. its an escape ability, not offenseive. it should be treated as such
Thats not true, The Bolt Escape Morph gives you two options:
1. Ball of Lighting - This is a flat out escape and defensive ability because of its ability to absorb incoming projectiles making it easier to escape.
2. Streak - Increases the damage and adds a 2 second stun turning Bolt Escape it into an ability that is primarily meant to be used offensively.
So Streak is supposed to stun because Streak is an Offensive Ability, its meant to be used in an aggressive manner, and in the right conditions it effective in doing that...BOL is a better escape skill, Streak gives up some of that utility of better escape for increased offensive ability, removing the stun from Streak makes the skill useless.