@ZOS_BrianWheeler @ZOS_RichLambert @ZOS_GinaBruno
These are the collaborative opinions of the guild "M12", not a single streamer or 1 v X'r such as Fengrush, Sypher, or King Richard. We should be focusing on the opinions to the Majority of ESO players and just one field of Gameplay. M12 is a community of 500 "Active" guild members on the AD NA server most of which have been known to top the Leaderboards in both PVE and PVP content over the duration from the game from beta until today. We have been quiet for awhile but it's time for our voice to be heard and answered from ZOS and the community and this is the reason for this post.
Class Abilities
Chart describing imbalances between classes >
https://www.dropbox.com/s/bnc7qpewlgwy7pk/ESO balance.docx?dl=0
(Great chart submitted by
@GreyBrow )
The important thing to keep in mind is that these changes only require the modification of 15 skills. Each class ahs 15 skills iwth two possible morph choices, which provides 30 different options. If these changes were implemented, it would allow for the possibility of each class to have access to the same BASIC skill set, while still providing unique class identity through the remaining 15 morph options, ultimates, passives, itemization, armor type and weapon skill lines. Clearly, this is the most logical approach to solving the problems of class balance, at least initially, eliminating the QQ that "this or that is OP" while still allowing for class identity and satisfying the issue of class equality and "play how you want"
--Major Resolve needs to be uniform across all classes, specifically the nightblade and the templar which should be able to ingnite the Major resolve buff comparable to the way Dragon Knights and Sorcerer's can.
--Every class should have an intant-cast skill that does immediate damage on cast. Specifically the Sorcerer which has no instant cast abilities that do damage on cast comparable to flame whip, funnel health, surprise attack, or puncturing sweep. Instead Sorcs have to rely on force pulse where the other classes do not.
--Templars need a hard crowd control ability comparable to the other classes. Certain primary class abilities should be uniform across all classes.
Shields
- Every Class should have the ability to play as a DPS, Tank or Healer comparably as envisioned by Zenimax's original game model. Certain classes should have certain advantages and disadvantages when it comes to each role of the game: Tanking, Damage dealing, and healing. And at the same time be able to have similar mitigation, dps, and heals
- Magicka and Stamina users should have separate morphs in class trees this way stamina and magicka users have equal opportunities when creating build and not being penalized for being a magicka or stamina user. Each user should have equal opportunities in thier style of play.
OverFlow Damage-"Damage shields in ESO absorb unmitigated damage (don't factor in armor, spell resist, etc). If a player has 1k damage left on their shield, but is facing an incoming attack dealing 10k unmitigated damage, the shield will absorb that 1k while the remaining 9k hits the player directly without factoring in their armor, spell resist, etc. This is not something players can affect (e.g. by relogging) but is how damage shields work in the game. Best way around is to spam your damage shields so they are always refreshed. For the same reason, the damage shield glyphs on weapons are terrible choices because it will likely cause you to take more damage rather than less since the shield is so small virtually any incoming attack will go through mostly unmitigated."
Players want the ability to crit against shields and proc specific class dps passives (*Burning Light) against shields, if this is the case shields need to be buffed in someway to compensate for the extra damage from the crits and procs, maybe a 75% shield in pvp.
http://gamerelated.info/2015/08/25/elder-scrolls-online-long-standing-bugsissues-that-all-players-should-be-aware-of/Magicka VS Stamina ImbalancesLight Armor Vs Medium Armor - Besides the differences in actual physical armor the passives each type of armor get are not even comparable. The Agility passive gives 12% more weapon damage where the Concentration passive only gets 4884 Spell Penetraion. The Concentration passive needs to get buffed by offering more Penetration or Spell Damage
Spell Damage Vs Weapon Damage - More or less Weapon damage users have about 1000 more raw damage over magicka builds. This is a huge imbalance especially when it comes to aoe's that have more range
Elemental Ring Vs Steel Tornado - Steel Tornado has a range of 12.5 meters which actually hits for 490 square meters and Elemental Ring has a range of 6 meters which hits at 113 sq meters. The imbalance in range and coupled with the imbalance in raw damage makes magicka users half as effective than stamina users in aoe situations. Besides that Stamina users also get there damaged buffed by the ruffian passive as well as the Duel Weld execute while while both morphs of elemental ring get purged!!
Flawless Dawnbreaker - 8% more raw damage for Stamina users where Magicka users have no equivalent that comes close to this. This skill needs to be changed or give something comparable to magicka users.
Champion Points
Spell Damage Mitigation VS Physical Damage Mitigation - We have 2 perks that mitigate spell damage which are Elemental Defender and Hardy. But when it comes to physical mitigation we only have the armor perks which gives us diminished returns specifically on light armor/magicka users