@Wrobel : Can you please explain why you chose the take away the third heal from BoL as the preferred skill change rather than any of the below options?
-Add LoS
-Reduce the full heal to 50% (so it's 3 small heals)
-Reduce all 3 heals a bit
-Give it bolt escape/roll dodge treatment
-Increase cost
-Reduce range
-Anything that would have tamed down the skill but kept the 3rd heal.
Not these! They are even bigger nerfs than what we have now. With this way you are gimping even more who is not a light armored full dedicated healer.
This should NOT happen.
bowmanz607 wrote: »Are there any plans in the works for a training dummy of some sort to test gear and stuff on?
@Wrobel
Are there any plans to make both morphs desireable, when it comes to choose one?
Most morphs in the game are a no brainer. example crystal frags
cschwingeb14_ESO wrote: »BoL: On live this morph currently increases healing over the base amount by 100%. This was a much needed change. Now we just need a good smart target emergency heal on resto staff to get class parity on healing. Templar needs better DPS options though, that come at the cost of healing ability.
Please don't let Fasallas Guile go live the way it is. It will singlehandedly destroy PvP as soon as people get enough Rewards to build a set. Make it pop AE Defile around the attacker that hits you, and have a 10s cooldown
Stam sorcs need a class-flavored melee range stam morph attack. Seriously.
There need to be more counters to reflect. You took away one (1h/s reflect with double reflect change), and didn't add something back. You can't think that reflect is not powerfull enough. It's still incredibly powerfull.
Make ranged Det insta cast, but make the single target damage even worse. This works as a zerg buster and as a anti reflect measure.
Increase the damage on the mage guild Rune (volcanic/etc) and make the radius of the trap larger and make the AE explosion significantly bigger than the trap. This also works as a zerg buster and anti reflect measure
cschwingeb14_ESO wrote: »BoL: On live this morph currently increases healing over the base amount by 100%. This was a much needed change. Now we just need a good smart target emergency heal on resto staff to get class parity on healing. Templar needs better DPS options though, that come at the cost of healing ability.
ZOS_GinaBruno wrote: »Hello everyone!
[*] Leeching Strikes: Also in the next incremental patch, we plan on increasing the amount of health restored from this ability, based on your feedback.
THANK YOU THANK YOU THANK YOU!
Strider_Roshin wrote: »Any chance we can get a new trait that gives armor penetration as well as physical resistance? Pretty much a stamina version of Nirnhoned.
when is the Khajiit Carnage passive going to be fixed?
So, when will this change be applied to Overload? I need it entirely for PVE, of courseZOS_GinaBruno wrote: »[*] Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
Cinnamon_Spider wrote: »So, when will this change be applied to Overload? I need it entirely for PVE, of courseZOS_GinaBruno wrote: »[*] Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
ZOS_GinaBruno wrote: »Hello everyone!
On this Friday’s ESO Live Twitch show, we’ll be joined by Lead Combat Designer Eric Wrobel to discuss some of the ability and balance changes going into the Thieves Guild base game patch. This will include what’s been done so far, some upcoming changes we plan to make, and answering some of your questions live. First, we’d like to address a few popular topics we’ve seen over the past week from the PTS forums:
- Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.
- Magelight: We plan on making a few changes to this ability based on some feedback we’ve seen including reducing the radius of the reveal, and increasing the cost of the ability. Ultimately, we want it to be a little more difficult to find stealthed enemies unless you specifically use the Radiant Magelight morph, and want it to be more expensive to get the Major Empower buff from toggling Magelight.
- Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
- Siphoning Attacks: We plan on increasing the resources provided by this ability in the next incremental patch.
- Leeching Strikes: Also in the next incremental patch, we plan on increasing the amount of health restored from this ability, based on your feedback.
- Alliance War Skill Line: Rich Lambert posted a very detailed response in this thread that we encourage you to check out, but in short, we based our changes on what we found to be the average amount of AP gained based on our data. That said, what’s currently on the PTS is lower than intended, and will be fixed in the next incremental patch.
- Templars: We’ve been reading your feedback across the forums. We understand your frustration, and do appreciate you taking the time to let us know about your pain points. We have some additional changes going in for you in the next patch including increasing the duration of the damage reduction from Empowering Sweep, increasing the bonus to the initial hit from Crescent Sweep, and adjusting the buffs from Rune Focus to stay on you for 8 seconds after leaving the rune.
With all that said, please post any combat or itemization-related questions for Eric in this thread, and we’ll do our best to answer as many as we can on Friday’s show. Remember to check today’s PTS patch notes first as we included a few fixes in this most recent update.
Thanks, everyone, and we look forward to talking with you later this week!
ZOS_GinaBruno wrote: »Hello everyone!
On this Friday’s ESO Live Twitch show, we’ll be joined by Lead Combat Designer Eric Wrobel to discuss some of the ability and balance changes going into the Thieves Guild base game patch. This will include what’s been done so far, some upcoming changes we plan to make, and answering some of your questions live. First, we’d like to address a few popular topics we’ve seen over the past week from the PTS forums:
- Breath of Life: We understand that many of you are frustrated with this change, but we found the ability was a little too powerful as a single ability (both as a single target and AoE healing ability). We’ve been watching a lot of livestreams, and Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time. We don’t currently have any plans to change Breath of Life beyond what’s already been done.
- Magelight: We plan on making a few changes to this ability based on some feedback we’ve seen including reducing the radius of the reveal, and increasing the cost of the ability. Ultimately, we want it to be a little more difficult to find stealthed enemies unless you specifically use the Radiant Magelight morph, and want it to be more expensive to get the Major Empower buff from toggling Magelight.
- Meteor: This was the only Ultimate that you were previously able to reflect, so this change was simply bringing it in line with all other Ultimates. We also plan on making a slight reduction to the snare on the Ice Comet morph.
- Siphoning Attacks: We plan on increasing the resources provided by this ability in the next incremental patch.
- Leeching Strikes: Also in the next incremental patch, we plan on increasing the amount of health restored from this ability, based on your feedback.
- Alliance War Skill Line: Rich Lambert posted a very detailed response in this thread that we encourage you to check out, but in short, we based our changes on what we found to be the average amount of AP gained based on our data. That said, what’s currently on the PTS is lower than intended, and will be fixed in the next incremental patch.
- Templars: We’ve been reading your feedback across the forums. We understand your frustration, and do appreciate you taking the time to let us know about your pain points. We have some additional changes going in for you in the next patch including increasing the duration of the damage reduction from Empowering Sweep, increasing the bonus to the initial hit from Crescent Sweep, and adjusting the buffs from Rune Focus to stay on you for 8 seconds after leaving the rune.
With all that said, please post any combat or itemization-related questions for Eric in this thread, and we’ll do our best to answer as many as we can on Friday’s show. Remember to check today’s PTS patch notes first as we included a few fixes in this most recent update.
Thanks, everyone, and we look forward to talking with you later this week!
Basically their design, their game, dont like it tough
Over the weekend, I submitted bug reports regarding the stealth mechanic of the sorcerer's summoned pets while in PVP. Right now, the pets are not going into stealth; meaning that enemy players are able to see them even when the sorcerer is invisible. I relogged just in case there was a bug causing the pets to stay in combat, which then prevented them from going into stealth; but that did not fix the issue.
When can we expect to see this bug fixed? This bug cannot wait for the next major update. It's hard enough to play the way I want (using a pet-based build) due to the fact that pets have poor AOE utility, and had their already low damage reduced further by the 50% damage reduction in Cyrodiil. I am not able to be effective in groups while using pets, so I've had to stick to only using them when running solo. This bug makes the pets a huge liability. I either have to give away my position, or cast them before engaging an enemy.
These challenges, coupled with the problem of pets not benefitting from champion points, need attention.
On that note, when can we expect pets to benefit from CP? With the CP system, enemy players will continue to gain resistance to the primary attacks from my pets (the twilight's lighting bolt, and the scamp's explosion), yet my pets cannot grow to challenge those stat increases. This issue also affects PVE, as my group members will continue to increase their damage as they build CP, but my pets will only benefit from the tiny amount of magicka I gain from 1/3rd of the CP I've acquired. If pets cannot benefit from the CP system due to technical limitations, when can we expect to see them buffed?
I cannot tell you how excited I was when I saw additions to the pets mentioned in the notes (from my previous forum posts, and my signature, you may be able to tell that I really enjoy pet builds). Being given a more active role in controlling the pets sounds like it will be very fun. The changes to the winged twilight pet are welcomed additions, and I'm honestly having trouble deciding which morph I want considering they both seem great.
However, the changes to the volatile familiar are going to be extremely detrimental for my PVP build. When using my pet build in PVP, I depend on combining the damage from the scamp's explosion with some of my other abilities to burst down opponents. This burst is not quick. It takes me at least 8 (and usually more) seconds to set up, and competent players are able to recognize and counter it.
The pulse ability of the scamp will not provide the necessary damage to make my build, which is already struggling, competitive. Considering the pets need a tremendous amount of TLC, it doesn't seem unreasonable for the scamp to have the death explosion, in addition to the pulse ability. This would allow it to be useful in both PVE and PVP, as the pulse will help it deal consistent damage to groups of stationary enemies (either monsters in dungeons or enemy players stacked on keep flags) and the explosion would allow for a quick burst of damage against more mobile targets.
Below are a few suggestions that I think will improve the pets, particularly the volatile familiar:
- In addition to giving the volatile familiar back the explosion effect, decrease the amount of time the assigned skill button must be held in order to dismiss the pets from 4 seconds to 2 seconds. This would allow players to make better use of the explosion without being vulnerable for a whole 4 seconds, but would still prevent the pet from accidently being dismissed. This just seems worthwhile all around considering 4 seconds is a long time to wait, especially in a fast-paced PVP scenario. When pets were going into stealth properly after 1.5 went live, I would dismiss my pets in order to help myself hide. Even though they were invisible, the fact that they were always slightly behind me meant that I had a larger detection radius.
- The stun from the volatile familiar's pulse should be applied at the first pulse, not the last one. Applying the stun on the first pulse would help ensure that enemies remain in range for the second pulse which does not occur until a whole 2 seconds later. Enemy players would still be able to break free and move away from the scamp, assuming they were not already moving out of range due to CC immunity.
- On that note, decrease the time between pulses to 1 second from 2 seconds. There are DOT abilities which tick faster and for more damage than this ability. This would make the pulse ability more useful against enemy players which will be constantly moving around. Faster ticks means the pulse would have more chances to actually hit them.
- An alternative to applying the stun to the first pulse would be applying a snare effect to the first pulse to help keep enemies in range of the subsequent pulses. A better option would be to have each pulse (except maybe the final because it applies a stun) apply a snare. That would allow the volatile familiar to have an added debuff utility.
- Before 1.6, I found the damage from the explosion to be adequate (there were, and still are, plenty of other abilities which hit much harder; but we made it work). With the 50% damage decrease introduced with the Imperial City update, I found the explosion damage to be lackluster. I wouldn't mind it being buffed, but I think a better option would be to scale the damage off of the familiar's missing health. Base damage for the explosion would still be 20% of your max magicka, but that damage would increase as the familiar's health dropped. However, if the explosion was triggered by the death of the familiar (not the dismissal), it would only cause the base 20% damage.
This would introduce a new degree of strategy to the playstyle, as you would have to attempt to monitor your familiar's health (more on that below) and detonate the scamp at appropriate times. If you got too greedy, and kept pushing the familiar's health for that extra bit of damage, you would run the risk of losing all that extra effort. This would also mean that a horde of sorcerers couldn't just send their familiars into a blob of steel tornados and watch the fireworks.
- With regards to monitoring the pets' health, we could really use health bars for all of our pets added to the UI. Other players in this thread have mentioned this, and agree that it would be a great addition. In could be expanded upon so that it indicates the strength of the shield on your pets, and the twilight tormentor would even have a glowing health bar when under the effect of its empower ability.
EDIT:
btw, brace for a wall of text
[/quote]ZOS_GinaBruno wrote: »Sorcerer
- Daedric Summoning
- Summon Unstable Familiar: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
- Summon Winged Twilight: The pets summoned from this ability and its morphs can no longer be dismissed by holding down the button. The pet can now be dismissed by removing the buff from your Active Effects window.
What just happened here...
I thought reducing the amount of time for which the skill button must be held from 4 seconds to 2 seconds seemed like an appropriate method of dismissing pets. Can we just have the 4 second button-hold back if this is going to be the alternative?
If I'm trying to quickly go into stealth to evade enemy players, I don't have time to leave myself completely defenseless by going into a menu, scrolling through a list of active effects, and picking out the two that need to be deactivated. Not that leaving myself defenseless for 8 seconds is any better, but at least I would still be able to move around.
@Wrobel, does this mean that we're definitely not getting the volatile familiar's death explosion (i.e., the feature which made the unstable familiar skill even remotely worthwhile for pvp) back; and that ZOS is not open to discussion about that feature?