Why are there no Ultimates dealing physical damage? (besides dragon leap)
On my stamina builds I only use my ultis because of some passives, not because they deal much damage. This kinda sucks.
Maybe introduce new weapon ultis? So every weapon tree has a ulti dealing physical damage.
ZOS_GinaBruno wrote: »[*] 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.
timidobserver wrote: »I just spotted another Templar nerf that most people aren't going to notice until the changes outlined above hit the pts.
If they answer this one, that's one more softball question that they've filled up time withSo, is this an ESO Live where legitimate questions will actually get answered? Or have enough softball questions been accumulated that you won't have to worry about allocating time to the many difficult things you'd rather not talk about?
I can already forsee how the chat will be during his time during ESO live.Most of it will be questions about AOE caps.
[/quote]HEAVY ARMOR IN CYRODIIL@Wrobel, @ZOS_GinaBruno, @ZOS_BrianWheeler
-- In short: --
My question to Eric @Wrobel:
From all players point of view, Heavy armor PVP is worst than bad. I try to to point out and demonstrate the really disastrous, atrocious, disheartening, calamitous, terrible state of it in Cyrodiil in the post below. My question concerns the decision process when designing and modifying active and passive skills in competitive environments (Cyrodiil and VMA leaderboards):
Thank you !
- How do you run your impact analysis (if any) when making a design choice ?
- What is the purpose (if any) of the current design of Heavy Armor in PVP ?
- Would you mind sharing it (the purpose) since us, players, clearly fail to understand at what role it excels PVP-wise ?
-- In extenso: --
We are so many in this forum and in this thread desperately asking for Heavy Armor improvements in PVP. For once, there is ABSOLUTE FULL CONSENSUS on its weakness. There is absolutely NOTHING you can do in Heavy you cannot do better in any of the other two armor types: DPSing, sustaining, maneuvering, mitigating damage, avoiding critical hits, bypassing defenses and even mitigating damage ! Combining Heavy Armor design with the other gameplay elements in ESO make the picture abysmally worst! Following is a summary from a PVP design perspective:
- Worst protection of all three armors since active mitigation (teleports, dodge rolls, shields...) > passive mitigation and you need resources to actively mitigate, resources that you need the most and you lack the most.
- Mitigation itself is bypassed due to armor penetration, spell penetration, siege damage and corrosive armor.
- A PVP Tank ? Sure but can still be obliterated in about 1s by magicka Nightblade gankers (when unaware looking at map for example, therefore not blocking and without shield or buff) with full impenetrable and 27K Health.
To sum up HA:
- Worst overall mitigation (active+passive)
- Worst resource management
- Worst DPS
Everything have been said ? Not at all and this is why:
Tanking cuts stamina regeneration which invites players to invest in cost reduction enchants since it also reduces the cost of dodge roll and still "work" while blocking.
Guess what !
- All potions enhance regeneration. Since their effect is multiplicative, the more regeneration you have, the more you benefit from them, putting Tanks at an additional disadvantage.
- More, "Continuous attack" from assault tree gives you multiplicative 20% regeneration to stamina and magicka, meaning all the non blocker players get another demultiplicative advantage over PVP Tanks.
- I did the math, with one action/second and two legendary cost reduction rings, you just cannot even come close in resources gained/spared with a regeneration build anyone but tanks have access to.
You think it is enough ? Are you kidding ?
The combat design team introduced several patches ago the mechanic of heavy attacks returning resources. Great ! But so what ? Well if you wear Heavy Armor, I suppose your intent is to fight in the very heat of battle right ? Probably in melee, otherwise do not waste your time (apart for understandable fashion purposes) in Heavy. But in PVP, outside of scripted combat, heavy attacking in melee isWhy ? Because you cannot light or heavy attack while holding block. You just cannot release block when you lead the charge or are the first line of defense, especially for a full second or two to weave your sword... while all those range players in light and medium can from safety. Releasing block to weave an entire heavy attack on a moving target when you play as a heavy warrior should and want to, in the middle of every bloody battle. Alike, ultimate generation for melee characters* is problematic, since all rangers start generating ultimate several seconds before you and more steadily since they have easily a target in range.
- slow
- cumbersome
- deadly (but to us)
So to the above list of three we need to add three more:
- Worst overall mitigation (active+passive)
- Worst resource management
- Worst DPS
- Worst consumable integration (potions scaling with stam/mag regeneration enhancing med/light)
- Worst PVP integration ("Continuous Attack" passive)
- Worst Combat Mechanic integration (heavy attacks for resources and ultimate generation*)
Why does it matter ? Well the PVP base in Heavy Armor just do not enjoy the game as Magicka sorc and Nightblades do in light armor or even Stamblades/StamDKs in medium do. It is simply a burden we support thanks to our passion for the game.
The tiny remaining base of PVP Tanks try to shape the game where there is no "front" in the war, where mobility is key with battles of range vs range players only, which is paramount in taking and defending keeps (boring time during which melee fighters feel even more useless).
There is an entire base of players in Heavy Armor enjoying less and less the game (less resources means less gameplay) trying to support a playstyle with passion (or should I say devotion ?). They need more of everything: more escape mechanisms, more resources, more mitigation but we have less of everything. They die more because they wear by far the worst designed armor and have to ride hours each PVP session, which was not the original purpose of the game.
Heavy Armor needs so badly a redesign to be brought on par with the other two armors that many of us were disappointed not to have (once more) a single mention of it in the PTS patch notes: sure we spend some time in IC or Wrothgar but we spend ALL OUR PLAYTIME IN HEAVY ! Please support us so that we can support you for a long time ! Make Cyrodiil a place enjoyable to Heavy Armor users too.
As for solutions, I made so many proposals already to improve the design (cf links below)... but the most sexy, elegant and exciting design choice for game's diversity and interest would be to base Heavy Armor "signature" not on Health but also on a resource like light (magicka) and medium (stamina) do: Ultimate ! More ultimate generation, more ultimate damage which would fit the ESO "lore" of a bloodthirsty melee warrior which was the original design intent if we rely on the cinematics who brought us to the game (Nord Fighter) or the sadly deceptive names chosen for the HA tree passives ("Juggernaut", "Resolve..."). We can agree that currently, they do not reflect reality at all
And please... make in addition to the very desired and expected Heavy Armor overhaul:that do relate to, and synergize with, the specific gameplay aspects, combat mechanics and requirements of Melee Heavy Armor warriors.
- consumables (potions, food... enhancing regeneration builds only),
- passives ("Continuous Attack" in Assault Skill line synergizes best with DPS regeneration builds),
- mechanisms (Suicidal melee heavy attacks to gain stamina, ultimate generation, block with no stamina regen...),
- instances (Veteran Maelstrom Arena),
- DLCs (Imperial City and Thieves Guild are just gifts to the rogue archetypes aka light/medium armor Nightblades),
- rankings (Veteran Maelstrom Arena leaderboards discriminatory to Tank setups),
- rewards (AP Gains for Tanks are much much lower, gold rewards infinitely more difficult to get)
- meta (Metagame revolving around running in the bigger Zerg, there is no need (and nothing) for Tanks)
- Cyrodiil gameplay in general (Mage at resources unattainable to melee users, Keep defense (and offense) with nothing to do as Tank (let us climb the walls, take flight, create a mobile assault siege engine, tunnels were Tanks in Heavy Armor could shine in bottlenecks), make healer NPCs heal players... (Players can heal NPCs, which is really good for healers, why not the other way around for Tanks ?!)
For balance,
For enjoyment,
For diversity,
For the game!
With love
*For this writing, some Melee issues (Sword and Board / Two Hand) are tied to Heavy from a gameplay perspective, assuming that if you wear HA it's that you need and/or want to fight in close range, therefore with melee weapons.
--
Writing on the dwindling state of Stamina Heavy Armor PVP Stam DK since 2015
http://forums.elderscrollsonline.com/en/discussion/comment/2682137/#Comment_2682137
http://forums.elderscrollsonline.com/en/discussion/246221/dk-abilities-redistribution/p1
http://forums.elderscrollsonline.com/en/discussion/209592/heavy-attack-mechanics-and-bonuses-are-unfair-to-melee-weapon-characters/p1
http://forums.elderscrollsonline.com/en/discussion/148711/1-6-pts-heavy-armor-feedback/p1
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"