Official Feedback Thread for Non-Class Changes

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for any non-class related changes in the Dark Brotherhood update. Please let us know how you feel about the changes we made to the other skill lines, if you ran into any bugs, and any other feedback you'd like to give.
Gina Bruno
Senior Creator Engagement Manager
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Staff Post
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Hi Gina is it possibly to make Immovable and it's morphs any good again like maybe pre 1.6 and require some one to wear heavy armor to actually use ?
  • Shadesofkin
    Shadesofkin
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    I'm concerned about the duration change to annulment, I will test it out, but this was a base ability of my Maelstrom builds as well as my Imperial City Builds (though that will matter less, since I no longer plan to go there now that district capturing is a thing) and with how much is going on in places like the Arena, constantly swapping back to recast it is going to get tiresome very quickly, and unpredictable in the case of lag.

    I really strongly feel that 10s was a sufficient reduction rather than to 6s.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    The webs skill......PLEASE keep at least one of them magicka based, i loved thowing that out, completes the necrotic vibe i try for on my sorcerer, makes little sense to change it in the first place in my opinion
  • Abeille
    Abeille
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    I really, really, REALLY dislike the stage requirements for the Vampire passives.

    Like, really.

    I get it. You want us to feed. But was making it so that not a single stage has all passives functioning necessary? I mean, make the effects of the passives different for each stage if you must, but don't make them stop working completely D:

    Edit: My bad, stage 4 has all passives, only the other stages that don't.
    Edited by Abeille on April 25, 2016 9:49PM
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • NTclaymore
    NTclaymore
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    I read the patch notes as the it was from stage 3 and onward. that was wrong?
    He spoke, the son of Padomay, and nodded his head with the dark brows
    and the imortally anointed hair of the great god
    swept from his divine head, and all Mundus was shaken.
  • bowmanz607
    bowmanz607
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    preliminary thoughts, ggreat job on balancing vamp via the fighters guild changes. thank you. viable again!!!!
  • MrTarkanian48
    MrTarkanian48
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Cinbri
    Cinbri
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    Why Guard completely cut your stamina regen?
  • Shadesofkin
    Shadesofkin
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    Cinbri wrote: »
    Why Guard completely cut your stamina regen?

    This is an excellent question, this isn't the same as blocking, or sprinting, or crouching. This is an active ability that will no longer be usable in this state. It really feels like overkill. Isn't there some sort of maim you can do to the character to reduce their regen rather than completely shut it off?
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Abeille
    Abeille
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery

    Oh, I see. My bad >.<

    I misinterpreted that. For some reason I read "or higher" as "or earlier stages".

    Guess it is forever on stage 4 then, like I am now.
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • StopDropAndBear
    StopDropAndBear
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    Am I crazy or do nameplates on other players not show their class? I would think that'd be more important to know than their login id.
    Edited by StopDropAndBear on April 25, 2016 9:53PM
  • Cellentel
    Cellentel
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery

    I'm very interested in hearing the motivation behind this change. Already there's little reason to be anything but Stage 4, so the fix is for there to be...even less of a reason to be anything but Stage 4? If the goal is to encourage people to use the vampire feeding mechanics, this seems backwards. So what is the goal?

    That said, I like the increased time per stage. The 30 minute timer was always silly. Unfortunately, it looks like there's no reason to take advantage of that.
  • code65536
    code65536
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    The changes to Dawnbreaker are very disappointing.

    As it currently stands the "Smiting" morph is the de-facto magicka morph, since the slot bonus from the "Flawless" morph is just too lucrative for stamina users to ignore.

    Why not keep the damage as magicka for Smiting, and make it physical damage from unmorphed and for Flawless?

    In your attempt to rebalance Dawnbreaker for stamina users, you swung the pendulum too far in the opposite direction, and make this skill more or less useless for magicka users.

    Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
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    Media: YouTubeTwitch
  • umagon
    umagon
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    I am not sure about the other charge skills but invasion still seems to be bugged.
  • susmitds
    susmitds
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    Abeille wrote: »
    I really, really, REALLY dislike the stage requirements for the Vampire passives.

    Like, really.

    I get it. You want us to feed. But was making it so that not a single stage has all passives functioning necessary? I mean, make the effects of the passives different for each stage if you must, but don't make them stop working completely D:

    Edit: My bad, stage 4 has all passives, only the other stages that don't.

    I asked for the vampire stages to be around one ingame day in Reddit 6 months. Did not know /lurk was active there. Now at least I can choose which stage suits me best and build my vampire around that.
  • Tholian1
    Tholian1
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    Please consider making the Dark Stalker passive apply through vampirism stages 2-4 instead of only stage 4.
    PS4 Pro NA
  • Refuse2GrowUp
    Refuse2GrowUp
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    Don't see an Official Feedback Thread for Fighters Guild, so linking this here.

    forums.elderscrollsonline.com/en/discussion/261995/about-fighters-guild-changes-concerns-and-suggestions#latest

    I play both magicka and stamina toons, in both PvE and PvP. I try to have as unbiased of an opinion as possible. So, with that in mind...

    I am a bit concerned about some of the changes to Fighters Guild.

    It would seem that with the scaling of the skills to physical dmg, and the change to the Slayer passive, magicka toons have no extra dmg capability against undead and deadra (and werewolves for that matter). Magicka toons will most likely not slot a single Fighters Guild skill now that it all scales to physical. As such, magicka will not benefit from the Fighters Guild line the same way they used to in regards to (the old) Slayer; they will no longer deal extra damage to the undead. This will have consequences both in PvP and in PvP. Now, correct me if I am wrong, but the FG skill line is supposed to be universal against the undead. It no longer is. Might I recommend the following changes:

    1. Since stam builds will still universally slot Flawless Dawnbreaker for the passive dmg increase, can you change Dawnbreaker of Smiting back to magic dmg? This will permit both mag and stam users to have a viable FG ultimate and thus a way to benefit from the FG passives. It also provides a tempting alternative to meteor, and I think we all would be happy with a few less meteors bouncing around in Cyro.

    2. Can you change Slayer to increase both weapon and spell damage for Fighters Guild abilities slotted, since again, FG is universal against undead/deadra?

    Furthermore, I can foresee the changes to Camo Hunter being a bit over powered. Frankly, Camo Hunter was already an extremely powerful skill. TTK for most gank builds is very quick (my TTK is still quicker on my stam NB than any other toon). I am not sure adding an additional buff is necessary.


    Thanks for your consideration.
    Edited by Refuse2GrowUp on April 26, 2016 3:02AM
    PS4 NA Server

    CP160 DK Firemage
    CP160 StamSorc
    CP160 Templar Healer
    CP160 Stam NB
    CP160 Magica Sorc
    Cp160 Stamplar
    CP160 Magicka NB
    CP160 DK Tank
    CP160 Stam DK
    CP160 Mag Templar
    CP160 Blazing Shield Templar

    EP Loyalist
  • Opux
    Opux
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    code65536 wrote: »
    The changes to Dawnbreaker are very disappointing.

    As it currently stands the "Smiting" morph is the de-facto magicka morph, since the slot bonus from the "Flawless" morph is just too lucrative for stamina users to ignore.

    Why not keep the damage as magicka for Smiting, and make it physical damage from unmorphed and for Flawless?

    In your attempt to rebalance Dawnbreaker for stamina users, you swung the pendulum too far in the opposite direction, and make this skill more or less useless for magicka users.

    Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).

    Fighters guild skills are for stamina builds. There'll be a magic damage version of Dawnbreaker when there is a physical damage version of Meteor (i.e. never again).
  • Amdar_Godkiller
    Amdar_Godkiller
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    Opux wrote: »
    code65536 wrote: »

    Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).

    Fighters guild skills are for stamina builds. There'll be a magic damage version of Dawnbreaker when there is a physical damage version of Meteor (i.e. never again).

    Exactly. Now Stam builds have an Ultimate and a non-Weapon skill line with only stamina based abilities. Removing all benefits to Magic builds is the balancing. You guys already have Mages guild, plus 3 Magicka-leaning class-based skill lines. 

    Now imagine how you'd feel if FG and the Mages guild line were all stamina based skills. Insane? Yes. There's no logical reason for stamina builds to benefit solely from a wizarding-related skill line. it's the frickin' MAGES guild!

    Well that's how stamina builds feel about a skill line called the FIGHTER'S guild, that until now has strengthened magic builds immensely, and done little-to-nothing for stam builds besides forcing us into setting an ultimate that scales to magicka and hits softer than a light attack on our primary bar.
  • exiledtyrant
    exiledtyrant
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    This first round of patch notes already has me hopeful for the may 31st release. It feels like there has finally been enough variety added to support my play style without me getting bored. I only messed around with a few systems today but AWIaw will give more concentrated feedback later. As a first impression:

    Heavy Armor:

    - I like everything about it. It opens a way to specialize into heavy attack builds, it gives more resources + health + healing, and it even supplies some of the damage loss in a way that fits heavy armor.

    Dual Wielding:

    - Flurry is fantastic. I will never bad mouth it again. It is fast, to the point, and effective. The heal is great and pairs nicely with twin blades. Being able to hold down the heavy attack while doing the flurry and having the animation system go straight into a full charged heavy attack is unbelievable. The old animation had you miss out on around 60% of the total flurry damage by weaving heavy attacks in. Now flurry may be the most reliable skill to cancel in the game and it looks great doing it.

    - Deadly cloak is awesome now. Flat damage buffs are usually boring but that is what this skill needed.

    -Shrouded blade does much better damage now but it still feels out of place. This skill just doesn't mesh with me especially in a place where whirling blades exist. I'm sure people who like hidden blade appreciate it though.

    Two Handed:

    -I think that increasing Two handed's AOE capabilities is fair. To much homogenization may lead to the weapon lines blending together though. As long as the weapons deal damage in their own way there should be enough distinction to keep them fun.

    - Uppercut/Wreckin Blow/ Dizzying Strike was a step in the right direction. Having the highest non ultimate physical scaling and base damage, while also having one of the highest non ultimate CC durations rolled into one skill was absurd. Even more so when it had all this and a 20% buff just for using it. Splitting the CC from the absurd damage at least implements a trade off.

    Fighter's Guild:

    -Wow what impact a few changes make for this line. Fighter skills were so bad I wrote most of them off entirely. Now I am having a hard time picking which ones I want. They all turned out for the better. Silver leash is especially nice if not a little slow on the pull activation.

    Shielding:

    - I like the direction of shielding. With the duration changes it should no longer feel like a better form of healing. Bone shield should be very nice for stamina in PvE, while only providing a 5-6k range shield in PvP. Magicka still seems to have the upper hand with shielding overall, but this should be neat to see how successful stamina is with the mechanic.

    I look forward to the next few waves of iterations and the potential release of weapon ultimates!
    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • SRIBES
    SRIBES
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    Here are a few of the things I noticed...

    1) The heal from draining shot is extremely strong, perhaps to strong. I was dueling and a player used it and healed from 3k health to 12k. You can also magnum shot multipule players open world for that quick burst heal which is way to OP.

    2) The vampire passive movement speed seems to be reduced significantly, i'm a stage four vampire so everything should be working fine. It feels like 1/2 the speed as before.

    3) Dizzying Swing is taking NB's out of cloak.

    4) The wolf pets from the WW skill tree are really cool but sadly deal very little damage and are not respawning after 10 seconds like how they should be.

    Edited by SRIBES on April 26, 2016 5:25AM
  • CP5
    CP5
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    Cinbri wrote: »
    Why Guard completely cut your stamina regen?

    This is an excellent question, this isn't the same as blocking, or sprinting, or crouching. This is an active ability that will no longer be usable in this state. It really feels like overkill. Isn't there some sort of maim you can do to the character to reduce their regen rather than completely shut it off?

    I don't know what it is, but apparently tanking = no stamina regen, since apparently being a damage sponge means you shouldn't have any stamina to fight or defend yourself with.
  • KenaPKK
    KenaPKK
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    Annulment blocking physical damage will break Sorcerer in PvP. You're basically giving them a second Hardened Ward to pop when they see damage incoming.

    The shield duration isn't the issue with sorc. It's the size of the shields. Just give Hardened Ward diminishing returns on its scaling at higher magicka levels, make Annulment scale off of the number of light armor pieces worn, align the numbers with these scaling systems to about 2k points lower than they are on average now (10k+ each), and be done with it.

    PvP can still be profitable. We're still loyal because the game has unrealized potential. It should still be your primary focus when balancing the game. These changes confuse me... I'm sorry, but your dev team is out of touch with balance philosophy. I need to go find a link for ya. Brb!
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • CP5
    CP5
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    I tried a few things on pts.

    2H seems good with reverse slice, I feel it will do its job well and maybe the skill line will evolve past Rally+WB spam.

    WW - I don't like the dire wolves. I need blood rage to keep my timer up (since you insist on ww being a short duration "dps buff ultimate") and they draw agro. And best of all after a fight where blood rage doesn't trigger they cover corpses so I can't feed when I need to.

    Heavy Armor - The regen is, ok, I guess. Will need to get used to the increased cost before I can say i'm thrilled. But why does the whole stack of "Wrath." The game encourages active player actions, and just like werewolves being encouraged to jump in the red to trigger blood rage (encouraging bad gameplay) now heavy armor users will in order to keep the bonus up. Why can't it degrade 1 stack at a time so you can at least try to play smart sometimes?

    As a stamina sorcerer main I still feel like we're ignored. Will pets ever scale off of something other than only max magicka? Will we be better able to use some of our passives (that already scale off of max health)? Or will we wait another year for a "we knew going into this we wouldn't have time for everything" and be left waiting some more?

    EDIT: As for guard, does it still really need a full stamina cut? I don't want to even touch this skill as long as it is that punishing to use, why can't it just apply a debuff cutting some regen.
    Edited by CP5 on April 26, 2016 5:56AM
  • NBrookus
    NBrookus
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    KenaPKK wrote: »
    The shield duration isn't the issue with sorc. It's the size of the shields. Just give Hardened Ward diminishing returns on its scaling at higher magicka levels, make Annulment scale off of the number of light armor pieces worn, align the numbers with these scaling systems to about 2k points lower than they are on average now (10k+ each), and be done with it.

    My Hardened Ward is only ~10k in PvP, which isn't much. Harness is now the much better option since it will protect from the same damage AND potentially return resources. It makes no sense for a class essentially defined by shields to use a non-class shield. And now everyone will have the same shields?

    Your alternatives make more sense. Or have diminishing returns on casting multiple shields. Something like, your first Healing Ward shield casts at full value, but the Harness Magicka you cast on top of it would be 25% weaker, and if you then stacked a Hardened Ward, it would be 50% weaker. That third shield wouldn't be worth the resources... shield stacking solved.

  • dennissomb16_ESO
    dennissomb16_ESO
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    Attribute points not showing correct amount for characters between vet1-15 assuming 160+ cp points

    example vet 7 character (471 CP) is showing 55 attribute points with no way to increase them. Right now I have to go to a shrine, pay 3200 gold to set attributes back to 0 then I get the full 64 attribute points to spend.

    Hoping this either gets corrected or attributes get a free reset to 0 on release day
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery

    Which means that now there really is NO reason what so ever to ever feed. Health recovery is an utterly irrelevant stat in this game, if they removed it, it wouldn't change anything in the game what so ever since no one ever rely on that stat for anything anyway.

    This is a buff to magicka vampires and a kick in the face of those who wanted to play fed vampires. I have both, my oldest char is a vampire kept at stage 1 and now she is useless unless I want to make her ugly.

    And changing how my characters looks has been the reason for me to leave 2 earlier MMO's.
  • Nightwolfmenace
    code65536 wrote: »

    Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).

    Skilled Tracker: Redesigned this passive ability so it now increases all damage dealt with Fighters Guild abilities by 20% against Undead, Daedra, and Werewolves. Fighters Guild abilities no longer innately have a bonus to Undead, Daedra, and Werewolves without this passive ability.

    Just wanted to Clarify that you missed that tidbit of information.. I.e meaning if your a Vampire your still gunna get hit.... Hard
    Edited by Nightwolfmenace on April 26, 2016 6:38AM
    Argonian Magicka NB v16 EP / Dark Elf Magicka DK v16 EP
    Wood Elf Stamina NB v16 AD / Imperial Stamina DK v16 DC
    Redguard Stamina Templar v16 EP / Breton Magicka Sorc v16 EP
    High Elf Magicka Templar v16 AD / Orc Stamina Sorc v1 DC
  • Amdar_Godkiller
    Amdar_Godkiller
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    If you stay in Stage 4 you will have all passives.

    Stage 4= All
    Stage 3= All except Dark Stalker
    Stage 2= All except Dark Stalker and Undeath
    Stage 1= No Dark Stalker, No Undeath, No Supernatural Recovery

    Which means that now there really is NO reason what so ever to ever feed. Health recovery is an utterly irrelevant stat in this game, if they removed it, it wouldn't change anything in the game what so ever since no one ever rely on that stat for anything anyway.

    This is a buff to magicka vampires and a kick in the face of those who wanted to play fed vampires. I have both, my oldest char is a vampire kept at stage 1 and now she is useless unless I want to make her ugly.

    And changing how my characters looks has been the reason for me to leave 2 earlier MMO's.

    For combat, this is fantastic. Dark Stalker is worthless in combat, so stages 2 and 3 will be ideal. And increases to fire resistance in stages 1-3, mean that Vamp is more viable for both PvP or PvE.
    Edited by Amdar_Godkiller on April 26, 2016 10:29AM
  • MaxwellC
    MaxwellC
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    @ZOS_GinaBruno
    You guys talked about making Fighters guild more stamina friendly based but then you get rid of important things that were used in PvE as well as PvP. I'm updating this as I see fit.

    Dawnbreaker no longer doing bonus damage is one of them. This should always do bonus damage to vampires,werewolves,daedra,and undead. There should be a penalty for playing a race that gives a lot of escape and damage abilities.

    Dawnbreaker of Smiting needs to be a scaled ultimate (damage is scaled off of highest resource) and should always have that extra damage bonus like I stated before.

    Evil hunter and morphs no longer provide bonus damage to vampires,daedra,werewolves,and undead. This ability was helpful for PvE in maelstrom. Evil hunter is also completely useless, no one really uses more than 1 skill from the fighters guild as they have better skills to use so that 20% reduction in fighters guild abilities is just useless; we need the old evil hunter to stick please.

    Camouflaged hunter needs to provide that minor berserk buff while dealing critical damage + have a chance to deal bonus damage again.

    Ring of Preservation needs to have a affect that resonates with it's name so how about instead of using a useless thing like reduce dodge roll cost, instead it can be to reduce stamina cost of all abilities while in the ring by 20%. This would make the ability very useful.

    Turn Undead needs to weaken damage dealt by undead while in the ring by 20% and also increase damage to the undead while in it by 20%. This would make this ability used more frequently and just like preservation it would be like you're protecting the house!

    Silver Leash needs to have it's y and x axis fixed because I'm either too high or too low when I cast this ability on someone who's on slightly lower terrain or higher terrain. This morph and it's other morphs needs to provide the knock down still because there needs to be a penalty for those who play those creature races.

    Wrecking Blow You can remove the empower from it but do not and I mean do not remove the knock back. Give empower to Dizzing blow or w/e it's called as most players (based on PvP death recaps lol and asking) use Wrecking blow instead of it's other morph mainly for the knock back it provides.

    Ambush Remove Empower since you're removing it from Wrecking blow (which is fair imo as I don't use empower in WB I use WB for it's knock back).

    Scorched Earth Needs to remain a skill. The new changes which is pretty much increasing duration is completely useless as you can look at arrow barrage which obviously shows how much more useful it is. I suggest removing endless hail and making it 'Venomous Rain' where it lights the ground with poisonous AoE + deals poison damage DoT while being hit by it.

    Draining Shot The heal is pretty lack luster if the enemy breaks away immediately but it is fine; the only problem I have is the range is so low for a bow and arrow skill that it's laugh-able. I suggest increasing the range by 10-12 meters. Clarification the skill needs to have at-least 18-22 meters distance as it's a bow skill but it's range is way to short and this would make it viable.


    Bracing Passive needs to be returned unless you want to bring back stamina regeneration whilist blocking. I tank frequently and tanks do not need another nerf when they're trying so hard to sustain currently. Remember this game is supposedly built on team play, eliminating another role isn't making it more team friendly then it already isn't.

    Sprint with Regeneration needs to come back as increasing the cost of that + dodge roll again is making it more difficult for not only stamina but magicka users. I saw no problem with sprinting while regenerating stamina in the first place honestly.
    Edited by MaxwellC on April 29, 2016 3:00AM
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
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