Official Feedback Thread for Non-Class Changes

  • Refuse2GrowUp
    Refuse2GrowUp
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    KenaPKK wrote: »
    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!

    Simply, this game NEEDS separate PvP and PvE profiles. The devs need to be able to make changes to a skill or mechanic in PvP without effecting PvE and visa versa. Much like the change to boneshield, the change to annulment will help magicka toons in vMSA (think Mag DK that doesn't have a decent class shield) but has the potential to break PvP. Simply, until there are separate PvP and PvE profiles this game will never be balanced.

    PS4 NA Server

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    EP Loyalist
  • Refuse2GrowUp
    Refuse2GrowUp
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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.

    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.

    A couple issues here.

    1. Many of the FG skills now scale to physical. They already hit hard before. They will hit extremely hard now. That is enough extra damage...considering that extra damage will apply to every enemy hit even if not undead/deadra.

    2. You now deal a passive 20% more damage to undead/deadra vice 9%, so taken into account with #1 above, you should be doing much more damage to undead/deadra than you were before. Guess we will need to test some on PTS, but that is my interpretation of the patch notes.

    3. Taking both #1 and #2 into account, my guess is Camo Hunter will be slightly less damaging against the living and slightly more damage against undead than it was before. Either way, it will still be an extremely powerful skill and I foresee ganking to be an even more prevalent playstyle in this next meta (not that Cyro isn't 90% gankers already lol).

    4. ZOS completely broke the FG skill line in cutting magicka toons out of the equation. Magicka relied upon that extra 9% passive dmg to undead/deadra in vCoH, vCoA, vWGT, vICP, IC, etc. Really bad move considering FG is about combating the undead. Dawnbreaker of Smiting needs to scale to magicka and Slayer needs to grant both weapon and spell dmg.
    PS4 NA Server

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    CP160 StamSorc
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    EP Loyalist
  • Shadesofkin
    Shadesofkin
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    Harness Magikca (annulment morph) really needs 10s. I spent some time in Maelstrom Arena to check it out and it was running out just a little faster that I'd like. I understand that many times a shield is gone in a matter of seconds, but that's not always the case and I feel it's just better off at 10-12s.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Beardimus
    Beardimus
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    Loving the Ultimate & stat meter - hope that makes it to Consoles!

    Same with displaying Charactor name.

    Other changes are great, people like to moan - just adapt and overcome :) I think wards will be ok for PvP but that said PvE when they do last a few hits it will be a reasource drain. But we'll adapt, and I think its better for PvP all round and silence the sheild stacking moaners on here as they are all cheering on here for now
    :)
    Edited by Beardimus on April 26, 2016 2:16PM
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
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    Fighting small scale with : The SAXON Guild
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    Xbox One | NA | EP
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    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • MaxwellC
    MaxwellC
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    @Refuse2GrowUp
    That was with me testing it. Maybe I tested things wrong so for sure you should give it a second run too.
    不動の Steadfast - Unwavering
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  • ClockworkArc
    ClockworkArc
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    Here are my initial thoughts.

    Heavy Armor in combo with the trait changes is incredible. Seriously. Thank you.

    I really didnt think I was going to like the new power bash but I do. On my Stamplar it just works perfectly.

    Draining shot doesnt seem to provide a significant enough heal for me to take it. If the range was maybe increased 5 meters it would be perfect.

    Trapping Webs is interested and will probably really help pve dps but Im not sure we need two stam morphs.

    Ring of Preservation + Well fitted + 7 Medium Armor + Elusive is a pretty cool combo. Im not a huge fan of glass cannon builds but this combo was interesting enough that I messed around with it for quite a while.

    Flying dagger has found its way onto my dw bar probably for good now. Thanks for that.

    I'm undecided on bloodthirst.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    @ZOS_GinaBruno

    It's very hard to test the new vampire properly at level 1 where you can barely use one skill. We need the vampire skill line advanced to 10 (like all the other skill lines) so we can properly test it.
  • Beardimus
    Beardimus
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    Imp City is another one, changes look great but I do worry with one alliance dominating all the zones - like certain alliances have done recently in Cyro and killing everyone as they come out of spawn. I think a periodic map reset (say every 7 day) would be healthy
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • TerraDewBerry
    TerraDewBerry
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    @ZOS_GinaBruno

    It's very hard to test the new vampire properly at level 1 where you can barely use one skill. We need the vampire skill line advanced to 10 (like all the other skill lines) so we can properly test it.

    I was able to use my main character who is a vampire level 10 on the pts, and at least for me, the vampire change is not great because I use invigorating drain as part of my 5 skill rotation. So, it's nice that they have increased the timer to 6 hours.. but as I am using a vampire skill multiple times in a battle.. the end result is I'm progressing through the stages much faster than I did before.

    I'm not sure why they couldn't just increase the stage 1 timer to a more reasonable time say 1 hour, and call it a day...
  • LMar
    LMar
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    Please reconsider the changes to the Slayer passive and consider scaling Dawnbreaker to your highest resource ie magicka or stamina.
    "If a stick of fish is a fish stick, it will stick like other fish sticks stick"
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  • Zakor
    Zakor
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    I like the direction the blood altar was changed but I think its still to weak to really use it. I play a DK-Heal and at this point I wouldn't use it because...
    1. Relatively high costs with 1,5seconds cast time
    2. stationary effect with only 8m radius
    3. let's assume I play with 2 decent dds and they do 10k dps each. 2% would be 200 points of heal, so 400 healing per second. Add maybe 50 for a tank and the same for me and I get 500hps. For 33/46 secs I think its ok BUT all of us have to stay in that 8m radius for this!
    4. movement is one of the core parts in many bossfights

    My possible solutions:
    • increase the effect radius to something around 15m
    • increase the healing done to 5%(7%)
    • remove the morph that increases duration and apply the effect around the (moving!) caster (like he's carrying that altar ;))

    Regarding the synergy:
    This is the real point you should change! While things like bone shield work as synergy, a dd that have to use a synergy to heal itself doesn't (I tested it, trust me..).

    My suggestion:
    If you don't choose to remove the morph like mentioned above:
    The synergy let the activating player move out of the range while still having the lifesteal (applying it directly to the player), should be activatable by every group member (except caster ofc).

    If you choose to remove the morph:
    Let the synergy boost regen of health, mag and stam by a very high amount (around 40%-50% I would suggest) and restore 10%(20% maybe?) of the attribute that is percental the lowest. Example: 30k mag, 20k health, 10k stam. In fight I drop to 10k mag(33%) so the altar would give me 10% mag back (pushing me to 43%) and boost my regenerations. Lets say I'm also down to 2k health (10%) so the altar would boost me back to 20% health.
    Edited by Zakor on April 26, 2016 3:46PM
  • olsborg
    olsborg
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    Draining shot was a very welcome change to bow, finally the skill line has a selfheal. However, in my tests you could only use it to heal if the target you used it on wasnt cc immune, would it be possible to make it so you got the heal when the cc broke or after 5 seconds even if target is cc immune?

    PC EU
    PvP only
  • zerosingularity
    zerosingularity
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    A couple of things I would like to mention:

    Flurry
    - The improvements are nice and definitely needed. Not sure this would put out competitive DPS even with Maelstrom items compared to class based stamina skills (Surprise Attacks), which is a real problem since it should do more or at least equal given the lack of buffs/debuffs it provides. (The self-heal morph is cool and worth taking if you need self heals, but from a pure DPS standpoint, I am not sure the skill is good enough as is.) More testing from other players is needed, but the damage of this skill may need work.

    Elemental Susceptibility - Still useless, everyone will use Ele Drain for the resource return. This needs a buff.

    Elemental Ring - I have yet to test but I am not aware if the DoT refreshing bug has been fixed or not. If it is not fixed, then why? It is WORTHLESS on live because of it.

    Weapon Enchants - I noticed the HUGE buff these gave, but it concerns me. With such a massive buff, how does this affect the competitiveness of Maelstrom Weapons? Given the difficulty of the content (for some) to get these rewards, should they not provide a significant buff over normal weapons? Since normal weapons have these huge buffs now (and can be set items too) I feel that the Maelstrom Weapons are gonna take a major hit in usefulness.
    NA-PC

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  • Saltypretzels
    Saltypretzels
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    I just don't see any reason to be in any vampire stage besides 4. Why even have stages and a feeding mechanism?
  • psychotic13
    psychotic13
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    vampire - fine

    Werewolf - fine

    Heavy armor - fine

    Mages guild - fine

    Fighters guild - should've kept Dawnbreaker of smiting Magicka, that creates balance when fighting undead/werewolves.

    Light armor - you've ruined the game.
    I think the duration of this should be 10s not 6s, but my biggest problem is now everyone in cyrodil will basically be running hardened ward and every fight is going to start getting repetitive. Atleast at the moment only sorcs have shields, fighting different classes should mean a different playstyle for each one, they should all be unique. But everyone will be using shields now not just sorcs, and then everyone will run shield breaker and running the same set up.


    EDIT: I also think the fighters guild passive 'slayer' shouldn't give a weapon damage bonus, but be the stamina version of the mages guild passive that gives 2% max Magicka and Magicka regen, and instead give 2% max stamina and stamina Regen per FG skill slotted.
    Edited by psychotic13 on April 26, 2016 5:27PM
  • peak99
    peak99
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    Please fix fighters guild.

    It is intended to be a skill line about fighting undead and deadra but u make it completely inaccessible to magic classes with the changes in DB.


    Keep smiting Magic based
    Keep spell damage on the passive

    DB should deal extra damage to undead/deadra. That's what the skill line is for, wtf!
    Edited by peak99 on April 26, 2016 6:12PM
  • Tholian1
    Tholian1
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    @Saltypretzels , yeah there really is no need to feed now. Most of us have already learned to deal with the downside to being starved. It sucks for those more interested in their appearance though.
    PS4 Pro NA
  • Shadesofkin
    Shadesofkin
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    The removal of Bracing in the Heavy Armor Passives is not ideal, perhaps an overall addition to another passive could make up for it.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Enodoc
    Enodoc
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    Hey @ZOS_GinaBruno, could you post a list of all the new Major/Minor buffs that are added with this patch? I don't think they were mentioned in the Patch Notes like the others were when they were introduced. Thanks!
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  • Shadesofkin
    Shadesofkin
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    Nodes are giving level 49 materials to max level max crafting level characters. This is definitely a problem.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • acw37162
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    With the buff to forward momentum please consider buffing the snare removal time for shuffle.

    I really wanted to get away from the 2H meta personally not just replace it with a different skill.
  • acw37162
    acw37162
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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.

    Snip......

    Disagree with most of those for various opinions but agree on,

    Camo hunter should be an 8 % chance when critically striking tomproc minor berserk it should also have an 8 second internal cool down

    As it stands its a weapon mainly for night blades please make it more useful for all

    Empower from ambush need to go, an en;owned Incapating Strike with the new changes is just to much, IMO.
  • Minalan
    Minalan
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    NBrookus wrote: »
    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.

    Harness Magicka is superior to Hardened Ward in every way.

    1. About the same size, effectiveness, and duration

    2. Harness Magicka returns resources.

    3. Harness Magicka can be pre-cast while hiding, where Hardened Ward reveals you.

    4. Harness Magicka Procs frags too.

    Try it. There's no reason for a sorc to use their own CLASS defense. Someone on the ZOS design team has been drinking on the job, or playing too much Magicka Nightblade.
    Edited by Minalan on April 27, 2016 12:16AM
  • imenace
    imenace
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    the vampire passive DARK STALKER is bugged, it doesnt grant you the full movespeed while you are in sneak
  • staracino_ESO
    staracino_ESO
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    I am going to be that guy.
    Magicka Detonation, more specifically Inevitable Detonation, needs to hit the same or even harder against 10 targets. Right now, I play with 1 other person and our purpose is to wipe raids. Right now on live, if the 2 of us time our casts perfectly and hit the same target and hit 10 people, we very rarely, if ever kill anyone in a large zerg because of the overuse of shields. Even if we follow up the Dets with a Meteor, our success rate is probably around 50% to even kill 1 person. Despite being only 2 players, I feel that this combo should be able to wipe a raid, or at the very least kill the one we focus.
    With a ~10% reduction to hitting 10 people and damage shields for everyone, zergs will be even harder to wipe. It will likely be impossible for me and my compatriot to do it after this change. I understand why you lowered the bottom end of this skill, but I am curious as to why you reduced its upper capacity, effectively rendering it less effective at doing its only job. We mostly all agree that zergs are bad, so why make them harder to kill?

    The lower end change to Det doesn't help when you have 10 or more people training Proxy on you, either.
  • Anti_Virus
    Anti_Virus
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    @ZOS_GinaBruno

    Are you guys going to look into more bow changes to help main hand Archers ?

    Poison injection change was nice, helps with dot dps.

    The Draining Shot change was slightly confusing but it's a cool change, but this skill (base skill and morphs) still suffer because of the terrible short range, I suggest that this specific morph get a 10m range increase.

    The scorched earth change is nice.

    No changes to Snipe? I would love to see this skill be a more reliable dps skill than a high burst skill maybe lowering cast time and travel time would improve bows sustained dps.

    Power Wealth And Influence.
  • KirinBlaze
    KirinBlaze
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    The overhual to the Heavy Armor passive Bracing into Wrath.

    Wrath is REALLY nice I am enjoying the damage increase, but losing the 20% Block Cost reduction really hurt heavy armor. That passive was one of the the biggest reasons people used Heavy Armor to begin with.

    Now Heavy Armor builds are almost forced into using Sturdy to get back that lost reduction. 7 Pieces of Gold Sturdy will give you 21% reduced block cost reduction. So after getting back the lost 20%...Sturdy is actually only benefiting the HA user by 1%. (Consider the player already has 100 points to Block Expertise.) So as far as block cost goes for Heavy Armor...there is no change, only a nerf.

    This seems a little ridiculous considering the changes to Well-Fitted and how Medium Armor's Athletics Passive didn't change. So Medium armor suffers no loss to the cost of roll-dodge and can benefit immediately from using Well-Fitted as a trait. Medium Armor still also receives the base weapon damage buff (Agility Passive 12% increased weapon damage at Rank 2.) that no other armor passive had up until this patch, so the argument trade off damage for our block cost reduction doesn't seem valid considering Medium Armor has always had this passive and 12% of X Wep Dmg is, in most cases, way more that the fully stacked 200 of Wrath.

    If anything, perhaps the Passive Rapid Mending could be changed into giving Heavy Armor it's 20% Block Cost Reduction back over the increased healing. That is the only suggestion that comes to mind.
    Edited by KirinBlaze on April 27, 2016 3:41AM
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  • Ajaxduo
    Ajaxduo
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    I find myself at a bit of a loss when it comes to the shield changes. The duration was nerfed but sorcs can now combine it with the now buffed annulment to gain additional survivability. Doesn't that work against the changes that you intended? Don't you think it's time to rebalance shields as a whole and introduce major and minor shielding buffs? This way annulments change would be justified, although I still think the physical protection should be one of the morphs.
    Edited by Ajaxduo on April 27, 2016 4:32AM
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  • hrothbern
    hrothbern
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    There is no Official Feedback Thread for the changes done on HA, so I post it here:

    BUG

    Wrath of the HA skill line appears not to function.

    When I gather really a lot of low level melee mobs around me and get hit all the time (including my health slowly going down)
    1. Both the Weapon and Spell Damage values in the character overview do not change during the fight and stay at the same level as before the fight
    2. The scrolling damage output shown in the ESO UI from my light attacks do not change as well, and have the same value as when I start a fight with a first hit.

    Edited by hrothbern on April 27, 2016 6:49AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
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