Official Feedback Thread for Non-Class Changes

  • Helluin
    Helluin
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    Bow - Draining Shot: as already written by other ones, this morph is a little bit more interesting but its range could be increased (maybe the same of Destructive Touch or Destructive Clench for Scatter Shot and Magnum Shot, the same of Destructive Reach for Draining Shot).

    Fighters Guild and Mages Guild: like other ones I don't really like the clear division between Stamina and Magicka. It makes sense from several points of view and lore wise I appreciate it but at least something should be appealing within them.
    There should be at least a skill in the Mages Guild for stamina and in the Fighters Guild for magicka. Ultimates, both Dawnbreaker and Meteor, could be one physical and one magic/elemental otherwise ok as it is now in PTS.
    As I wrote before, Magelight and morphs are better than Expert Hunter and morphs; these should be improved and balanced accordingly.
    Edited by Helluin on May 1, 2016 12:04PM
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • TankHealz2015
    TankHealz2015
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    Fighter Guild changes are AWESOME!

    Dawnbreaker of Smiting now does knockdown on ALL targets, not just the undead. Fantastic!


    No, all stamina builds do not choose the other morph for 5% passive damage increase.
    Some of us choose the Smiting morph for the knockdown, and now it is even better.


  • NBrookus
    NBrookus
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    Second, adjust battle buff in pvp so that shield last half the time they use to in pvp.

    This way I feel like some skill as an exemple Harness magik who could last 8s. in pve would be good to help you deal with mecanic and such while give back a bunch of ressource but could be almost useless in pvp while only lasting 4 sec. Which would oblige people to use Something else. The same kind of adjustment could be made to Harneded Ward where it could last 16 s. in pve and be reduce to 8 in pvp, this way sorc still get some kind of real bonus from that specific aspect of their class, but get to be readjust for combat purpose in pvp.

    I also do feel that this adjustment is much needed to modifiy how one class is going to use different skill in pvp while keeping more versatility to it in pve.

    As an exemple Templar and their shield could be lasting 6 s. in pve while only 3 in pvp...

    Conceptually speaking, I like your idea, but a 4 second shield might as well not exist in PvP when 1-2 second lag is not uncommon. And it would also screw Templars who use Harness Magicka who were never on anyone's complaint list about shield stacking.

    Don't nerf in PvE -- because there's really no reason to -- and make it 8-10 seconds in PvP would be fine with my sorc. 8-10 seconds is long enough to usually provide some protection to sorc stuck in perma-CC wearing paper armor, but the shield prob wouldn't last that long in active combat anyway.

    Sun Shield should stay the same, because it explodes.
  • potirondb16_ESO
    potirondb16_ESO
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    Adding some more info to the Fighter's Guild stuff.
    Secondly, My base Ring of Preservation cost is 4353 Stamina (Confirmed this is the actual cost per cast). Now if I cast Evil Hunter, the cost drops to 2478 (Again, confirmed as the actual cost). This is a reduction of approximately 43%. Much more than the rated 28% Evil Hunter is supposed to give. (The same reduction is applied to the other skills as well.)

    @zerosingularity

    Hi, I think I know why Evil Hunter reduced your Ring of Preservation by that much,.

    I Wonder if it's not because CP reduction are not applying correctly from my calculation if the cost reduction is apply to the skill cost without cp, and that you actually lower the cost of it on the actual skill cost while cp is taken into account and then you reapply the cp reduction to the new skill cost it actually (if you use 16% cost reduction) give you a total of 43% skill cost reduction.

    So I'm kind of believing CP reduction is being apply twice while the actual 27% of cost reduction is being calculate on the skill as if there were no cp active.
  • zerosingularity
    zerosingularity
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    Adding some more info to the Fighter's Guild stuff.
    Secondly, My base Ring of Preservation cost is 4353 Stamina (Confirmed this is the actual cost per cast). Now if I cast Evil Hunter, the cost drops to 2478 (Again, confirmed as the actual cost). This is a reduction of approximately 43%. Much more than the rated 28% Evil Hunter is supposed to give. (The same reduction is applied to the other skills as well.)

    @zerosingularity

    Hi, I think I know why Evil Hunter reduced your Ring of Preservation by that much,.

    I Wonder if it's not because CP reduction are not applying correctly from my calculation if the cost reduction is apply to the skill cost without cp, and that you actually lower the cost of it on the actual skill cost while cp is taken into account and then you reapply the cp reduction to the new skill cost it actually (if you use 16% cost reduction) give you a total of 43% skill cost reduction.

    So I'm kind of believing CP reduction is being apply twice while the actual 27% of cost reduction is being calculate on the skill as if there were no cp active.

    A good thought, but it is not my CP. HOWEVER it did help me find out why though. You are likely correct in that there is double dipping of some form, but it is from both the FG passive AND the medium armor passive.

    I have 13.2% Reduction from CP, and the removal of this made no difference (still 43% reduction). If I remove the Medium Armor passive, my base vs reduced cost is 6175/4014, which is a 35% reduction.

    If I then drop the FG passive, it is now 7718/5557, which is 28%, exactly as it should be.
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  • GreenSoup2HoT
    GreenSoup2HoT
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    Devouring Swarm. Let it do disease damage. Give stamvamps the powa!
    Helluin wrote: »
    Magelight vs Expert Hunter

    Gladly Camouflaged Hunter is changed but, comparing Magelight's morphs and Expert Hunter's ones, there is a really big difference amongst these skills.

    Camouflaged Hunter and Evil Hunter should receive something different and more solid.
    Atm, with a stamina build, in PvE I'd prefer to use a potion with Major Savagery (at least is active on both bars) than slot these skills and in PvP I'd prefer Radiant Magelight over them simply because of the defense against sneaking attacks and Empower.

    I personally think the fix would be pretty simple. Instead of preventing players from stealth, reveal players in stealth like the old radiant mage light.

    Radiant Mage Light would act as the Anti Gank skill and Expert Hunter would be the Stealth Gank skill so to speak.

    I agree though, i'm going to use Radiant 100% of the time over Expert Hunter + Morphs.

    Edited by GreenSoup2HoT on May 2, 2016 2:12AM
    PS4 NA DC
  • Xsorus
    Xsorus
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    Fighters Guild Issues

    - Evil Hunter - This ability serves zero purpose..you basically have to spend 3k stamina to knock 1k stamina off the other abilities...meaning you have to use those abilities at least 3 times to make up for using Evil Hunter in the first place.

    - Silver Leash - Please just change this to a Gap Closer...the double tapping of this ability is bloody pointless...
  • Pappa
    Pappa
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    Evil Hunter (Expert Hunter Morph) question


    Is there any point to the Evil Hunter Morph anymore? I know it reduces the cost of Fighters Guild Abilities but it only lasts six seconds and costs a fortune in stamina to activate.
    Wouldn't it be more useful to have it give a 30 second buff, then at least you could spam silver bolts at a reduced cost, as it stands any stamina you save is used up in the stamina it uses to activate it.
    As it stands you don't even get a bonus to undead and Daedra anymore as those are now passive abilities

    Camouflage Hunter seems much better, just by having it slotted you get the crit a potion would give you, and by crouching get a 8% damage bonus after your first attack, much more useful.

    Why don't you change Evil Hunter to Empowered Hunter, upon activation you get a 4 second window to Empower you next Stamina based attack by 20%, much like the Might of the Guild Passive ?
    Edited by Pappa on May 4, 2016 12:28PM
    *Kiss the goat*
  • Armann
    Armann
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    Xsorus wrote: »
    Fighters Guild Issues

    - Evil Hunter - This ability serves zero purpose..you basically have to spend 3k stamina to knock 1k stamina off the other abilities...meaning you have to use those abilities at least 3 times to make up for using Evil Hunter in the first place.

    - Silver Leash - Please just change this to a Gap Closer...the double tapping of this ability is bloody pointless...

    Please make Silver Leash pull targets to you instead. And before you cry about DK's losing their unique stuff, they just gave every class Conjured Ward.
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  • Elsterchen
    Elsterchen
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    Charge abilities, such as Focused Charge and Shield Charge, will now fire more reliably.

    Reliable yes, but the term "shield charge" is a little missleading if one looks at the animation... how about "shield slowly walking towards enemy" ? No, seriously, the gap closers animation is awefully slow

    Ability costs are now color coded in the tooltip.

    Magicka costs are light blue
    Stamina costs are yellow-green


    I like that change, its nothing big or gamebreaking but its easier now to see what to choose.

    Dual Wield

    Blade Cloak: Fixed an issue where this ability and its morphs were not dealing their final tick of damage; they will now tick 6 times over their full duration instead of just 5 times.


    Ty, highly appriciated fix

    Hidden Blade: Increased the amount of time this ability and its morphs provide the Major Brutality buff to 20 seconds from 10 seconds.

    Since I use this skill as opener and to get rid of enemies using ranged weapons, the skill feels good as it is. I usually do not have a gap closer on the DW bar and Hidden Blade helps me to continue without one. Ty for the buff!

    Rapid Strikes (Flurry morph): In addition to the changes made to the base ability, the increase in damage for each subsequent hit has been increased to 3% more damage, up from 2% more damage, to account for the decrease in total hits.

    Note: This morph continues to increase the damage of subsequent hits as a morph effect.


    I used this ability a few times and failed to see a distinct change. I will have to test some more but I am unsure if this is working as intended, yet.

    general feedback

    I like the changes to heavy armor. They may only suit my personal playstyle, but I didn't run into any problems due to ressouce management or higher blocking costs. Sure, I am not the rolling-dodging-much type of player (I usually just run/walk fast out of stupid) so I wouldn't now about that. Adding to it I block when necessary only and even less often when confronted with multiple attackers.The buff on physical and spell resistance is noteable, not only giving me an overall "tankier feeling" but making it harder for enemies to beat me down.

    Did I already say I like it, well I really do.

    I tried some 1H&S during testing, some weapon I started with and which i gave up around patch 1.6... and I really had fun fighting boss and multiple adds using 1H&S abilities most of the time. I only switched to DW to reduce the time I need to beat them down (increase my DPS) a little ... However, the main reason is just that my testing time is limited, once the DLC is live I will undust my shield for sure. :smile:

    I guess its the changes to heavy armor that make 1H&S enjoyable again.

    The only thing I wondered about is the ability: Ransack (a morph of puncture), which gives the user Minor Resolve (i.e. 990 physical resistance for 12s) . The way I see it, its useless for HA wearers, because of the general buff to HA and as it stands it seems to be really weak for MA or LA users. ... it seems Major Resolve would be more fitting for this skill, especially when one looks at the other morph: Pierce armor, that grants major fracture and major breach, reducing the targets physical and spell resistance by 5280 for 12s.

    Please have a look at this, ransack, could be a viable option for non-heavy armor Shieldmaiden and Shieldman ... however imho it needs a little reworking.
  • Docmandu
    Docmandu
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    wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.

    As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.

    Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.


  • STEVIL
    STEVIL
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    Docmandu wrote: »
    wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.

    As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.

    Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.


    Well, farming for ha mats is much the ssme as for the others and zos doesnt set player to player prices for sales.

    What are you suggesting?
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  • NewBlacksmurf
    NewBlacksmurf
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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 ?

    Why would you need to have on heavy to use it?
    The light armor shield doesn't require this not do class spells
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  • Gnaticus
    Gnaticus
    Soul Shriven
    BUG: Dawnbreaker and Morphs do not scale off of stamina, they continue to scale off of Magicka, Elfborn and Elemental expert. The tool tip is erroneous and does damage as expected from Magicka not Stamina values.
  • boaz733
    boaz733
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    hould heavy armor be heavier?
    to me it feels like heavy armor values should be higher than just 1/4 more than medium armor.
  • ferryofacheronub17_ESO
    ferryofacheronub17_ESO
    Soul Shriven
    I felt as if Kvach Gladiator set should have another set bonus besides double weapon critical, execute for heavy attack is pretty useful on a 1h shield char that lacks one but I feel the crit pigeonholes it away from 1h shield.
  • Agency79
    Agency79
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    Helluin wrote: »

    Fighters Guild and Mages Guild: like other ones I don't really like the clear division between Stamina and Magicka. It makes sense from several points of view and lore wise I appreciate it but at least something should be appealing within them.
    There should be at least a skill in the Mages Guild for stamina and in the Fighters Guild for magicka. Ultimates, both Dawnbreaker and Meteor, could be one physical and one magic/elemental otherwise ok as it is now in PTS.

    Yea, make 1 meteor morph physical and leave smiting as the Magicka morph for Dawnbreaker
  • GRYM.LOCKE
    GRYM.LOCKE
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    @Wrobel and @ZOS_GinaBruno

    any chance you have read my previous post 4/5 days ago and have some feedback ?

    Thanks
  • icenstorm
    icenstorm
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    the last hit of rapid strike is doing like 38 total damage when its ment to do 300% more damage then the hit before it
  • exiledtyrant
    exiledtyrant
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    After using the fighter skills more often the Ring of Preservation and Evil hunter seem like their effects should be reversed. It doesn't really make sense to try rolling around a small circle. A roll in any direction basically takes you away from the ring of preservation buff you want to stay in. If it reduced the cost of skills while staying inside the buff it would feel better. A non stationary buff like evil hunter decreasing dodge roll cost would make sense since it's something you use while on the move.

    The decrease of fighter guild abilities as a buff is kind of unsatisfying to begin with. The skills have all been made really good, but only good enough to slot one or two per bar. One of those skills slotted is also more than likely dawnbringer or evil/camouflaged hunter. Fighter skills aren't really something to be spammed to make use of the extra cost reduction of evil hunter.

    Evil hunter with a dodge roll cost decrease on a longer duration than 6 second duration and a better stationary buff(block cost reduction?) for ring of preservation would be ideal in my opinion.
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  • WhiteNoiseMaker
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    I'm gonna chime in here as well.
    1. Silver Leash I too agree that if selecting this morph, it should automatically convert to a one-step gap-closer instead of requiring two taps. Otherwise it seems to remain fairly solid.
    2. Expert Hunter (and morphs) These felt gutted and underwhelming. It's simply no longer worthwhile to slot these much less spend skill points on them. Bring back the bonus damage as general bonus damage. The percentage chance of a proc was never that high to begin with, and this way the FG Undead/Daedra/Werewolf Damage Passives will enhance it and make it actually worthwhile.
    3. Circle of Protection (and morphs) I feel like these are way too expensive, though if slotted with Expert Hunter, it could be a synergetic buy. I do confess I like the Ring of Preservation morph's Dodge bonus. But Turn Undead is serious underwhelming and needs something more to justify both purchase and slotting.
    4. Blood Altar (and Morphs) I haven't hd the best chance to test this yet, but I'm already missing my old Major Fortitude...
    5. Trapping Webs I LOVE how this is now an area CC ability, and I think the revisions on spot-on what was needed! I do agree that one of the morphs needs to be swapped for Magicka though, Do that and this power revision is perfect!
  • Docmandu
    Docmandu
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    STEVIL wrote: »
    Docmandu wrote: »
    wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.

    As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.

    Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.


    Well, farming for ha mats is much the ssme as for the others and zos doesnt set player to player prices for sales.

    What are you suggesting?

    Since the mats follow supply vs demand, the demand for Tempering Alloys is automatically higher since it's used for more stuff and will give the most benefit to a character's stats.

    Don't really have a suggestion... just giving feedback.
  • Yolokin_Swagonborn
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    Vampire changes are OK but they really need one more little tweak.

    There should be a MINIMUM time for each stage. Its great that the stages can last 6 hours now but if you actually like playing in say stage 2 or 3 for theorycrafting purposes you should get at least 45 minutes in that stage even if you are spamming vampire skills.

    Everything else can stay the same but the reduction in stage time everytime you use a skill should stop in the last hour or 45min.

    Edited by Yolokin_Swagonborn on May 8, 2016 7:38PM
  • dodgehopper_ESO
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    Docmandu wrote: »
    wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.

    As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.

    Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.

    The elephant in the room is that everything about being a Tank is more costly. There's a reason I threw in my shield. I don't have time to throw the resources at keeping up with it right now. It isn't just one thing, but a multitude of issues.
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  • Spearblade
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    As said above, Silver Leash. Yes. Double tap gap closer is annoying. Just make it a one tap gap closer. While I also like the idea of having it pull NPC's to you, CC immunity is too high of a probability when my Stam Sorc doesn't have a Class gap closer.
  • Docmandu
    Docmandu
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    Docmandu wrote: »
    wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.

    As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.

    Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.

    The elephant in the room is that everything about being a Tank is more costly. There's a reason I threw in my shield. I don't have time to throw the resources at keeping up with it right now. It isn't just one thing, but a multitude of issues.

    Which is why I think it's important for ZOS to think about this.. The dungeon finder already has issues finding tanks and healers.. making being a tank harder / more expensive surely won't help!
  • Tdroid
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    Any chance that they are going to adress racial imbalance? A little curious as to why the Nords remain a pretty bad choice for a warrior(lacking a stamina bonus and all), despite their lore. Not sure how Argonian holds up currently.

    @ZOS_GinaBruno
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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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).

    Stamina guild buffing Stamina damage say it's not so. Also one gave you a weapon bonus and the other dealt more magic damage now you can have a general damage bonus or a most powerful ultimate. Now if you want to give up a Magic Guild ultimate for stamina damage then I'm all for it.

    Point is Fighter's Guild buffing weapon is just like Mage's Guild passives buffing Spell damage. Fighter Guild = Stamina Mage's Guild = Magic.
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  • byrom101b16_ESO
    byrom101b16_ESO
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    "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."


    Indeed - but keeping the 9% damage but still having it linked to FG skills means it won't be used. Who is going to use Dawnbreaker in PvE trials etc???
    Edited by byrom101b16_ESO on May 9, 2016 2:54PM
  • GoodOlPinkly
    GoodOlPinkly
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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).

    Stamina guild buffing Stamina damage say it's not so. Also one gave you a weapon bonus and the other dealt more magic damage now you can have a general damage bonus or a most powerful ultimate. Now if you want to give up a Magic Guild ultimate for stamina damage then I'm all for it.

    Point is Fighter's Guild buffing weapon is just like Mage's Guild passives buffing Spell damage. Fighter Guild = Stamina Mage's Guild = Magic.

    Lol wow and what passive in the mages guild buffs spell damage?????? I really wish to know cause I've never seen it?
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