3. Radiant Oppression. It needs to be changed. It is too good, too easy to use. There is no skillful counter.
4. Shields. I agree with the shield changes. However, Sorcs need something in exchange
Siege was over-buffed in the TG patch and now with the increased costs in the DB patch it makes it even harder to cleanse and heal up, particularly for non-templars. Siege shield and purge are under-performing. Hell, the entire Support skill line is under-performing.
Many skills have too many secondary and tertiary effects - most of them being added snares. If the skill is meant to snare, make it like cinder storm, if it's just there 'because', take it off.
Feel free to correct me, but I think major defile is available in more armor sets than any other debuff in the game, with fasalla's able to stack on top of that. DFs and banners are also pretty common in cyro. This is obviously going to impact a templar most, but for other classes with a weak capacity to cleanse, they're hit pretty hard as well.
Many of the passives and skills were designed back when soft caps were a thing and after many half-hearted and poorly thought out balance changes, we're in dire need of a re-evaluation of skill costs and effects. Many passives are useless. Should eclipse really cost as much as breath of life? Really? Should it be as utterly useless as it is (even AFTER Wrobel recently focused on the skill, tried to make it better, and ended up making it worse)? Should skill-line passives make the active skill WORSE (i.e. eclipse)? How is that left in game for a week, much less 5+ months?
Siege was over-buffed in the TG patch and now with the increased costs in the DB patch it makes it even harder to cleanse and heal up, particularly for non-templars. Siege shield and purge are under-performing. Hell, the entire Support skill line is under-performing.
OK, we've had a week and a full weekend to get a sense of Dark Brotherhood PvP changes. This thread is for discussion of constructive balance suggestions.
I will start with just a few:
1. Armor penetration is too high. Sharpened DW + Light Armor = 10k with zero effort. Add a little effort (Destro Staff, Maul, plus Major Breach) and you're at ~15k penetration. While not bugged, this is like the old Sharpened bug of patch 1.6. In 5H and a shield you're at barely 18k armor -- aka zero armor. My suggestion: leave penetration as is, buff Heavy Armor values by ~50% OR change armor mitigation scaling (650 armor = 1% mitigation is total ***). Also, remove armor mitigation hard cap -- why is there no cap on damage while there is a cap on mitigation?
2. Gap Closers. Are messed up. This actually is a balance issue, not just a bug issue. Already several threads on this.
3. Radiant Oppression. It needs to be changed. It is too good, too easy to use. There is no skillful counter. If the damage stays the same, it should be cut back to 20m range. Otherwise it needs to be dodge-able. (side note: Magicka templar is pretty much the top of the food chain right now because of the shield changes.)
4. Shields. I agree with the shield changes. However, Sorcs need something in exchange -- re-work Surge or that stupid self-snare skill which is supposed to heal you into a viable self heal.
5. Magicka DK. This will be an entire thread with numbers. Bottom line: its a completely gutted class left in the dust by four patches of gameplay mechanic changes. I still play it out of pure stubbornness. Starting point for balance: Major Evasion to Cinder Storm, exempt Dragon Blood from Battle Spirit, some form of extra ultimate generation (perhaps as a function of damage taken or damage taken at low health), access to damage mitigation buffs.
Let's keep it constructive and civil.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
@Kilandros poisons are not purgable
not even gonna tell you about sorc you're probably salty from pre DB
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
then play your sorc delsk
Poisons coupled with the purge change is brutal. You want that fire ballista dot purged, but instead purge off minor fracture and minor defile.
#1 soooo much.... I'm taking ridiculous hits even with 35k resists and 2.3k impen..... I can understand why people just say screw it and go full qq damage.... Building for Defence is neigh impossible...
OK, we've had a week and a full weekend to get a sense of Dark Brotherhood PvP changes. This thread is for discussion of constructive balance suggestions.
I will start with just a few:
1. Armor penetration is too high. Sharpened DW + Light Armor = 10k with zero effort. Add a little effort (Destro Staff, Maul, plus Major Breach) and you're at ~15k penetration. While not bugged, this is like the old Sharpened bug of patch 1.6. In 5H and a shield you're at barely 18k armor -- aka zero armor. My suggestion: leave penetration as is, buff Heavy Armor values by ~50% OR change armor mitigation scaling (650 armor = 1% mitigation is total ***). Also, remove armor mitigation hard cap -- why is there no cap on damage while there is a cap on mitigation?
2. Gap Closers. Are messed up. This actually is a balance issue, not just a bug issue. Already several threads on this.
3. Radiant Oppression. It needs to be changed. It is too good, too easy to use. There is no skillful counter. If the damage stays the same, it should be cut back to 20m range. Otherwise it needs to be dodge-able. (side note: Magicka templar is pretty much the top of the food chain right now because of the shield changes.)
4. Shields. I agree with the shield changes. However, Sorcs need something in exchange -- re-work Surge or that stupid self-snare skill which is supposed to heal you into a viable self heal.
5. Magicka DK. This will be an entire thread with numbers. Bottom line: its a completely gutted class left in the dust by four patches of gameplay mechanic changes. I still play it out of pure stubbornness. Starting point for balance: Major Evasion to Cinder Storm, exempt Dragon Blood from Battle Spirit, some form of extra ultimate generation (perhaps as a function of damage taken or damage taken at low health), access to damage mitigation buffs.
Let's keep it constructive and civil.
RinaldoGandolphi wrote: »#5 - Believe it or not, Magicka DK has been a blast for me this patch. I dropped vampire and went back to my duel Staff Pyromage roots and its money. Stacking Healing Ward + Dampen Magic when being pressure will save your life, and Fossilize + Shooting Star i+ Burning Talons at the end is just a major ouch...Molten Whip + Burning Embers + Engulfing Flames is just awesome, and fully charged Flame Staff Heavy Attacks with Molten Arms and a few points in Staff Expert can hit up to 30k, I was getting 28k hits in TG update with it..and Vicious Death as a Dunmer Fire mage is just lol, the amount of Flame Damage is just absurd. Sure the class still has short comings, and is far easier to be zerged then other classes, but its much better off then it used to be say 6 months ago, still some room for improvement, but its far more fun then it used to be.
Some good and bad, but 1 and 2 def need fixed sooner rather then later.
Many of the passives and skills were designed back when soft caps were a thing and after many half-hearted and poorly thought out balance changes, we're in dire need of a re-evaluation of skill costs and effects. Many passives are useless. Should eclipse really cost as much as breath of life? Really? Should it be as utterly useless as it is (even AFTER Wrobel recently focused on the skill, tried to make it better, and ended up making it worse)? Should skill-line passives make the active skill WORSE (i.e. eclipse)? How is that left in game for a week, much less 5+ months?
Group fights are still won and lost over prox det. Why is this skill the end-all-be-all of pvp? FFS just get rid of it.
Negates are OP as F, invisible negates even more OP.
The only skills required are block or LOS, it's really pretty easy to deal with.
Joy_Division wrote: »Dunno if it's just desperation, but I'd live with all of these balance issues if I could just have sound, not be randomly teleported halfway across the map, and have my ultimates and potions fire off when I press the button.
Sallington wrote: »The Surge nerf should be reverted for sure.
That being said, I think the biggest issue in DB is the changes to combat animations/prioritization. Activating skills is far more sluggish and unresponsive, making active damage mitigation more difficult which in turn magnifies the issue of increased penetration.
Detect pots still makes the Nightblade cloak useless. Just saying.
Siege op, shields op, penetration op, Radiant lacking counterplay, purge sucking, stam sorc sucking, magicka DK sucking when solo, magicka lacking snare removal, blah blah blah.
Yea there are a lot of unbalanced mechanics. We've communicated them all and banged our heads against their silly forum defenders at every turn.
Honestly at this point I just want these stupid animation changes reverted. The combat system has been fundamentally changed, and it feels clunky and slow. I'm not enjoying PvP right now, and I have several close friends and guildies who have stopped playing indefinitely...
Siege op, shields op, penetration op, Radiant lacking counterplay, purge sucking, stam sorc sucking, magicka DK sucking when solo, magicka lacking snare removal, blah blah blah.
Yea there are a lot of unbalanced mechanics. We've communicated them all and banged our heads against their silly forum defenders at every turn.
Honestly at this point I just want these stupid animation changes reverted. The combat system has been fundamentally changed, and it feels clunky and slow. I'm not enjoying PvP right now, and I have several close friends and guildies who have stopped playing indefinitely...
Siege op, shields op, penetration op, Radiant lacking counterplay, purge sucking, stam sorc sucking, magicka DK sucking when solo, magicka lacking snare removal, blah blah blah.
Yea there are a lot of unbalanced mechanics. We've communicated them all and banged our heads against their silly forum defenders at every turn.
Honestly at this point I just want these stupid animation changes reverted. The combat system has been fundamentally changed, and it feels clunky and slow. I'm not enjoying PvP right now, and I have several close friends and guildies who have stopped playing indefinitely...
Siege op, shields op, penetration op, Radiant lacking counterplay, purge sucking, stam sorc sucking, magicka DK sucking when solo, magicka lacking snare removal, blah blah blah.
Yea there are a lot of unbalanced mechanics. We've communicated them all and banged our heads against their silly forum defenders at every turn.
Honestly at this point I just want these stupid animation changes reverted. The combat system has been fundamentally changed, and it feels clunky and slow. I'm not enjoying PvP right now, and I have several close friends and guildies who have stopped playing indefinitely...
RinaldoGandolphi wrote: »#5 - Believe it or not, Magicka DK has been a blast for me this patch. I dropped vampire and went back to my duel Staff Pyromage roots and its money. Stacking Healing Ward + Dampen Magic when being pressure will save your life, and Fossilize + Shooting Star i+ Burning Talons at the end is just a major ouch...Molten Whip + Burning Embers + Engulfing Flames is just awesome, and fully charged Flame Staff Heavy Attacks with Molten Arms and a few points in Staff Expert can hit up to 30k, I was getting 28k hits in TG update with it..and Vicious Death as a Dunmer Fire mage is just lol, the amount of Flame Damage is just absurd. Sure the class still has short comings, and is far easier to be zerged then other classes, but its much better off then it used to be say 6 months ago, still some room for improvement, but its far more fun then it used to be.
Some good and bad, but 1 and 2 def need fixed sooner rather then later.
Mag DK can be rough solo, but it's currently one of the best specs for group play.
Siege op, shields op, penetration op, Radiant lacking counterplay, purge sucking, stam sorc sucking, magicka DK sucking when solo, magicka lacking snare removal, blah blah blah.
Yea there are a lot of unbalanced mechanics. We've communicated them all and banged our heads against their silly forum defenders at every turn.
Honestly at this point I just want these stupid animation changes reverted. The combat system has been fundamentally changed, and it feels clunky and slow. I'm not enjoying PvP right now, and I have several close friends and guildies who have stopped playing indefinitely...
Didn't Magicka builds get Mist Form for snare removal?