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Balance changes I'd like to see for TESO:Morrowind

  • IcyDeadPeople
    IcyDeadPeople
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    The balance in this game will never be perfect, but already it has improved so much since launch. Finally, at this point you can make a viable character with any of the four classes and your choice of stamina or magicka, light, medium or heavy armor. This was certainly not the case until relatively recently.

    Light-Med-Heavy Armor Balance
    The main balance issue I'd hope to see addressed soon is light and medium passives need a slight buff, perhaps add physical penetration to medium and spell crit to light or boost the light armor concentration spell pen passive.

    It is great that heavy armor is finally a viable option, but (as was the case with medium in 1.6), it seems the buffs pushed the balance a bit too far in the direction of heavy armor. Currently there is not much reason to go with light or medium when heavy provides such excellent sustain, incredibly high resistances and very little tradeoff for damage output.

    Racial Passive Balance
    Beyond that we also have the issue of lack of balance among racial passives where High Elf and Redguard tower above the other races for most builds in PVP. I'd like to see slight buff to Imperial, Nord, Argonian, Breton, Orc and perhaps make the khajiit Carnage passive apply to spell crit as well.
    MaxwellC wrote: »
    Addressing Soft CC spam: One of the most annoying things to have to deal with is someone spamming Soft CCs like Talons, encase, bombard (think it's somewhat fixed), Ice staff destro touch/Heavy attack, and cripple grasp to name a few. People sit there spamming it to no end and unfortunately it has no counters
    There are several good counters for this: retreating maneuvers, ritual of retribution/extended ritual, efficient purge, forward momentum.
    MaxwellC wrote: »
    Addressing Block casting: Block casting is one thing that really is annoying facing both stamina or magicka users who do this. [/b]
    For quite a lot of builds, block casting is the only viable counter to crit rush+dizzying swing+dawnbreaker+executioner. Remove or penalize block casting and I suspect we would have a plague of dizzying swing spammers. The counter to people who have specc'ed into block cost reduction is either make them drop their block with fear, invigorating drain, fossilize, etc, or burn down their stamina with jabs, rapid strikes, etc.
    MaxwellC wrote: »
    Remove Bastion and shattering blows:
    This would result in magicka sorcs and 80k health templars being the only class with access to large shield.
    MaxwellC wrote: »
    Make damaging proc set share an internal cool-down: I don't feel that you should potentially have 3 different proc sets hit you all at once as that IMO is insane and definitely not balanced. The nerf to proc sets is fine but to make an example out of the popular class that uses proc sets for ganking i.e. Nightblades; their ultimate incapacitating strike still buffs the proc sets within the time frame it's buff is up. Even without a Nightblade being an example, any class can provide pressure then potentially have all 3 sets proc almost at the same time killing the enemy in front of you.
    What I believe should happen.
      [*] A cool-down on damaging proc sets which would encourage players to rely more on their class skills or weapon skills rather than armor killing someone.
      [*] Proc sets should proc one at a time based on the type of armor. So for example If I wear 2 velidreth 5 widow maker (chest/legs/waist/boots/gloves) and on my weapons I use dual wield viper and 3 piece jewelry viper; Widow will take priority than velidreth, then viper.
      There are so many different kinds of proc sets. Some of them do a lot of damage and some are weak. If specific sets are causing too much damage even without crit, then nerf the damage of those sets instead of across the board everything that procs.
      MaxwellC wrote: »
      Mage's guild Empower should benefit only magic related abilities: I don't see why this isn't a thing but the empowerment provided by mage's light should only apply to magic related abilities not every ability. This has encouraged players to use this while in stealth to proc gank down enemies who don't expect anything to happen. This will make it so you will have to use your class skill or weapon ability to provide empowerment if you're a stamina character as this change benefits magic users.
      It only empowers the very next attack, not the procs resulting after that attack. Mage's guild Empower is a fantastic skill that is fun to use and I'd like to see it remain available for diversity in both stamina and magicka builds. If you find you are getting ganked frequently, I'd say the easiest counter is to slot radiant magelight. This cuts down stealth damage in half and removes the stun. It's pretty hard to gank someone with radiant magelight and 7/7 impen.


      Edited by IcyDeadPeople on March 12, 2017 12:17AM
    • Domander
      Domander
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      MaxwellC wrote: »
      @Domander Casting a root isn't free but that doesn't stop me lol. I can do the same on my Stam DK by utilizing fossilize with trap beast all over. Either you roll dodge out of my trap or keep the DoT fresh on you. While you try to escape I still have breathing room to recover my resources while you consistently burn through it.

      The slotting heal comparison is very poor to make you should try another to get the point across.

      Soft CCs is a problem to in the sense what I like to do on my Mag DK is when my alliance zerg classes with another (preferably on sejanus bridge) I will pop an invis pot and run behind where I wait for my pot to come back up then drop down and talon everyone while I pop my destro ulti. That's probably the easiest way to wipe so many people especially when your allies jump into themix.

      There's nothing wrong with that scenerio, one dodge roll will both take you out of talons and out of talons range, and probably out of the destro ult. An immunity would also nerf DKs more.

      The thing that really makes it effective is that both purge and rapids are greatly underutilized. Both are group wide and only needs to be cast by one player, sounds a lot like the opposite or "counter" of talons.
    • qsnoopyjr
      qsnoopyjr
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      What about traits?

      Spell penetration
      Mundus

      Thats it.

      Several other traits.. Don't even bother with them. They only fit in 5% of the time.

      That good balance?? I don't think so.
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