What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.
The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.
This is the only balance resource change that was needed in ESO
Heavy Armor
Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.
And we got it—we actually got it.
Hankrabbit wrote: »This is a game. If you are a good gamer you adapt to the changes and find new ways to play your class successfully. If not you are a potatoe. Don't be a potatoe.
Hankrabbit wrote: »This is a game. If you are a good gamer you adapt to the changes and find new ways to play your class successfully. If not you are a potatoe. Don't be a potatoe.
ChildOfLight wrote: »The slight balance on Redguard race is absolutely necessary.
I'd suggest you to think about it with some sort of criticisim and open mind.
Redguard race is OUTPERFORMING on every side every other race in Pvp for EVERY stam-based character. (and honestly Adrenalin Rush comes super in handy during Pve too)
Why do I have to play an Imperial character ( example given) if redugards are stronger on every single side?
Balance is needed to guarantee some kind of alternatives during RaceChoosing screen.
Otherwise you'll find yourself playing: "Redguard Scroll Online: One Tamriel"
And this, honestly, su...is not good from my perspective. Good job on that, Zos.
lemme counter ur argument with facts.
Now to Imperial. you get a lot more HP 12% & same amount of stamina 10% with that you could easily adjust your build into less HP and more into recovery or cost reduction.
And for the passive u receive 6% health for melee attacks in 10% chance. 6% is roughly about 1.8k HP gain which is affected by any major or minor buffs or CP Quick Recovery & Blessed tree. That is about 2.4k++ HP gain easily.
Imperial could use a buff on proc chance of 10% to 20% on the passive
All in all other stamina based races are miles ahead (referring to redguard)
What the hell... I'm so glad this isn't my main game. The healing change to BoL is kind of cool—from a PvP perspective at least. This 180 degree cone is actually not that bad, there aren't many times on my PvP healer where I'm purposely hitting BoL to heal someone behind me—in fact that's never the case for me.
The DK changes basically delete DK from the game—DK is already the worst overall class in PvP. StamDK is the worst stam class, MagDK is only really useful in Small-scale PvP (It is good in Small Scale though.) This patch basically deletes small-scale from the game, and nerfs everyone's sustain—but it hurts DK the most. I play 5x light with two cost reductions, 100 into reduced cost and my talons are 2550~ this class has the worst sustain already, the CP being as it is helps MagDK more than any class—small scale helps MagDK have a niche, and those are the two things being nerfed the hardest. This patch just murders DK—you aren't even supposed to play this class, that's what the Devs are saying with this update. Don't play a DK. I'm a One-Star on my MagDK about to push for five stars—should I just buy a race change token to WoodElf, stack 4k stam regen and "3-2-1 My rapids" my way to AvA 50? Oh wait, I was going to do that anyway because of how poorly the class performs in group play.
This is the only balance resource change that was needed in ESO
Heavy Armor
Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.
And we got it—we actually got it.
yea if u are talking about raid group play stamina classes especially stamplar and stamdk are pretty much useless. Thus I tend to only play in small groups or solo. But I totally understand your frustration
leepalmer95 wrote: »Basically you dont agree with 90% of the changes?
Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.
leepalmer95 wrote: »Basically you dont agree with 90% of the changes?
Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.
leepalmer95 wrote: »Basically you dont agree with 90% of the changes?
Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.
LOL I guess nobody told you they have resource poisons in the game. There is no such thing as infinite sustain you noob. It's casual players like you who are ruining the game for everyone by complaining because you have no skill. You think that this nerf is gonna effect us more than you? It's just gonna make you even worse and annoy the hell out of the good playersleepalmer95 wrote: »Basically you dont agree with 90% of the changes?
Im quite happy they've killed of the infinite sustain crap that has plagued the game for a year, bringing sustain back as an actual thought in both pve and pvp is a good change in my book.
b) Shields will outperform ALL forms of healing
Reasoning due to
1) nerf to access to major mending classes
2) Increase of 30% cost of vigor
3) Bastion remains at 25% in CP tree while Quick Recovery, Blessed & EVEN HEALTH?! receives a nerf down to 15%
4) Shields are still affected by Major&Minor Protection (especially from pirate skeleton). 30% from major protect and shields are still non-critable as well!!
SOLUTION:
Either 1) Reduce bastion to 15%, remove cost increase of vigor & remove major and minor protection to all forms of shield
OR 2) Keep bastion at 25%, increase Quick Recovery & Blessed to 25% and remove major and minor protection to all forms of shield
No matter what major & minor protection should never be able to apply to shields (many players already agree to this and many forum posts has been written as well)
Oh and btw, what they should do to leeching strikes, make it cost nothing, just like the warden skill for sustain, and make it give minor mending and restore 500 stamina atleast per light atk.
sneakymitchell wrote: »@crusnik91 My question is do u heavy attack? Now players need to put points in tenacity in order to substain. U will survive with the nerf. Just heavy attack weave more often. Every player don't use heavy attacks they rather light attack and substain most the time. Or if not use one hand shield bash light attack and use a skill or whatever combo they have. We need this type of smart play in the game. And use pots every time but mostly when needed.
https://www.youtube.com/watch?v=snWLqD6r7KgThis is the list of untouched sustain skills and passive from other classes.- Mag Templar has minor magicka steal + rune focus + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Stam Templar has repentence passive&active + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Mag Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Capacitor passive (10% Mag recovery) + Dark Exchange (OP resource skill for morrowind) - CRAZY SUSTAIN
- Stam Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Dark Exchange (OP resource skill for morrowind)
- Mag Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%)
- Stam Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%) + relentless focus (8% stam regen)
exactly! with all these changes everyone is just gonna build for sustain in PVP. There goes all your build variation T-TNarvuntien wrote: »But I don't agree with the class skill changes, particularly templar , but also Nightblade and DK. I get they want to limit sustain so they nerfed the class sustain options but I think that is a mistake, those skills take up space on a bar you still need to decide to spec into sustain. There still needs to be the option to spec into sustain. That is the issue you can't spec into sustain because they nerfed ALL sustain.
Narvuntien wrote: »They want people to take damage sometimes when they have to heavy attack.
sneakymitchell wrote: »@crusnik91 I will adapt to may DK. I use drinks in pvp just like every other build should do in pvp. But if ur in a Zerg go ahead eat some food cause ur zerging! PVP should be more focused on trying to get enough resource in u without pumping in a lot of stam and say hey look at me with 40k stam and what not. We need this type of balance. It's not like they will get rid of battle roar and helping hands and put some crappy 5% cost reduction. And u will get little more magicka as a stam and more using helping hands and same goes to magicka DK. That's why whips are 10% cost reduction. We need more skill play in the game and smart decision choice between food or drinks. And even in combat (but if ur in a Zerg it's whatever). And also I got no points in warlord and doing fine using little tenacity and little mooncaf. And with redguard nerf with their passive. I was like yes tired facing substain race all the time.
Just adding a thought here: won't forcing player to make sure they use at least one good sustain set alongside a more role-oriented set, count as a sort of a return of the soft caps we had in the beginning?
I agree with the arguments presented by OP, in that they will affect the game as it is now and that there is a lack of actual balance between the classes. However, the other side of it is that it will reduce the "speed" of dps and hps and may make the game a more tactical affair in a group. Given the current state of the group finder, I am not sure it will be that good of an idea to run with randoms anymore, but that's a different issue.
I mean, currently, certain builds can put out a ridiculous amount of dps only because they have nearly infinite sustain avenues, even soloing. I predict that this will change and that content that had become a walk in the park for some will be a challenge again.
I still think the changes are unbalanced, though. I mean, thinking about stam vs mag: stam player has to halt recovery while blocking, has to waste their own resource while dodging, but there is no halt for magicka recovery while shields are up for instance, nor a passive that states that roll dodging or blocking will waste magicka instead (except for the ice staff passive). With all the stam nerfs, mag is simply getting more and more relevant - and they already were preferable.
Just adding a thought here: won't forcing player to make sure they use at least one good sustain set alongside a more role-oriented set, count as a sort of a return of the soft caps we had in the beginning?
I agree with the arguments presented by OP, in that they will affect the game as it is now and that there is a lack of actual balance between the classes. However, the other side of it is that it will reduce the "speed" of dps and hps and may make the game a more tactical affair in a group. Given the current state of the group finder, I am not sure it will be that good of an idea to run with randoms anymore, but that's a different issue.
I mean, currently, certain builds can put out a ridiculous amount of dps only because they have nearly infinite sustain avenues, even soloing. I predict that this will change and that content that had become a walk in the park for some will be a challenge again.
I still think the changes are unbalanced, though. I mean, thinking about stam vs mag: stam player has to halt recovery while blocking, has to waste their own resource while dodging, but there is no halt for magicka recovery while shields are up for instance, nor a passive that states that roll dodging or blocking will waste magicka instead (except for the ice staff passive). With all the stam nerfs, mag is simply getting more and more relevant - and they already were preferable.
https://www.youtube.com/watch?v=fKUBXt4DIOQsneakymitchell wrote: »@crusnik91 My question is do u heavy attack? Now players need to put points in tenacity in order to substain. U will survive with the nerf. Just heavy attack weave more often. Every player don't use heavy attacks they rather light attack and substain most the time. Or if not use one hand shield bash light attack and use a skill or whatever combo they have. We need this type of smart play in the game. And use pots every time but mostly when needed.
melloni_aleb16_ESO wrote: »sneakymitchell wrote: »@crusnik91 My question is do u heavy attack? Now players need to put points in tenacity in order to substain. U will survive with the nerf. Just heavy attack weave more often. Every player don't use heavy attacks they rather light attack and substain most the time. Or if not use one hand shield bash light attack and use a skill or whatever combo they have. We need this type of smart play in the game. And use pots every time but mostly when needed.
It's not a heavy attack problem ( Which is also another stamina past-nerf ), the changes make the dk stamina unplayable... I agree with Crescent ( good report )
sneakymitchell wrote: »@crusnik91 My question is do u heavy attack? Now players need to put points in tenacity in order to substain. U will survive with the nerf. Just heavy attack weave more often. Every player don't use heavy attacks they rather light attack and substain most the time. Or if not use one hand shield bash light attack and use a skill or whatever combo they have. We need this type of smart play in the game. And use pots every time but mostly when needed.https://www.youtube.com/watch?v=snWLqD6r7Kg
I do a lot of heavy attacks if I am not under too much pressure in outnumbered fights.
The nerf is too much simple as that. I can accept the nerf to ALL cost reduction from CP but the nerfs to DK's resource gaining passive is totally unnecessary.This is the list of untouched sustain skills and passive from other classes.- Mag Templar has minor magicka steal + rune focus + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Stam Templar has repentence passive&active + Restoring Spirit Passive(Reduces Magicka, Stamina and Ultimate ability costs by 4%)
- Mag Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Capacitor passive (10% Mag recovery) + Dark Exchange (OP resource skill for morrowind) - CRAZY SUSTAIN
- Stam Sorcerer has Unholy Knowledge passive(5%mag and stamina reduction) + Dark Exchange (OP resource skill for morrowind)
- Mag Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%)
- Stam Nightblade has Siphoning Strikes (even if it is nerfed) + Refreshing shadow passive(Increases Stamina, Health and Magicka Regeneration by 15%) + relentless focus (8% stam regen)
Why only nerf DK and leave out all other classes. DK doesn't even have any passive for cost reduction or any sort of recovery. The only way to sustain is to rely on helping hands & battle roar. With both of them gone, stam skills costing more, cost reduction gone, vigor cost increase, siphoner introduction and redguard nerf, yes I dare say even the best DKs will face BIG TIME sustain issues