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We will be performing maintenance for patch 11.2.0 on the PTS on Monday at 8:00AM EDT (12:00 UTC).

PTS Feedback Thread for Class Balance

  • Ivan04
    Ivan04
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    Copying my response from another thread - https://forums.elderscrollsonline.com/en/discussion/337234/thread-for-those-who-actually-tested-in-pts

    I tested stuff on PTS, I started with copying my pvp build (stam dk on a template) and seeing if it can sustain against pve mobs. I was able to solo a part of the normal dungeon with it, and it was harder than soloing vet on live. I was satisfied with sustain, it basically only dropped a tiny bit in 1v1 situations.
    Then I decided to test PVE dps, almost succesfully copied my live pve dps build and got exactly the same results as on live on a target dummy - 23-24k dps. The lag was really messing me up though, felt like air is water. I weaved (or tried to) some (or a lot?) of heavy attacks, sustain wasn't too much worse, but I of course had put on some extra stam regen.

    Then I tried PVE tanking and it, sadly, left a very bad impression. On live I can go and try to solo a vet dungeon, here I can barely hope to hold off a group of vet mobs while panickingly attempting to replicate my group buffing on live as well as taunting. I'd say PVE tanking took an incredibly huge hit, I can't believe it. Maybe devs think that all tanks just stand there healing through damage, using taunt and debuff once a minute. But no, if I wanna be useful to my team I must taunt and debuff all the mobs, and cast group buffs after it. Here I was barely able to taunt one group of vet mobs, not even doing buffs/debuffs, barely healing myself.

    Later I came to test dueling. Well, I guess I can say I enjoyed me experience, everything feels a tiny bit more balanced. Endless duels are not going anywhere of course. But at least there will be generally less of them, skill and internet connection now play a much bigger role, as well as tactics. Older and slower guys are never going to bother themselves to come and play any form of PVP outside of a team of thirty brave men, 1v1s are nice now.
  • Ivan04
    Ivan04
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    Why not make resource return from Battle Roar and Helping Hands have diminishing returns? That would feel a lot more unique, and it could be adjusted well enough so it fits in the current meta.
  • AuT6GHad
    AuT6GHad
    It will be impossible to sustain for DK DD's.
    Sorcerer will still be the best class for DPS.
    Magicka NB's got another nerf. :#
    Templar will be *** Supporters.

    Here is a list of thinks I like or don't like:
    1.
    I really like the changes made in the CP System. I hope that this will make the content a bit harder, which would mean funnier in my opinion. Furthermore the more frontloaded system will make the gap closer between new players and veterans. These changes seem to be a step in the right direction.

    2.
    The reduced cooldown for blocking will definitely make tanking more challenging. This should be a good move, because thus far it was hard for tanks to run out of stamina anyway.

    3.
    To make Stamina abilities more expensive seems OK for me.

    4.
    The Battle Roar nerf sucks! It is the only way to sustain for DK DD’s. If you want to nerf this passive it should be a buff if the maximum resource is below 30,000.

    5.
    The nerf of the Helping Hands passive is too much as well. If you want to nerf this passive it should be a buff if the maximum resource is below 27,000.

    6.
    I don’t like the changes you made to gain the Major Mending buff. In my opinion the ways to gain the buff should stay the same, but I can understand that this buff is too strong. A solution to this would be to reduce the healing done of Major Mending to 15%.

    7.
    I like the change of Leeching Strike, but I can’t understand the nerf of Siphoning Attacks. Magicka NB is the weakest class in PVE anyway.

    8.
    I hate the changes you made to the Shards. It makes no sense that these unique class abilities benefits should now be accessible to every class (Necrotic Orb). The shared cooldown with the Necrotic Orb synergy is therefore crap. It would be more skill-based if Shards restore Stamina and orb Magicka. If you want to nerf these skills, just reduce the amount of resources they restore.

    9.
    I do not like the Repentance change, but if you let the Shards as they are, it seems OK for me.

    10.
    Rushed Ceremony should be an “oh ***” heal, if some drops fast. Therefore it should heal around you, but maybe more expensive.

    11.
    Do not change the Sacred Ground passive. Just reduce the buff of Major Mending.

    12.
    The nerf of the Constitution passive seems to be too high. Instead I would nerf the Wrath passive. Tanks should not do damage that’s a pain in the ass in PVP.

    13.
    The increased cost of Vigor is a pain in the ass, since it is the only Stamina-based heal.

    14.
    Do not nerf Redguards again.
  • exiledtyrant
    exiledtyrant
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    * In general, what are your thoughts on the class balance in this update?

    If the general consensus is to lower sustain across the board I think the changes hit their mark. This doesn't really bother me one way or another. As long as the classes fall into separate tiers of sustain ( from best to worst) I'm happy. Would like sorcerers to remain in the best tier of sustain considering they were placed into that niche after receiving less healing and mobility to compensate.

    * How long did it take you to run out of resources? What did you do in this case?

    On my full damage setup It took me around a minute to run out while spamming stamina pots and about 30 seconds without pots. During down time you have to spam heavy attacks. My armor set uses heavy attacks so this happens every so often anyway, but the frequency really picked up when out of resources. Quite frankly once you bottom out there is no comfortable gap where you can use your full rotation again.

    * Did you change your character/build in any way because of these changes? How so?

    I did alter my characters regen quite a bit. I slapped on 3 legendary regen glyphs, and ate stamina regen+ health food. I topped off at around 2850 regen or 3156 regen when I weaved in whirling blades for stamina regen. I no longer needed pots and my stamina upkeep was trivial. I was able to weave in 7 skills into my rotation without ever running out. My stamina regen bonuses totaled up to 50%.


    As a consequence of this adjustment my dps has dropped substantially. Losing every weapon enchant + 5k+ stamina food after % modifiers equates to a little over 1k weapon damage lost. Every 500 weapon damage boost tooltip damage by about 10% so we are looking at a skill wide damage reduction of 20%. This has translated into roughly 20% loss of dps on my character.

    Considering I had already lost a large chunk of DPS from my sets (Storm Master / Morkuldin) due to the proc set changes I am not operating at a dps level of around 12-14k. Last patch took my single target from 20-23k DPS to 18-15k. This patch has hobbled me even further to 14k or below. I am now so below the 20k single target threshold needed for dps checks on most end game content that my sets are officially ruined.

    Again anything outside of cookie cutter sets and DW/bow is being pushed head first into the mud. Two patches ago I played double dual wield using Shock Master/ Morkuldin, pumped out the 20k+ needed for single target and 50k+ for
    AOE . This was viable and a fun experience for me. Now if I attempt any of my off meta stam DPS setups I am dead weight.


    In conclusion I like the new changes to sustain. I have never been a fan of the spamfest ESO has become, in fact it is what has turned me off from combat every so often between patches. That being said the system also plays like it is built around ability spam. The heavy attack mini game is not very engaging, therefore people are forced into high sustain builds that drastically lower damage. Meanwhile lowering damage across the board is not the same for everyone and can be detrimental when it lowers a play style below the DPS threshold. Weaker DPS setups need to be reevaluated and the Combat team should consider if keeping DPS checks within the game is a boon or detriment to overall build/content diversity.

    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • Durham
    Durham
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    One of the things that we need to be talking about is the amount of stacked nerfs to certain class archetypes...
    For example Stam PVP DKS 10 nerfs were stacked on them .... Im not just talking about class nerfs but archetype nerfs.... Universal nerfs affect classes as a whole but when they are stacked it can be devestating ....

    1st
    Heavy Armor Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.
    2nd
    Helping Hands: This passive ability now restores Stamina based on your character level instead of your Max Stamina.
    Developer Comments: This will be a buff if your Maximum Stamina is below 19,800 and a reduction if it is above (19,800).
    3rd
    Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).
    Developer Comments: This will be a buff for each particular resource if your maximum is below 26,000, and a reduction if it is above (26,000).
    5th
    The prime nerf, practically increasing block cost twice when compared with current state:
    Reduced the cooldown for being charged Stamina or Magicka to block an attack to 0.25 seconds from 0.5 seconds.
    Developer comment:
    7th
    Igneous Shield (Obsidian Shield morph): The Major Mending buff granted by this morph is now tied to your own damage shield. If the damage shield is removed, the Major Mending bonus will also be removed.
    8th
    Stamina abilities are now universally 15% cheaper than their Magicka counterparts, originally being 20% cheaper.
    9th
    Mooncalf, Arcanist, Tenacity max bonus reduced to 15% from 25%
    10th
    Warlord and Magician removed

    I think we need to go forward with universal nerfs first see how they affect the game then tune the classes .... Leave classes alone until we see the effects of the universal changes.... Just the unversal changes to the above meta will be severe!

    Edited by Durham on April 22, 2017 3:58PM
    PVP DEADWAIT
    PVP The Unguildables
  • Durham
    Durham
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    Ivan04 wrote: »
    Why not make resource return from Battle Roar and Helping Hands have diminishing returns? That would feel a lot more unique, and it could be adjusted well enough so it fits in the current meta.

    There is actually no need for the change with battle roar and helping hands ..... The blocking change is huge already 50% nerf.. when you add in vigor effectively costing 50% more... and all other Stam abilities costing 20% more on average ... The unversal changes were big...

    Edited by Durham on April 22, 2017 4:05PM
    PVP DEADWAIT
    PVP The Unguildables
  • t3hdubzy
    t3hdubzy
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    Durham wrote: »

    I think we need to go forward with universal nerfs first see how they affect the game then tune the classes .... Leave classes alone until we see the effects of the universal changes.... Just the unversal changes to the above meta will be severe!

    Agree
  • Durham
    Durham
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    Templar s , DKs, Night blades should be left alone .... lets see how these universal changes go first then lets visit the classes mid summer... Nerfing classes before a celebrated release is bad PR ... Instead of excitement in the player base you have anger and disappointment ....
    Edited by Durham on April 22, 2017 4:10PM
    PVP DEADWAIT
    PVP The Unguildables
  • actosh
    actosh
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    It is stupid and kinda dumb to let a ressource return skill like siphoning cost the resource we want to restore.

    Either make it a free cast or raise the return tremendously.
    Edited by actosh on April 22, 2017 4:12PM
  • Riggsy
    Riggsy
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    This is what happens when a game goes from subscription to buy-to-play. The focus shifts from quality game play to increasing player quantity. ZOS only cares about selling new boxes. You, mister been-here-since-beta, are worth less to them than a new buyer who might casually stay for a couple months than move on. And in a misguided attempt to entice new buyers their goal is making the game easier at the expense of the existing player's experience.

    Think about the constant changes in the champion tree (whole CP system is broken but their handling is illustrative of their goal), sure ZOS will give out 30 new points to appease the veteran players but, at the same tine, reduce the effectiveness of the champion system. Talk about one step forward and two back.

    As long as the goal is new sales the game will continue to deteriorate because their focus is on the wrong things. Instead of fixing fundamental issues in PVP/PVE they keep throwing out band-aids to cover the greater problems that persist after every update along with the slew of new ones the band-aids create. Sure, the new player will have an easier time, at least until they don't and find themselves battling the same issues the veteran is dealing with. By this point neither are spending more $$$ on the game and possibly leave, so ZOS needs other new players to fill their place.

    There are so many great ideas out right now, from respected players, on how to fix whats already broken (class balance, overall gameplay, PVP, etc) so I won't rehash them, but from what I've seen so far ZOS hasn't listened.
    MMAGA - We Made Medium Armor Great Again
    Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.

    Woe Biden - Mule
    Donald Thump - Mule
    M'aiq Pence - Mule
  • templesus
    templesus
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    @ZOS_GinaBruno

    Currently on live igneous shield does not stack. With the proposed changes your own igneous has to be up for you to get major mending. Unless you make igneous stack the following problems will occur: You're pvping with a friend, both on stam dks, I use my igneous to get major mending and immediately after mine my friend uses his to get major mending himself. Because they don't stack, and this is how it is on live, his shield visually takes mine off and replaces it. This would effectively mean you can LOSE your major mending if you are playing with other dks, as they can take your shield off of you with their's. The only way to prevent this would be to either REVERT the changes like everyone wants, or make igneous stack.
    Edited by templesus on April 22, 2017 4:23PM
  • Gomumon
    Gomumon
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    Ll
    Gomumon wrote: »
    No matter what they say, the biggest problem in this game is that the PVE metagame and PVP metagame do not have separate build archetypes. I've said it before, and I'll say it again: USE SOME OF THE OVERWHELMING MAJORITY OF USELESS SETS, TRAITS, AND BOONS TO MAKE A SEPARATE PVP META. They've been balancing this game since 2014 and are still not happy with the results. It's painfully obvious that the problem isn't with resource management. The problem is that there's no way to buff something for PVE without it becoming abused in PVP, or nerf something in PVP without it becoming useless in PVE.

    They could easily make skills behave differently against other players, e.g. (XYZ - Does blah, blah, blah. If used against a player, sets off balance instead of stuns). Or even add more morphs for PVP (then also give us a way to conveniently switch back...perhaps in our homes have a manequin that will save our entire loadout and that we can add Q/D-Pad like other collectibles/consumables).

    As for newer players, if you really want to remove or reduce barriers to entry, then fix the damn drop tables. NOBODY is having fun grinding WGT for the 100th time just to get a well-fitted Imperium helm when all they want to do is start healing with their trials guild. I'm sure new players and veterans alike would much more appreaciate being able to make their build easier then actually get to the fun stuff than they would being stronger at CP 300 but taking till 500 anyway to get what they need. It would make more sense to have different set merchants in each zone that take a currency rewarded from PVE content, like there is for AP and Tel Var.

    Feeling as this is already nearing TL;DR, I won't list the million other BETTER ideas that would make this game exponentially more fun, rewarding and balanced than lowering max damage and sustain! Not trying to say I have all these good ideas; just that, at this point, you could pick random ideas out of a hat that would achieve that aim better than this. >.>

    This is true, so true it hurts.

    It really is sad. This game has more potential than any other MMO due to its IP's history alone. But I feel like the devs are more interested in making this play like a fighting game than a Fantasy/Action RPG.

    Also, one thing I forgot to ask is if their concern is with each class being able to do all three roles, why aren't the skill lines clearly focused as such? I mean, they have THREE ROLES and THREE SKILL TREES for each class. -_- Instead of homogenizing everything, they could give each class a line that's damage focused, one for healing, and the last for tanking. Then, just have pros and cons to each.

    For example, make DKs slow but hard hitting, Templars a little faster with a little more range but not quite as bursty, NBs even faster with more range but less whopping hits, then Sorcerer​s extremely fast (lightning and all) with the longest range but more reliance on keeping distance.

    You could do something similar with tanking. DKs have the hardest shields, while Sorcs have the weakest, but use their Clannfear (sp) to draw aggro and use other skills to debuff and cc.

    I feel like it should be no different than a well balanced card or racing game, where there SHOULD be different play-styles for each class, but they all have the power to get the job done. What they're doing now is like taking a racing game, and the cars with good top speed but bad acceleration to go slower but accelerate faster; meanwhile taking the cars with fast acceleration but slower top speed to go faster and accelerate slower; taking big trucks with good handing and off-road and giving them more speed but worse handling; and the bike with poor off road, and making it perform the same as everything else.

    TL;DR: Classes SHOULD be different and have different pros and cons, and a good learning curve for mastery. Like with cars in a racing game, making all the classes perform the same reduces the difference to cosmetic and superficial preference, making the need for different classes (let alone additions like the Warden) more pointless.
  • Gomumon
    Gomumon
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    Durham wrote: »
    I think we need to go forward with universal nerfs first see how they affect the game then tune the classes .... Leave classes alone until we see the effects of the universal changes.... Just the unversal changes to the above meta will be severe!

    I would take it a step further man, and say that if they want good data and feedback, they should make changes to one variable at a time.
    Edited by Gomumon on April 22, 2017 5:17PM
  • Gomumon
    Gomumon
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    Riggsy wrote: »
    This is what happens when a game goes from subscription to buy-to-play. The focus shifts from quality game play to increasing player quantity. ZOS only cares about selling new boxes. You, mister been-here-since-beta, are worth less to them than a new buyer who might casually stay for a couple months than move on. And in a misguided attempt to entice new buyers their goal is making the game easier at the expense of the existing player's experience.

    I would respectfully disagree. While I agree they seem more interested in new sales, I don't think new customers bring them more money. I mean, I pretty much buy this game over every 2-4 months with ESO Plus alone. Who knows, maybe my anecdote is inconsistent with the data, but I feel like literally everyone I come across and befriend in this game has Plus; many of whom also don Storm Atronach mounts and other cosmetics.

    What I think they're banking on, however, is that old subscribers won't leave due to their cognitive dissonance and time/money invested, while new players are drawn in and become subscribers much quicker (putting them on a High Speed Escalator to end-game content while trapping vets under a Glass Ceiling). They want the bird in their hand and the two in the bush. But, I can tell them, the reaction and population/attitude of the veteran community of a game I'm joining is a big deciding factor in whether I try it. If I hear of constant balance issues and a dissatisfied player base, I won't feel inclined to try it.
    Edited by Gomumon on April 22, 2017 5:17PM
  • prototypefb
    prototypefb
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    why do 'instant' skill animations still take 1-2 sec to cast.
    all instant skill animations should be 0.2-0.5 sec at most.
  • Ivan04
    Ivan04
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    ZOS, please think of the PVE tanks, over 90% of casual players rely on them very much and now the casual players got nerfed very hard becuase of this.
  • Twohothardware
    Twohothardware
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    Durham wrote: »
    I think we need to go forward with universal nerfs first see how they affect the game then tune the classes .... Leave classes alone until we see the effects of the universal changes.... Just the unversal changes to the above meta will be severe!

    Every single class nerf needs to be 100% removed if they're not nerfing the currently most OP class in every activity MagSorc. The fact it has zero class nerfs beyond a minor change to Dark Exchange is a joke when MagSorc has the highest damage, best survivability with shield stacking, and easiest sustain in the game between Dark Exchange and low cost high damage class abilities.

    ZoS if you're reading this, pay attention to what all your top ESO streamers that play this game 24/7 are saying. The CP changes are a step in the right direction but all of these other class changes are moronic and do not improve the gameplay for high or low skilled players either one.

    Edited by Twohothardware on April 22, 2017 10:44PM
  • ofSunhold
    ofSunhold
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    This is the official feedback thread for the changes to skill line unlocking. Specific feedback that the team is looking for includes the following:
    • In general, what are your thoughts on the class balance in this update?
    • How long did it take you to run out of resources? What did you do in this case?
    • Did you change your character/build in any way because of these changes? How so?

    Can confirm that at least for me the twilight matriarch heal is now superior to BoL in every way.

    The change to/loss of repent is even worse than I thought it would be.

    Also, the block cost change is terrible and needs to GO. When the tank gets screwed, we are all screwed. And I won't be healing dungeons in your brave new world, on any character. The fun, it is gone.
    Classes that don't need any class ability nerfs: Nightblades, Dragonknights, Sorcs, Templars, Wardens.
  • Ivan04
    Ivan04
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    Earthen Heart
    Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).

    When not too long ago I decided to obtain myself a Hulking Draugr weapons I thought to myself: "What if I really am wasting all my time now? The new patch isn't too far away, maybe they somehow are going to nerf all my efforts? Nah, how can they nerf max stamina! It's such a quintessential part of the game for Dragonknights, to be able to get their main resource from using ultimate. Who would even consider changing that?"
    Ten days of over 40+ runs each day later I got myself the weapon.
    About a month later I got myself patch notes.

    That was my submission for the Short Horror Story event.
    Edited by Ivan04 on April 23, 2017 10:06AM
  • t3hdubzy
    t3hdubzy
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    I feel like people are using their current builds to try the new patch.....
  • technohic
    technohic
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    I've been testing more on stamblade and magplar which are my 2 level 50s. I've adjusted the builds to deal with the sustain and damage and sacrificed survivability. This is from the perspective of a player that the majority of my time is spent changing builds and PVPing on Azuras with no CP when I want to take it for a spin.

    The Templar had plenty survivability there as a melee magic DPS because I need it for PVP to even attempt melee since there is nothing for escape without being a vampire and then you need something to cushion the fire damage ; but I am wondering if I have sacrificed too much as I see this leading people even further from sustain going for more heavy attack builds and ZOS taking my major mending; it feels like I should do the same with going all damage and go ranged due to magicka heavy attack taking longer to charge than melee. At that point; probably best off just getting my Sorc leveled. The alternative would be to go all health for the infamous trollplar build. Both options are the extreme ends I feel like was the real problem before with crazy damage vs crazy tanking; yet this patch to me seems to push that meta. A well rounded build seems lost. I anticipate shields being the kings of mitigation.

    As for stamblade; it doesn't have a lot of survivabilty in the first place. Siphon being nerfed has meant going medium armor to sustain but again; it makes even attempting a sustain set seem pointless and like I should go all damage heavy attack and keep heavy armor for melee which is more feasible with faster heavy attacks; or push it ranged in medium and just dot, snipe , and heavy attack for resources

    All in all I feel like I could make either class "work" but I feel like they are falling behind other classes. Maybe all but mDK who seem to be right there by what people have said but I thought they were good with Heavy Attack builds. I don't know because that is the one class I have not theory crafted or played. I have sorc; and my next step is the Warden which in theory it appears will also be better. The biggest problem is not the balance though. It is that the builds seem to be getting less interesting. Heavy attack meta is boring. The build possibilities are what makes me really enjoy the game so I find myself having a hard time to get excited about the features of Morrowind I originally was.
  • olsborg
    olsborg
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    I do not for the life of me understand the nerf to light and medium armor, I do understand the nerf to heavy armor constitution, because heavy armor is dominating in pvp atm, altho id rather see a nerf to Wrath passive instead of constitution. (or heavy attack resource returns)

    PC EU
    PvP only
  • quickblade418
    quickblade418
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    I want to give a feedback about one skill :Power of the light . Are they really going to make it crit ? I mean comon its already doing more damage than alot of ultimates. I have 51k magicka as a magicka DK, and I feel like a crit of my Ferocious Leap does less damage than a non-crit Power of the light ... does that make sense ? and now its gonna be critting ? GG

    Also btw since im talking about Leap. does that make sense that the physical leap cost less ultimate than the magicka one, does more base damage than the magicka one, and finally you can do it from further than the magicka one. I mean please rebalance both leap. Both has an utility right now one give a shield, one can be cast from further, but at least make them same base damage and same base ultimate cost , thanks !
    Edited by quickblade418 on April 23, 2017 3:51PM
    NA PC

    EP
    - Ishkashi - Magplar
    - Orchish - Stamplar
    - Amerikan Knight - Stam DK
    - Déàth - Mag DK
    - Psychic Venom - Mag NB
    - Made in Quebec - Stam NB
    - Death'inately not Dëäth - Stamden

    DC
    - Dëàth - Mag DK
    - Death-îsh - Magden

    AD
    - Lìfe - Magden
    - Déäth - Mag DK
  • Twohothardware
    Twohothardware
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    ofSunhold wrote: »
    This is the official feedback thread for the changes to skill line unlocking. Specific feedback that the team is looking for includes the following:
    • In general, what are your thoughts on the class balance in this update?
    • How long did it take you to run out of resources? What did you do in this case?
    • Did you change your character/build in any way because of these changes? How so?

    Can confirm that at least for me the twilight matriarch heal is now superior to BoL in every way.

    The change to/loss of repent is even worse than I thought it would be.

    Also, the block cost change is terrible and needs to GO. When the tank gets screwed, we are all screwed. And I won't be healing dungeons in your brave new world, on any character. The fun, it is gone.

    Yeah the Block nerf needs to go. If they want to nerf something nerf the CP for Block Cost reduction
    I want to give a feedback about one skill :Power of the light . Are they really going to make it crit ? I mean comon its already doing more damage than alot of ultimates. I have 51k magicka as a magicka DK, and I feel like a crit of my Ferocious Leap does less damage than a non-crit Power of the light ... does that make sense ? and now its gonna be critting ? GG

    The only change to Power of the Light in the patch notes is making it so that you can't roll dodge and avoid it being applied. Stamplar has a weak Ultimate, no class DoT's, poor resource management with the nerf to Repentance, and is losing Major Mending so Power of the Light is the only advantage Stamplar has now to keep it's DPS close to other classes.
    Edited by Twohothardware on April 23, 2017 6:02PM
  • NBrookus
    NBrookus
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    The only change to Power of the Light in the patch notes is making it so that you can't roll dodge and avoid it being applied.

    You couldn't avoid it being applied. You could time the 6 seconds and roll dodge the final tick.
  • Doctordarkspawn
    Doctordarkspawn
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    AuT6GHad wrote: »
    It will be impossible to sustain for DK DD's.
    Sorcerer will still be the best class for DPS.
    Magicka NB's got another nerf. :#
    Templar will be *** Supporters.

    Here is a list of thinks I like or don't like:
    1.
    I really like the changes made in the CP System. I hope that this will make the content a bit harder, which would mean funnier in my opinion. Furthermore the more frontloaded system will make the gap closer between new players and veterans. These changes seem to be a step in the right direction.

    2.
    The reduced cooldown for blocking will definitely make tanking more challenging. This should be a good move, because thus far it was hard for tanks to run out of stamina anyway.

    3.
    To make Stamina abilities more expensive seems OK for me.

    4.
    The Battle Roar nerf sucks! It is the only way to sustain for DK DD’s. If you want to nerf this passive it should be a buff if the maximum resource is below 30,000.

    5.
    The nerf of the Helping Hands passive is too much as well. If you want to nerf this passive it should be a buff if the maximum resource is below 27,000.

    6.
    I don’t like the changes you made to gain the Major Mending buff. In my opinion the ways to gain the buff should stay the same, but I can understand that this buff is too strong. A solution to this would be to reduce the healing done of Major Mending to 15%.

    7.
    I like the change of Leeching Strike, but I can’t understand the nerf of Siphoning Attacks. Magicka NB is the weakest class in PVE anyway.

    8.
    I hate the changes you made to the Shards. It makes no sense that these unique class abilities benefits should now be accessible to every class (Necrotic Orb). The shared cooldown with the Necrotic Orb synergy is therefore crap. It would be more skill-based if Shards restore Stamina and orb Magicka. If you want to nerf these skills, just reduce the amount of resources they restore.

    9.
    I do not like the Repentance change, but if you let the Shards as they are, it seems OK for me.

    10.
    Rushed Ceremony should be an “oh ***” heal, if some drops fast. Therefore it should heal around you, but maybe more expensive.

    11.
    Do not change the Sacred Ground passive. Just reduce the buff of Major Mending.

    12.
    The nerf of the Constitution passive seems to be too high. Instead I would nerf the Wrath passive. Tanks should not do damage that’s a pain in the ass in PVP.

    13.
    The increased cost of Vigor is a pain in the ass, since it is the only Stamina-based heal.

    14.
    Do not nerf Redguards again.

    Alternatively, give us bracing and remove wrath flat out because tanks never asked for it and we only got screwed by it.
  • Dragath
    Dragath
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    perspective of a magicka dk:

    on live i play with one sustain set and two cost reduction glyphs, even with this set-up on live, its not possible to sustain if you go full out and use all your abilities.
    on pts, with two sustain sets and three cost reduction glyphs, its even worse. the cost reduction of inferno does barely anything and the reduction of lava whip is nice, but not nearly enough.
    i pretty much have to spam heavy attacks like a madman to sustain.
    removing the cost reduction cp did hit mdks very hard.
    please consider reducing the cost of our high magicka costs spells by about 10% to 15%, so we can atleast sustain on our own if we use one sustain sets and two cost reduction glyphs.
    also, the change for igneous shield is quite shortsighted. there are a lot of situations where the shield is gone before you can use your next ability. either, increase the shield size or change the major mending buff to 2/3 seconds, so its at least possible to get one heal of, before the shield is gone.
    Edited by Dragath on April 23, 2017 9:36PM
  • Gomumon
    Gomumon
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    @ZOS_GinaBruno These nerfs to resources and class perks are the wrong direction, IMO. Rather than homogenizing everything,
    they should celebrate differences and balance their combat viability. For example: dysh1doqohv4.png
    Here I gave each class a 3:2 ratio of lethality:survivability, while keeping sustain the same for everyone. In a real scenario I would suggest the golden ratio. This is to keep fights offensive for everyone (since that's the way they end), without the need to nerf sustain or heals for them not to drag on forever.

    While these do not represent effective stats, this is an illustration to show that there are other ways to balance each class. The offensive stats are for the class skills' overall power, range, and speed (how quickly they can be cast and weaved), with each character getting 100, 75, and 50. The defensive stats represent the classes skills or passives that aid in defense (Shields and resistance buffs), CC, and mobility (either passive or active gap closers/retreats), with each character getting 75, 50, and 25 for each.

    I based these stats off parent archetypes for virtually every RPG: Warrior (DK); Mage (Sorc); Assassin (NB); Cleric (Templar); and Ranger (Warden). While each perk would need to be effectively weighted, I believe having a goal/framework to aim towards would help balancing and tuning individual classes without mucking up everything. This would also help utilize each of their strengths when building their skills lines, which I also think should be reworked.

    We're seeing nerfs to classes like the Templar to encourage people to heal with other classes, when it's so obvious that each class should have a skill line for each role (being 3 trees and 3 roles). It would be really fun to rework:
    For Damage Dealing: Ardent Flame, Dawn's Wrath, Storm Calling, Assassination, and Animal Companions.
    For healing: Earthen Heart, Restoring Aura, Daedric Summoning, Siphoning, and Green Balance.
    For Tanking: Draconic Power, Aedric Spear, Dark Magic, Shadow, and Winter's Embrace.

    In each, include skills that would be aimed for PVE and some for PVP, but keep everything supplementary to weapon skills which should be necessary to achieve the desired ultimate result.

    Lastly, I included a Berserker because it was the last combination of 100,50,75 and 75,50,25 that seemed to fit perfectly and be missing as an archetype. It would be fun to see a class that has to carefully use incoming damage to get stronger.

    Sorry this is so long. If you read this, let me know what you think. Thank you.



    Edited by Gomumon on April 24, 2017 2:44AM
  • sirtadzio
    sirtadzio
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    I am a PvE healer, and my templar has been kicking around since launch. I don't have much to add that hasn't been said in a number of places already on the forums, but I feel like it's important to state my point of view regardless.

    Lots of what gave templar a unique flavor as a healer has been taken away, which frustrates me; before I get into that I want to acknowledge current changes on the PTS that I am in agreement with:
    1) BoL as a conal heal. This is an important change that requires the user to be situationally aware, and for raid groups to be better co-ordinated in terms of positioning to be successful. I like that we are being required to improve our game as "healers", as opposed to being able to blindly spam the skill.

    Elements of frustration:
    1) Lack of major mending- something that made templars unique, and not something that is replaceable by resto staff heavy attacks. I agree that previously a 100% uptime was ridiculous and a bit excessive; my counter proposal to your change would be to have Ritual grant minor mending, and the Rune focus grant major mending (but only while standing on it). With this proposed change, I would say that the Sacred Ground passive only grants minor OR major mending, but not both. This would require the player to decide if they want more mobility (minor mending) or bigger heals, sacrificing the mobility aspect. Hypothetically, another option could be to change the morphs of Rune Focus, where one grants recovery and the other grants major mending.
    2) Spear shards and Orbs sharing a cool down: I understand your point of view of people being able to DPS in raids without thinking about sustain, and the change to orbs not granting AOE regen, making all dps players accountable for their own sustain. But under this, there is no uniqueness to this skill, and again the uniqueness of the class is gone.
    3) Similarly to the previous note: the removal of the aoe stam regen from repentance. I suppose you can nerf the return if you want based on the number of people receiving the stamina, but again, a skill that gave a unique feel of group support, particularly for tanks, is now gone.

    -> also, as an aside: we now have lower resistances due to CP changes, less resource sustain for big heals, no major mending...it's a lot all at once for trials, considering those haven't been restructured at all. I'm sure it will be manageable changes once best in slot has been figured out for everything, but it will be a long time coming to work out the best way to balance group buffs- both through gear and abilities- and personal resources. It's frustrating to be faced with these intensive changes and essentially have to "relearn" how to play the game...farming up new sets and everything and doesn't feel like we're building on past expertise. I can imagine it will make most hard content to be significantly more challenging for your average raider, which is unfortunate since most of the hardest content was out of reach for most players on NA until the homestead patch was launched, and even now, there isn't a wide girth of completion of the hardest content (ex: vMoL hm, and high score completion of other trials).
    PvE Healer
  • Sarru
    Sarru
    ✭✭✭
    Gomumon wrote: »
    @ZOS_GinaBruno These nerfs to resources and class perks are the wrong direction, IMO. Rather than homogenizing everything,
    they should celebrate differences and balance their combat viability. For example: dysh1doqohv4.png
    Here I gave each class a 3:2 ratio of lethality:survivability, while keeping sustain the same for everyone. In a real scenario I would suggest the golden ratio. This is to keep fights offensive for everyone (since that's the way they end), without the need to nerf sustain or heals for them not to drag on forever.

    While these do not represent effective stats, this is an illustration to show that there are other ways to balance each class. The offensive stats are for the class skills' overall power, range, and speed (how quickly they can be cast and weaved), with each character getting 100, 75, and 50. The defensive stats represent the classes skills or passives that aid in defense (Shields and resistance buffs), CC, and mobility (either passive or active gap closers/retreats), with each character getting 75, 50, and 25 for each.

    I based these stats off parent archetypes for virtually every RPG: Warrior (DK); Mage (Sorc); Assassin (NB); Cleric (Templar); and Ranger (Warden). While each perk would need to be effectively weighted, I believe having a goal/framework to aim towards would help balancing and tuning individual classes without mucking up everything. This would also help utilize each of their strengths when building their skills lines, which I also think should be reworked.

    We're seeing nerfs to classes like the Templar to encourage people to heal with other classes, when it's so obvious that each class should have a skill line for each role (being 3 trees and 3 roles). It would be really fun to rework:
    For Damage Dealing: Ardent Flame, Dawn's Wrath, Storm Calling, Assassination, and Animal Companions.
    For healing: Earthen Heart, Restoring Aura, Daedric Summoning, Siphoning, and Green Balance.
    For Tanking: Draconic Power, Aedric Spear, Dark Magic, Shadow, and Winter's Embrace.

    In each, include skills that would be aimed for PVE and some for PVP, but keep everything supplementary to weapon skills which should be necessary to achieve the desired ultimate result.

    Lastly, I included a Berserker because it was the last combination of 100,50,75 and 75,50,25 that seemed to fit perfectly and be missing as an archetype. It would be fun to see a class that has to carefully use incoming damage to get stronger.

    Sorry this is so long. If you read this, let me know what you think. Thank you.


    Good job! But there is no Warrior class in this game, DK - is a fire/earth mage. Warriors don't use elemental or supernatural forces.
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