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.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
Frenkthevile 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.
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!
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 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!
ZOS_GinaBruno 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?
ZOS_GinaBruno 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.
quickblade418 wrote: »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
Twohothardware wrote: »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.
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.
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.@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:
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.