@Cinbri
Lol they are going to fix the timebomb ignoring cc immunity.
@ZOS_GinaBruno Is there anyway for us to communicate how a CC immunity being granted from a non-cc ability won't make it on our bars come live?
UC/TD on live:
- applied a small dmg regardless of cc immunity.
- TD actually reflects entire dmg so it doesn't hit your health. and you cannot CC break it so the enemy has to decide to use a non-reflect ability for less dmg or wait out the duration.
- UC gives out a small burst comparable to valkyn skoria, but its blockable and high cost so most players refused to use it (you can see in my video posts, I run out of mag with consistent casts trying to get it to stick targets).
- TD being survivabilty utility with UC being focused on AOE timed dmg.
Compared to PTS:
- UC is unblockable (buff!)
- TD/UC reflects a flat value and dmg still hits you (nerf)
- UC timebomb can be placed on cc immunity (no change from live, but your patch notes today would make it a nerf because it would cause mag drain if you try to cast it on a cc immunity enemy.)
- TD/UC is cc breakable (nerf or buff depending on situation. If you are trying to break their stam its a buff, but if you are trying to protect yourself or deal dmg its a nerf)
- both TD and UC look to be intended for utility/defense (no morph distinction like on live)
There is no risk/reward mechanic for the target on pts; It is all reward with the risk entirely on the person using it:
- cc immunity being granted will allow target to continue to burst unharmed (and cc immunity pots will give them this without harming their stam pool, BTW)
- the reflect dmg component doesn't limit the incoming dmg for us trying to use it for defense,
- templars are locked out of using an actual cc ability afterwards to save them from future incoming burst (that is still incoming, given that some builds can tag in a few hits with their reliable stuns now that you gave unblockable cc like candy).
- no dmg or debuffs when target has cc immunity effectively granting them the chance to run/be defensive instead of offensive. (other cc spells from other classes/abilities impact their chance to heal/run/deal burst.)
Are we asking for too much? Are we not providing enough videos/photos/numbers? What is the intent for the spell; crowd control or dmg/healing? How do you want us to use this ability?
I feel like we are in a disconnect here and I want to remedy this. And we still need to remedy ongoing issues like jabs/radiant destruction scaling incorrectly, empowering sweeps missing on some initial targets, jabs loosing some healing because of major mending but then our major mending removed without jabs having its healing returned, etc. I think we laid out those, via Cinbri's excellent posts.
This could have been our answer to why you didn't want to give templars unblocked cc. Instead it's still hovering around that point where no one knows how to fit it in our limited rotation, or knows why its still being developed when there are also other problems with the templar toolkit in PvP.
@Minno No, they won't.
They will remove chain explosion of each bomb upon cast. Currently it like spammable Curse
Mystrius_Archaion wrote: »On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
1) It copies crit damage so it doesn't need to crit.
2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.
3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
That's only the first that comes to mind.
1 and 2:the copied damage is capped based on max mag/stam. What you are saying makes sense solo, however dont forget that it copies everyones damage. The current version is very limited in PVE groups since you cant scale the max copied damage with anything other than magicka.
SidewalkChalk5 wrote: »No reason to play or give positive feedback anymore. For whatever reason, devs don't care about combat balance problems or bugs reported by dozens of players.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
1) It copies crit damage so it doesn't need to crit.
2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.
3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
That's only the first that comes to mind.
1 and 2:the copied damage is capped based on max mag/stam. What you are saying makes sense solo, however dont forget that it copies everyones damage. The current version is very limited in PVE groups since you cant scale the max copied damage with anything other than magicka.
You're misinformed.
It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.
And, there is no reason for it to behave differently in pvp when it is balanced better now.
Joy_Division wrote: »I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.
However, I'm still disappointed.
Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).
But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.
I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.
Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.
Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.
dodgehopper_ESO wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
1) It copies crit damage so it doesn't need to crit.
2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.
3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
That's only the first that comes to mind.
1 and 2:the copied damage is capped based on max mag/stam. What you are saying makes sense solo, however dont forget that it copies everyones damage. The current version is very limited in PVE groups since you cant scale the max copied damage with anything other than magicka.
You're misinformed.
It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.
And, there is no reason for it to behave differently in pvp when it is balanced better now.
I wish all game rule balance was built upon PvP balance. If that means pve needs reworking I say so be it. It would be a lot easier for them to build toward PvP balance than it would PvE and even with errors it would be much less damaging to the game. I've seen it done in other games and I've never had a problem with games built around PvP (either in pve or pvp).
Joy_Division wrote: »I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.
However, I'm still disappointed.
Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).
But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.
I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.
Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.
Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.
Mystrius_Archaion wrote: »dodgehopper_ESO wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
Any thoughts?
1) It copies crit damage so it doesn't need to crit.
2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.
3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
That's only the first that comes to mind.
1 and 2:the copied damage is capped based on max mag/stam. What you are saying makes sense solo, however dont forget that it copies everyones damage. The current version is very limited in PVE groups since you cant scale the max copied damage with anything other than magicka.
You're misinformed.
It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.
And, there is no reason for it to behave differently in pvp when it is balanced better now.
I wish all game rule balance was built upon PvP balance. If that means pve needs reworking I say so be it. It would be a lot easier for them to build toward PvP balance than it would PvE and even with errors it would be much less damaging to the game. I've seen it done in other games and I've never had a problem with games built around PvP (either in pve or pvp).
If it would work, but either way I want to feel overpowered in pve with the ability to increase my own difficulty if I so choose, like a naked dungeon run. LOL
That's why City of Heroes worked, for example, pvp wasn't perfect but it was balanced enough with separate functions for skills so we could still be relatively overpowered in pve. PVe wasn't treated as a competition there though, at least not while in groups, because everybody had the same goal of winning and doing so easily. We didn't have leader-boards and better rewards for being the top person. We just had bragging rights if somebody wanted to solo some group content.
I really hate what all the competitive listings have done to games. I don't need to compare myself to others by achievement point scores or tracked time trials or high scores in games. It has just created a toxic atmosphere of pvp in pve in what is supposed to be cooperative gameplay. And there was less animosity than this back in City of Heroes when you could also play a villain in City of Villains and pvp the heroes.
At least as far as I know, we can't see others' achievement point totals yet in ESO.
Typical as usual. What do you expect...
I probably wont use eclipse and solar barrage because i simply have no space on my bars for one additional dmg skill. And even one that has a cast time and useless buff? Lol no.
If they would have just fix the shield and bring back stun to the shards or self synergy through picking up your own shards, they would be much more worth slotting in terms of utilty defence and damage.
Well i guess it will remain as a hope for next patch 4 months laterAgain...
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.
Joy_Division wrote: »I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.
However, I'm still disappointed.
Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).
But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.
I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.
Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.
Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.
After last patch Unstable Core's bomb no longer work on Break Free:
That is very serious affecting usefulness of it's morph.
Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
dodgehopper_ESO wrote: »Reading all the comments about the new Eclipse is saddening. Those who didn't like Total Dark before was mainly because it only reflected ranged. So complaints were made and now the unbreakable part is gone, which was the strength of the spell. The fact that it couldn't reflect birds was an oversight of the devs. Any instant cast ranged ability should've been reflected. Total Dark shut down ranged, was unbreakable, could heal you, and finished with an aoe explosion. I don't know what to say now. Thanks?
In general birds aren't able to be reflected b/c they are like a conjured projectile, and the bird isn't coming directly from the caster. It is a weird, and annoying, especially when it's undodgeable. I think they wanted the eclipse/total dark to resemble the abilities used by the guards. In my opinion, this will be potent, and extremely irritating to fight against
If the Eclipse used by players were like the one used by Guards I would love this skill - I think all Templars would. Even so I greatly desire to see Blinding Flashes back. I'd much prefer BLINDING FLASHES than the trainwreck that is SOLAR BARRAGE.
It became independent. It completely mess GCD and hopefully it bug coz in debuff list it wasn't splitted on CC part and damage part, as it was when Total Dark was changed - it became 2 debuffs, one for CC, one for time bomb.