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Why did Agony go from a CC to a Heal?

dodgehopper_ESO
dodgehopper_ESO
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I believe that the developers are uncomfortable with CC in general in the game. They've made them more similar (although they are not all similar). Eclipse is now treated as a CC but I would argue if it is going to be given cc treatment it should reflect EVERYTHING if it can be broken and given immunity. Agony is now a strange sort of siphon off your own health to heal other people skill. Agony use to be Nightblades' strong single target cc. I find this so frustrating, am I alone here?
US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
<And plenty more>
  • ValkynSketha
    ValkynSketha
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    So NB die faster.
  • Turelus
    Turelus
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    Because it was a bad CC very few people made use of and because ZOS have decided that the soul magic tree is more of the healing tree for NB.

    That's pretty much it.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Tasear
    Tasear
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    Bloodspawn +anongy + master architect sounds like fun.
  • dodgehopper_ESO
    dodgehopper_ESO
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    There are times when you look at your own writing and think to yourself 'Self, you really should have waited until the morning to edit that'. :P This doesn't change my overall opinion though. I appreciate that they are trying to create parity in balance, but I sense that they are breaking down the CC system. I just find it disappointing that a fun CC was replaced yet again, this time in the Nightblade siphoning tree. The Templars have gone through this in terms of the removal of Blinding Flashes, and the removal of the cc from Shards. Nightblade cc also took a hit because the Fear now strikes only two players not 3, whereas the trap hits 6.

    I find that CC is often the realm of Tank (PVP) characters as well and find it striking that both Heavy Armor and CC were nerfed to their core. I'm very glad that I was already playing more of a DPS style of late. I believe it very sad that Tanking is losing every small joy. If the game continues to go on its current trajectory I just can't see playing a Tank any more, which is a very strange thing coming from a guy who played every Tank combination on City of Heroes, and regularly ran with the Tanker Tuesdays. I don't want to relegate my characters to Trials-only. Who would? I would like to pose this question: Does ZoS want Tanks to be fun?

    I realize that CC is very useful for PvP players of all stripes. Agony wasn't the best CC in the world but its replacement is a self-murdering heal. The fear has lost yet another target. This feels like Blinding Flashes and Blazing Spear all over again to me.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Tommy_The_Gun
    Tommy_The_Gun
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    So NB die faster.
    LoL.. heal ? A heal that can almost kill the caster... I can see that beeing 100% new meta in vet group content.... :*

    The only "use" of this skill I can think of is if you are in Cyrodiil PvP and want to go to your home base fast without loging-off...
    Just use it a couple of times and jump... the fall dmg will do the rest.... :o
  • Cinbri
    Cinbri
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    Its OP in 1v1
  • Alaztor91
    Alaztor91
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    Agony was imo a bad skill so I'm happy that ZOS reworked it , but I think that the one thing that nightblades(magblades) didn't need was another HoT.

    Funnel health, mutagen/rapid regen, refreshing path, healing springs imo is enough healing over time, I would have preferred something to purge debuffs or maybe some kind of utility spell.
  • iam117
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    i healed vhrc with it last night, its very manageable, its about a 6k dmg to caster and ticks for 2.5k base and 4.5k crit. i found it difficult to cast on the tank while stacked, but for fights that the boss is faced away it was incredibly easy to use and did a really good job keeping topped off, i see it being pretty awesome for heavier hitting mechanics once people get used to using it. it does not come close to killing the caster in a raid as long as your aware of what is going on.
    <Liv3mind>
    <PC/NA - Legion Of The Bloodworks>
    Snowflake Patrol
  • dodgehopper_ESO
    dodgehopper_ESO
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    Alaztor91 wrote: »
    Agony was imo a bad skill so I'm happy that ZOS reworked it , but I think that the one thing that nightblades(magblades) didn't need was another HoT.

    Funnel health, mutagen/rapid regen, refreshing path, healing springs imo is enough healing over time, I would have preferred something to purge debuffs or maybe some kind of utility spell.

    The point I am making is that it is a fundamental change of the skill. Rather than take a skill people were using and make it better or fitting the modern system of ESO, they've deleted it and started over. This is what happened to my beloved Blinding Flashes and likewise it is what happened to Blazing Shards on Templar. They are also trying to sell us the idea that Eclipse is a CC for the last few years when it is ABSOLUTELY not a CC but a debuff, and yet gets treated as both. Its either a CC or a Debuff but not both. Making it removable by both makes it less useful. In the case of Eclipse I could respect their treatment of it as a CC if it literally reflected -all- outgoing damage, including aoes (which would hit others and self). In that instance the opposing player is choosing to either suck up some damage or break free. It would be an interesting form of CC. As it stands now Eclipse is a steaming pile of garbage.

    I can understand their desire to make healing, tanking and dps viable on all classes. That's the sales pitch after all. I think its a reasonable thing to do as well. What I dislike is gutting CC on classes.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • ccfeeling
    ccfeeling
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    NB healer in vtrial , cab he heal better than temp?
    To zos , efficiency is what people need , not just for fun .
    My NB healer became a pure crafter a long time rofl
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    Why did Agony go from a CC to a Heal?

    Because no one asked for it...

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
    Jahsul at-Sahan | Redguard Sorcerer | Stamina | Werewolf - Free Bites | PVP Main
    Derrok Gunnolf | Redguard Dragonknight | Stamina | Werewolf - Free Bites
    Liliana Littleleaf | 9-Trait Grand Master Crafter/Jeweler (non-combat)
    Amber Emberheart | Breton Dragonknight | Stamina | Master Angler
    Vlos Anon | Dunmer Nightblade | Magicka | Vampire - Free Bites
    Kalina Valos | Dunmer Warden | Magicka | Vampire - Free Bites
    Swiftpaws-Moonshadow | Khajiit Nightblade | Stamina
    Morgul Vardar | Altmer Necromancer | Magicka
    Tithin Geil | Altmer Sorceress | Magicka
    Dhryk | Imperial Dragonknight | Stamina

    Guild Master - ESO Traders Union
    PC/NA - CP 2560+
  • Alaztor91
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    The point I am making is that it is a fundamental change of the skill.

    I get your point , but ZOS apparently decided to rework all disorient skills from the game with this patch: rune prison, petrify, scatter shot, agony all got changed(idk if there is still another skill in the game with disorient). Maybe they didn't want to just copy rune prison and make it a ranged unblockable/undodgeable stun and that's why we got this since nbs already have a unblockable/undodgeable cc with fear.

    Anyways if the whole 1 heal, 1 dps 1 tank skill line for classes ends up being true I expect more unique skills being reworked or having some of their effects standarized across classes.


  • ccfeeling
    ccfeeling
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    Tank : heal me !
    Dps : NB healer killed by himself ...
    Nb healer : (afer rezed) Hey sorc , use healing pet , catch me up !
  • rossk25
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    I personally found Agony to be very similar to Cripple. With Cripple been the better skill IMHO.

    I'm not sure how useful the new skill will be, but I sure there will be some who might make it work. I'm definitely going to slot it and give it a try.
    Edited by rossk25 on October 25, 2017 12:12AM
    Bosmer Magicka Templar - Dest/Resto Staff [ex Stamina Templar - Bow/DW]
    Dunmer Magicka DK - Dest/Resto staff
    Breton Magicka NB - [Dest/DW PvE] [Dest/Resto PvP]
    Bosmer Stamina Warden - Bow/2H
  • MasterSpatula
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    I just wish they would have taken Agony away from NPCs. I hate getting hit with that thing. No, it doesn't really do any damage, it's just really annoying and interrupting the cast ALWAYS FAILS, which just leaves me irritated every time I hear that stupid ratchet sound.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • clocksstoppe
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    Because NB already had the strongest cc in the game.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    It probably won’t be the last. Didn’t they express an intrest to make all the classes have one skill line each for tanking, dps, and healing?
  • dodgehopper_ESO
    dodgehopper_ESO
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    Alaztor91 wrote: »
    The point I am making is that it is a fundamental change of the skill.

    I get your point , but ZOS apparently decided to rework all disorient skills from the game with this patch: rune prison, petrify, scatter shot, agony all got changed(idk if there is still another skill in the game with disorient). Maybe they didn't want to just copy rune prison and make it a ranged unblockable/undodgeable stun and that's why we got this since nbs already have a unblockable/undodgeable cc with fear.

    Anyways if the whole 1 heal, 1 dps 1 tank skill line for classes ends up being true I expect more unique skills being reworked or having some of their effects standarized across classes.


    I've stated for a very long time that it was clear to me the development staff viewed each class line as Tank, DPS, and Healer. In fact I've stated this since the first weeks of the game because it is I believe apparent in the way the lines were written and intended. Each class had obvious leanings in one direction or another but for instance I played a Light armor Sorcerer Tank in the beginning of the game and I had absolutely no difficulty doing my job.

    I realize that they wished to rework disorient skills - it was apparent actually in the changes they made to DK and Sorcerer. It was not apparent to me why they got rid of yet another cc proper to a class. At this point in time Nightblades have two cc's essentially: Sneak attacks & Fear. This still doesn't put them on a parity with the kinds of crowd control capabilities that a Dragon Knight has or even a Sorcerer.

    I've always felt they should try to offer in the globally accessed skill lines abilities that fill in these roles for classes specialized one way or another. They could be designed where the Specialist class will still always be the best at a given specialty but not have the monopoly. A prime example of this viewpoint of mine is that they should have given Thieves Guild an active Cloak skill. Nightblades still have better passives for cloaking and could in fact have a better duration. Likewise, I've always felt that Silver Leash should essentially be Chain Pull. Nightblade Blur is essentially the Medium Armor Evasion. At this point Nightblades have a significant advantage in this regard because they do not need to use 5x Medium to get Evasion (I wonder if I should have kept silent on this fact).

    Rather than destroying skills they should simply consider their global ramifications. I've always been a proponent of making Shield Magnitude based on Health. The reason I have recommended this is that basing Shield Magnitude on Magic or Stamina affords Magic or Stamina too much power. It means the 64x Magic character can get a stronger shield, stronger magic attack, and can attack or shield more often. It would have created a push and pull effect offering choice between survivability or damage output. As we have seen with Blazing Shield however they have undermined this skill. There were a lot of ways they could have resolved the problems of 80,000 HP Blazing Tanks (a very niche build) vs. normal tanks that are actually useful outside of bubbling. The alternate point of view is that they could introduce more attributes (like previous TES games) or they could have simply made Shields a static amount.

    I grow frustrated with MMO's that continually rewrite the rules of a game. I'm not talking about tweaking but I am talking about a fundamental rewrite. I'm hopeful they will eventually gel on a set of rules for the game because it gets to be frustrating when a character concept or build does not remotely resemble what it use to be. I've told the story of friends who quit the game over the Khajiit-magician before. It is an understandable frustration when rules have been so upended that a unique build that worked has become utterly worthless. It is true they could have simply made their Khajiit into a stamina build, but the truth of the matter was at the time that really wasn't viable for a year or more. Will those players ever come back? Maybe. I'd personally rather see them refine skills that rewrite them, or to see them add more skills to the toolkit in the coming days. I miss Blinding Flashes. I miss Agony. Yes, Blinding Flashes was a disorient, but perhaps they could simply make it a 'stun' if that fits the kinds of balance they want the game to have.

    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Because NB already had the strongest cc in the game.

    I consider this debatable. Fear is very strong but limited to 2 targets at this point in time. Talons on the other hand can utterly undermine a Templar. In the rock paper scissors assessment of things I think both cc's are powerful. I also do not think it necessarily merits getting rid of the single target cc. DK has by the way more than 3 crowd control effects.
    Edited by dodgehopper_ESO on October 25, 2017 1:24AM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • ccfeeling
    ccfeeling
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    NB nerfing in PVP ruined the NB in PVE .
    We do nothing wrong , WTH?
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