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Monthly Combat Update – December 2017

  • Minno
    Minno
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    @Joy_Division Completely agree with your statement! I will add my blanket state-of-the-templar-nation:

    Magplars; you will love enjoying non-animation cancel friendly channeled/cast time spells with no survivability/escape mechanic outside of block/mist form which wont let you use a cast time/channel anyway! Hell, we only have one HoT that is boosted by our healing passives and it's cost was nerfed without compensation (though sweeps bug fix might solve this but we might need our healing passives to be more global like they were at launch if some of our filler healing options are going to be outside of the resto line!)

    We need huge speed/mobility buffs ASAP. Followed by a boost in ultimate performance. I can live without getting much needed dmg passives/sustain passives, if I have the ability to escape outside of sprint and use better ultimates similar to the competitiveness like Incap/berserk rage/dawnbreaker.

    I can' speak for stamplars, but even they have access to mobility (medium armor+bow+sprint with huge stamina recovery), access to extra dmg (bleed procs + Power of the Light minor penetation buffs allowing you to add dmg to justify being stuck in a channel) and access to passive dmg mitigation (dodge chance+higher armor ratings without loss of weapon dmg.) They probably want a few extra skills for build diversity, but i think the mobility+better ultimates above might be a buff for them to sign off on first.

    Overall the Templar is still plagued by its archetype of being the top healing spec since launch. And even that spec was challenged by the introduction of warden and the uncompensated nerf of major mending with the push for making more Morrowind sales via making the warden more attractive.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
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  • Minno
    Minno
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    @ZOS_Wrobel
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    Finally, ty!!! :smile:

    Your signature checks out!
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    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • BohnT
    BohnT
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    ZOS_Wrobel wrote: »
    @cinbri
    We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.

    @casparian
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    @bohnt
    Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?

    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.

    @davidj8291
    We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.

    Defile stacking means using both minor and Major defile with 100% uptime with 50+ Points into befoul to reduce healing to almost 0. There is no counterplay for most classes as you don't have as much Access to Major mending, vitality etc. This wrecks anybuild that has no access to purge (everyone except for templar the other classes can't use purge due to low cd on defile providing sets/abilities and the high cost of purge) . It's just too powerfull as your opportunity cost in the cp are almost not exsisting while stacking into healing reduces your damag or your survivability. Problematic is duroks bane/ reverbating bash as you'll have 100% Major defile uptime on your enemies easily with no drawbacks.
    Edited by BohnT on December 22, 2017 4:52PM
  • Nox_Noir
    Nox_Noir
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    Thanks for the update, can't wait to see those changes :)
  • Ragnaroek93
    Ragnaroek93
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    ZOS_Wrobel wrote: »
    @cinbri
    We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.

    @casparian
    We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.

    @bohnt
    Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?

    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.

    @davidj8291
    We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.

    Buffing sword and board like it isn't already overperforming. Maybe encourgage more people to use bow for example, bows are completely garbage currently -_-
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • aeowulf
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    Looking forward to basically any changes right now :)

    Would love to see all block cost removed, bash cost remains. No casting anything whilst blocking and no regen for either magicka or stamina. Cast something = no block for GCD (but you can bash)
  • ak_pvp
    ak_pvp
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    @ZOS_Wrobel

    Fixes for DK when?

    Chains:
    Chains Y axis bug, honestly just make the pull work on keeps and heights, its not like they ranged already has a massive advantage in that they can damage you whilst you sit like a potato. To counter it a 1s stun that is breakable to prevent the pull is in order. Also remove the auto CC immunity. I would also love if you made stonefist the pull, since it just makes sense. A stone tectonic hand grabbing someone from the earth and pulling them.

    Wings:
    Wings needs these fixes, as we have lost functionality of most of out range counters, fossilize, chains, old wings etc. Depending on block change severity, the last 2 buffs seem fair:
    • Types: Make it reflect more projectiles, bird and beam pls.
    • Effectivness of reflectiveness: It should NOT take effects through it, no dots/defiles etc. And should reflect those to the caster.
    • Fix reflect bug.
    • Reflect PER PERSON. Would aid in openworld since its very near instantly gone. Possible lower to 3 projectiles to balance this.
    • Make the plate morph give immunity+removal from snares/immobilization. It is already very difficult to move on a magDK, (mist is bad) and stam has no burst heal to use without rally. Would be nice without making DK too fast.
    tTo say they are dragon knights, but have such common bugs with our dragon wings not working. Same with leaps random fails. It really takes the class flare away.
    Edited by ak_pvp on December 22, 2017 6:10PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Maryal
    Maryal
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    Since the new DLC is called dragon bones, is it possible to put some skin on those dragon bones and have it fly around Cyrodiil once or twice in a 24 hour period, wreaking havoc on all those on the ground and upon keep walls (and the bridge)? Pretty please? Pshaw, lore = dragon break .... perhaps a dragon portal. Anyway, the dragon would function as a rare/random and very difficult boss spawn that players from all factions could unite to kill.
    Edited by Maryal on December 22, 2017 6:35PM
  • GeneralSezme
    GeneralSezme
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    Hi everyone,



    We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
    • Not enough effective options to deal damage to clustered groups from afar
    • Earthgore is too powerful in group vs group battles
    • Not enough diversity in Ultimate choice
    • Large groups can have players take on specialized utility roles, reducing counter-play options against them
    We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.

    Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
    • Synergy improvements
    • Updates to cast time and channeled abilities
    • Block cost changes
    • Improvements to off-balance and Heavy Attacks

    We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
    @ZOS_GinaBruno
    Can we revert Blazing shield back to the tooltip before homestead? That was one of the ways to fight large groups, but now that the already weak skill got nerfed even more there is absolutely no blazing shield tanks, if you promote diversity change blazing shield!
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  • Rainraven
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    Maryal wrote: »
    Since the new DLC is called dragon bones, is it possible to put some skin on those dragon bones and have it fly around Cyrodiil once or twice in a 24 hour period, wreaking havoc on all those on the ground and upon keep walls (and the bridge)? Pretty please? Pshaw, lore = dragon break .... perhaps a dragon portal. Anyway, the dragon would function as a rare/random and very difficult boss spawn that players from all factions could unite to kill.

    That would be very cool. :)
  • Beardimus
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    Just love this whole update concept. Keeping us in the loop, knowing there is progress. Happy days
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
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    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Nifty2g
    Nifty2g
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    ZOS_Wrobel wrote: »
    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
    @ZOS_Wrobel This is worded weirdly.
    Edited by Nifty2g on December 22, 2017 7:04PM
    #MOREORBS
  • usmcjdking
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    Nifty2g wrote: »
    ZOS_Wrobel wrote: »
    @scipionumatia
    Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
    @ZOS_Wrobel This is worded weirdly.

    It's pretty clear. Base block cost is being reduced by 20% because everyone who uses cost redux jewelry barely uses more than the base block cost.
    0331
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  • Machete
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    I mean... instead of needing everything that is strong, make other things better. As for utility, return to my previous statement. DK and stam NB need a look over for group play. I ask (and likely won't get) a look look over for stam DK and stam Sorc.

    Lemon-Party

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    Monarch Wíntervine, Stamina DK, EP
    Lily Hlaalu, Stamina NB, EP
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    Evaii Spellborn, Magicka DK, AD
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    Weylenn Aenwee, Magicka Templar, AD
    Valianna Syn, Magicka Sorc, AD
    Aranyus Highren, Magicka NB, AD
  • KramUzibra
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    synergy increase good
    block cost increase BOOOOOOO another indirect dk nerf.... thx
    improvement to heavy attacks, thanks ill take it

    please buff dk, every patch its nerfs on nerfs I'm tired of constant throttling of the characters ive worked so hard on.

    Lol perma block mag/Stam dk is not the only or the most effective dk playstyle. Hopefully these changes will add more counter play to perma blocking.
  • waitwhat
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    pzschrek wrote: »
    IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.

    Agreed. I fell in love with PVP for the group synergy play. If the powerful advantage of an organized group is nerfed, you guys can all have your potato zerg hell.

    Also, isn't group synergy play essential for PvE content like trials, dungeons, and vDSA? (Spoiler: It is.)

    Aren't we trying to maintain some semblance of similarity between PvE and PvP setups and balancing?
    PS4 NA AD ScourgeVivec Loading Screen Simulator 2017
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    "30s to eval"
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  • waitwhat
    waitwhat
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    Xsorus wrote: »
    Organized guilds are nothing more then organized zergs in this game. Don’t kid yourself that you’re any different

    Au contraire

    There's a difference between being a battalion and just needing more Vespene Gas.
    PS4 NA AD ScourgeVivec Loading Screen Simulator 2017
    Khajiit stamblade main - Walking the Two-Moons Path and robbing cute Breton boys.
    Breton magplar vet Trial Healer - Promoting wellness through self-reflection.
    Argonian Tripot DK Cyrodiil Tank - One with the Hist and guarding cute Breton boys.
    Altmer magsorc PvE DPS - Scamp tramp and unrepentant lush.

    "30s to eval"
    "Read the ******* lorebook."
  • Liofa
    Liofa
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    So the base block cost at the moment is 2160 . 20% reduction would make it 1728 . We already know that formula for block cost will be changed and Shield-Play enchantments will be calculated first . So , 3 of them makes 609 reduction .

    1728 - 609 = 1119

    If we calculate these passives as multiplicative ;

    - 8 Sturdy , 32%
    - Fortress , 36%
    - Shadow Ward , 25%
    - Defensive Posture , 8%

    Block cost will be 336 (365 without Defensive Posture) Stamina . Right now , with these passives , your block cost will be 88 (95 without Defensive Posture) . Knowing most tanks do not use Defensive Posture , 365 - 95 = 270 Stamina . Correct me if I am wrong with my calculations btw . That is a huge difference . Not a gamebreaking difference but still big . Definitely going to make all PvP permablock tanks disappear and force PvE tanks to play smarter . Sounds good to be honest but I hope they make some changes to DKs and Templars because they highly depending on blocking to survive those nasty burst combos :)
    Edited by Liofa on December 24, 2017 5:20PM
  • arkansas_ESO
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    Dear god, please don't add an immunity timer for interrupt. Certain abilities are incredibly strong (Radiant, Dark Flare, Dark Deal, etc.) and are only kept in check by the counterplay of bashing them every time they're cast.


    Grand Overlord 25/8/17
  • Draxys
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    Dear god, please don't add an immunity timer for interrupt. Certain abilities are incredibly strong (Radiant, Dark Flare, Dark Deal, etc.) and are only kept in check by the counterplay of bashing them every time they're cast.

    Nah, all counterplay has to go. No thinking allowed
    2013

    rip decibel
  • Dracane
    Dracane
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    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    Can Magicka safely use stamina dumps, as stamina builds can use magicka dumps such as purifying ritual, bolt escape, mass hysteria, reflective scales, shimmering shield etc. ? Skills that stay just as strong no matter what your highest pool is ? No

    Stamina enjoys so many benefits over magicka. Said ones and using stamina for dodge and blocking should not be a negative side. It's positive in fact, because you can do them much more than magicka builds can.
    If you are complaining about shieldstacking, then I'm with you, it's unbalanced. Single shields are fine though.
    Edited by Dracane on December 22, 2017 10:57PM
    Auri-El is my lord,
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  • Gravord
    Gravord
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    Dracane wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    Can Magicka safely use stamina dumps, as stamina builds can use magicka dumps such as purifying ritual, bolt escape, mass hysteria, reflective scales, shimmering shield etc. ? Skills that stay just as strong no matter what your highest pool is ? No

    Stamina enjoys so many benefits over magicka. Said ones and using stamina for dodge and blocking should not be a negative side. It's positive in fact, because you can do them much more than magicka builds can.
    If you are complaining about shieldstacking, then I'm with you, it's unbalanced. Single shields are fine though.

    Nor sure whats your points with few skills you listed. Can stamina nb use hysteria or perma stealth as much as magicka one?
    By the same logic you should list Retreating Manuever, Siege Shield and plenty other skills saying they benefit magicka user as much as stamina user...
  • Xsorus
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    pieratsos wrote: »

    You are ignoring the fact that there are guilds out there looking for good fights

    15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.

    There is a fine line between dedicated roles and braindead stupid gameplay.

    You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.

    In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.

    Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.

    And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.

    I’m calling *** on looking for good fights. If you were actually looking for good fights you’d be requesting they drop the actual group cap in pvp from 24 to say 12 or 8.

    Group vs group dynamics will not develop in a game where your opponent is going to realistically run anything from 8 to 24 bloody people. It’s just not going to happen. You need a lower cap to produce multiple roaming groups and to make it a realistic possibility that you’ll run into something remotely similar numbers to yourself.

    Right now all I’m seeing is pug farming and nothing more.

    And I’m not looking for small scale... I’m looking for actual group vs group mechanics vs the rolling potato ball you call guild fights right now.

    Also having dedicated roles in a group isn’t bad... but when your zerg reaches a point where you have a dedicated person spamming rapids... you’ve gone full potato.
    Edited by Xsorus on December 23, 2017 11:41AM
  • Waffennacht
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    @arkansas_ESO I think interruptible abilities will have a cool down once interrupted. I believe you are worried about the opposite of what they are thinking.

    Aka you'll be able to perma lock someone out of snipe

    Actually a more appropriate scenario would be crushing shock perma locking out dark deal, or dark flare or snipe etc
    Edited by Waffennacht on December 23, 2017 4:39AM
    Gamer tag: DasPanzerKat NA Xbox One
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  • WeylandLabs
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    @BohnT

    Im concerned with your post that you maybe dont understand how this works. Let me explain to you how this works, also break down what you have said as an explanation to @ZOS_Wrobel .

    Major Defile Decrease Healing taken and Health
    Recovery by 30%

    Minor defile Decrease Healing taken and Health recovery by 15%

    Now in the Befoul cp tree you can have 100 cp into that tree and will go to 55%. That means on Major Defile it will allow me to have 46.5% rounded down is 46% debuff, and with minor 23.25% rounded down is 23%

    How do i get these numbers ? Well 55% of 30% is 46.5 % and 55% of 15% is 23.25%. In Theory you can have a total of 70% healing taken and hp recovery debuff.


    Now you said and i quote

    "Defile stacking means using both minor and Major defile with 100% uptime with 50+ Points into befoul to reduce healing to almost 0. "

    Now in order to get an accurate assumption you would have to do the research and testing to see what is effect healing taken and is any heal you or anybody gives you. And health Recovery is self explanatory see 50+cp at a min of 50% will only gain 42.25% rounded down to 42% and on 15% is 21.15 rounded down is 21% Totaling at min major defile at 50cp would be 42% and at max 100cp would be at 46% stacking both major and minor would be 63% at 50cp. And at 100cp would be 69%.

    Now to tell you about your other reasoning you said.

    " There is no counterplay for most classes as you don't have as much Access to Major mending, vitality etc. This wrecks anybuild that has no access to purge (everyone except for templar the other classes can't use purge due to low cd on defile providing sets/abilities and the high cost of purge) .

    As far as counter play goes, well thier is a lot of counter play as to knowing your class and understanding what you can and cannot do. Your argument is access to buffs that allow you to increase your healing, and purging effects is the counter play to it thier are sets and abilities that allow you to remove negative affects from that group and yourself. Unfortunately nobody runs them because its based on 1 type of gameplay. ( And thats support ) Purge is high for a reason and thats because if everybody can remove effect 24/7 thier would be no reason to have dots in the game besides pve.

    And last but not least your argument of.

    "It's just too powerfull as your opportunity cost in the cp are almost not exsisting while stacking into healing reduces your damag or your survivability. Problematic is duroks bane/ reverbating bash as you'll have 100% Major defile uptime on your enemies easily with no drawbacks.

    I'd say the amount of skills and abilities potions and passives for healing heavily outweighs the amount of healing debuffs in the game today. Their was a huge problem is cyrodiil for the super healing dps super unkillable tanks and super healers everybody needs to be killable. And duroks has been in the game since day 1 and as soon as people start dying because the counter play has been semi balanced on heals people start complaining.

    Because if anybody listens to somebody about a set needs to be nerfed, has to learn to be creative in builds.

    And i take full responsibility on this current meta in bleeds and duroks. If you need any help destroying these uncreative complainers please click on link.


    https://forums.elderscrollsonline.com/en/discussion/359042/p-m-s-build-stam-sorc










  • Ankael07
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    Allow us to stack ulti gain up to a number of the developers choice.
    For example, when you light attack someone you gain 3 ulti and then light attack somebody else, you gain 6 ulti per second. Same thing with dodging or blocking attacks from multiple players.
    If you want me to reply to your comment type @Ankael07 in it.
  • Tasear
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    I hope block changes are positive we having trouble finding tanks.

    I am afraid for earthgore... don't forget about pve usage...and we Healers don't have many good monster sets. :|

    Synergies changes will be exicting. Please look at adding more people to be effected by storm annotach.

    Blood altars synergy usage is confusing in regards to synergy.

    Nova can't be usage on in center.

    Bone shield radius is too small.

    Would like to not fight for synergies and be rewarded for trying. Maybe add it so more then one person can use.

    Werewolf synergy for devour takes a too long use and find. Keeps going in and out.

    P.s make leap charge attack ;)


    Edit

    Kinda worried about adjustments to teams in cydrolli. We should be able to cover each other weakness. Don't play much PvP, but will lose interest if no room for support role.
    Edited by Tasear on December 23, 2017 8:37AM
  • BohnT
    BohnT
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    @BohnT

    Im concerned with your post that you maybe dont understand how this works. Let me explain to you how this works, also break down what you have said as an explanation to @ZOS_Wrobel .

    Major Defile Decrease Healing taken and Health
    Recovery by 30%

    Minor defile Decrease Healing taken and Health recovery by 15%

    Now in the Befoul cp tree you can have 100 cp into that tree and will go to 55%. That means on Major Defile it will allow me to have 46.5% rounded down is 46% debuff, and with minor 23.25% rounded down is 23%

    How do i get these numbers ? Well 55% of 30% is 46.5 % and 55% of 15% is 23.25%. In Theory you can have a total of 70% healing taken and hp recovery debuff.


    Now you said and i quote

    "Defile stacking means using both minor and Major defile with 100% uptime with 50+ Points into befoul to reduce healing to almost 0. "

    Now in order to get an accurate assumption you would have to do the research and testing to see what is effect healing taken and is any heal you or anybody gives you. And health Recovery is self explanatory see 50+cp at a min of 50% will only gain 42.25% rounded down to 42% and on 15% is 21.15 rounded down is 21% Totaling at min major defile at 50cp would be 42% and at max 100cp would be at 46% stacking both major and minor would be 63% at 50cp. And at 100cp would be 69%.

    Now to tell you about your other reasoning you said.

    " There is no counterplay for most classes as you don't have as much Access to Major mending, vitality etc. This wrecks anybuild that has no access to purge (everyone except for templar the other classes can't use purge due to low cd on defile providing sets/abilities and the high cost of purge) .

    As far as counter play goes, well thier is a lot of counter play as to knowing your class and understanding what you can and cannot do. Your argument is access to buffs that allow you to increase your healing, and purging effects is the counter play to it thier are sets and abilities that allow you to remove negative affects from that group and yourself. Unfortunately nobody runs them because its based on 1 type of gameplay. ( And thats support ) Purge is high for a reason and thats because if everybody can remove effect 24/7 thier would be no reason to have dots in the game besides pve.

    And last but not least your argument of.

    "It's just too powerfull as your opportunity cost in the cp are almost not exsisting while stacking into healing reduces your damag or your survivability. Problematic is duroks bane/ reverbating bash as you'll have 100% Major defile uptime on your enemies easily with no drawbacks.

    I'd say the amount of skills and abilities potions and passives for healing heavily outweighs the amount of healing debuffs in the game today. Their was a huge problem is cyrodiil for the super healing dps super unkillable tanks and super healers everybody needs to be killable. And duroks has been in the game since day 1 and as soon as people start dying because the counter play has been semi balanced on heals people start complaining.

    Because if anybody listens to somebody about a set needs to be nerfed, has to learn to be creative in builds.

    And i take full responsibility on this current meta in bleeds and duroks. If you need any help destroying these uncreative complainers please click on link.


    https://forums.elderscrollsonline.com/en/discussion/359042/p-m-s-build-stam-sorc

    I think you don't understand what i ment to say with my post. You can still have extremely good damage, sustain and survivability and be able to reduce the healing taken a lot.
    If you spend 31 points into befoul you'll won't miss out on any damage and for most builds not even on sustain you can easily reduce your sustain by a small margin and get to 50+ points. And this doesn't affect your damage output or how tanky you are via cp.
    As you can achieve 70% healing reduction you can do the following.
    On most stam builds (not duel based) your vigor will tick between 1.8-3.4k with non-crits and crits. Reducing this by 70% and your healing goes down to 560-1020 there is no used dot in the game which doesn't apply enough damage to negate the healing of vigor. If you check combat parses most people have ~3-4k hps when they are fighting. This can again be reducmaxto 900-1200. and with 1.2k hps you won't recover from a burst combo. It's simply too powerful. I'm not saying that defiles should be removed entirely but the befoul cp has to be swapped with a cp from the blue tree and it has to be reduced to 25% maximum.

    Any class that has access to shields defiles are laughable but for stamclasses there is no useable counterplay that you could use in an open world build.
    Also i checked your post and i couldn't find any counterplay options
  • Ragnaroek93
    Ragnaroek93
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    Dracane wrote: »
    Gravord wrote: »
    rush1776 wrote: »
    Magicka dds should hit harder..

    Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?

    Can Magicka safely use stamina dumps, as stamina builds can use magicka dumps such as purifying ritual, bolt escape, mass hysteria, reflective scales, shimmering shield etc. ? Skills that stay just as strong no matter what your highest pool is ? No

    Stamina enjoys so many benefits over magicka. Said ones and using stamina for dodge and blocking should not be a negative side. It's positive in fact, because you can do them much more than magicka builds can.
    If you are complaining about shieldstacking, then I'm with you, it's unbalanced. Single shields are fine though.

    So what benefits does stamina have over magicka currently? Stamina has less sustain (ele drain), less defense (spammable shields or burst heals vs dodgeroll which has a cost increase and gets hardcountered by half of the skills around there) and less pressure (magicka has far stronger dots), period.
    Single shields are fine, unless your magicka pool is between 50k and 70k...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • pieratsos
    pieratsos
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    pieratsos wrote: »

    You are ignoring the fact that there are guilds out there looking for good fights

    15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.

    There is a fine line between dedicated roles and braindead stupid gameplay.

    You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.

    In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.

    Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.

    And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.

    Im not assuming anything. Im telling it as it is. He already answered you and he literally said what i just told you. Group play is dominated by one button wonder builds.
    Dedicated roles is one thing and it should exist. Thats organisation and strategy. But running around spamming one button is a completely different thing.

    And sorry to say this, but this "cyro was created for large scale so you shouldnt be able to small scale" bs is getting old. Like really old. No one is asking for cyro to be designed around small scale. Thats just a dumb idea that put in ur mind for whatever reason. What you fail to understand is the idea behind solo - small scale. Which is outplay ur opponents using ur skill. If solo - small scale doesnt exist its because the gameplay is a skilless mindless zerg fest that only boils down to numbers. So yeah it is a joke.
    Edited by pieratsos on December 23, 2017 12:06PM
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