I want to start this message saying I love these changes, and my entire guild, Valenmir, loves them (We are a big theory-crafting guild). Below are our thoughts on the major changes to balance:
AOE CAPS:
We are REALLY happy about the AOE caps, thank you guys SO MUCH for removing the damage portion. This will help the state of PvP a lot. Being able to punish people for piling up in a zerg ball is essential for the health of the game. And with the AOE damage cap lifted, small groups will again be able to stand a fighting chance against the large ball groups if they out-play them and are really coordinated. Also as a side note this also is a huge breathe of fresh air for solo/duo players as they actually have a chance at out-playing people with their burst AOE.
DK Changes:
We love the change to DK whip, it feels much more reliable as a heal and a DPS ability and fixes some of the resource problems DK used to have. It now forces people to actually try and counter-play the DK combos instead of just standing there in the talons or not breaking CC. DK has always been about micro-managing your resources and it is still about that; but some of the pain it felt, which was much more then the other classes, is alleviated. I think this is basically the final step to making DK viable in open-world PvP and we thank you very much for taking it. As for the PvE aspect, this definitely helps. We have not yet ran all of the BiS parses for it on PTS but we are confident it will be very viable.
Synergies:
...Thank you...Thank you sooo much. Synergies feel so much better and more impact-full then ever before. The days of have to tell your group "SPAM X" just to use one synergy is gone. This is a very good re-work/update to the system.
Channeled Abilities:
I am very happy with this new system for interrupting channeling. It enables for a lot more counter-play and tactical awareness when using or fighting channeled abilities.
Blocking:
As for the change to cost of block we have some mixed feelings. But overall think it is a good change as it helps control the extremes and enables people to more easily be in a middle ground.
Sets:
The new magicka proc set "Caluurion’s Legacy" Is a bit to powerful damage wise as a burst.
And the new monster set "Zaan" Is WAY to strong. It has 0 counter-play and does way too much damage. This one will definitely need an adjustment. Other then those the other new sets seem to fit good balance wise and are very interesting.
Recap:
Overall this is going to be one of our favorite patches and word of it is even bringing back lots of players in the guild who have been taking breaks. Thank you very much for going this way with the balance it will make things a lot more interesting and enjoyable going foreword.
Edited by cjddrumnub19_ESO on January 9, 2018 10:16PM