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PTS Update 17 - Feedback Thread for Synergy Improvements

  • paulsimonps
    paulsimonps
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    As far as the cooldown change goes - think of it like earthgore.

    Earthgore has a 30s cooldown but to get around this you slot it on every person in group.

    Same goes for synergies. If everyone slots bone shield you can keep using a different persons bone shield every second - I havn't been able to get more than 2 people testing though but that's how it works with 2 people anyway.

    (bone shield is OP btw, just sayin)

    To clarifiy the scenario, you meant one person used the abiltiy, another used the synergy and after recasting it a third person affected by the first synergy was able to use it straight away?

    That would be a bug according to the patch notes, the notes said that anyone hit by the bone shield synergy shield would be put on the bone shields synergy cooldown with the person that activated the synergy.

    Nah

    Player 1 has bone shield slotted and casts bone shield... Player 2 uses synergy.
    Player 2 also has bone shield slotted and casts bone shield... Player 1 uses synergy.

    It would take up a slot on everyone's build and everyone add it to their rotation once every 30 seconds.

    I haven't been able to test with 3 people yet.

    Ah, well that is different, the caster is never hit by the synergy. All this means is that you can in a small group make it pop twice within 30s, not every second as everyone put the first caster is on cooldown after the first synergy. Now in a large group you can make it pop more often but it can only hit 6 people and not really sure how reliably you are gonna be able to make it proc on those you want, but there is probably still value to it.
  • Tyrion87
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    Seriously, 30 sec cooldown needs to go.

    It was your fault that you gave us a broken synergies that we haven't been using because of that.

    We asked for their improvement.

    And here we go again... you gave us candy... well you gave us a fix for something that was broken for such a long time and at the same time you killed all the joy by preventing us from using this fixed system.

    What an irony... it's always like that.

    At first you killed our sustain with morrowind. Then you made these horrid changes to orbs/shards. And now this. Each patch we get more and more sustain hits. Stop this already.
  • Morgul667
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    I agree the 30s cooldown feels like it needs to go
  • Anazasi
    Anazasi
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    I think the 30 second cool down is too high. I also think the healing seeds and its morphs from the warden class should be treated like the other healing synergies. More than 1 player should be able to synergize with it. In pvp the 5 second heal over time is less than a spamable healing springs tick. Healing seeds should function the same way purify does in regards to the heal. I should also remind everyone that healing seeds and its morphs are the only class synergy for Wardens. While yes they have access to orbs or other abilities from the undaunted line they do lack a synergy DPS ability. Most classes have 2 synergy based abilities wardens only get 1.
    Edited by Anazasi on January 11, 2018 1:11PM
  • Alcast
    Alcast
    Class Representative
    Synergy System & Cooldown

    After playing quite a bit on PTS mainly in the new dungeons, I really do not like the new cooldown of the synergies. Why? There are only a very limited amount of synergies already available and now they get bumped up to 30 seconds cooldown timer.

    If we had a lot more synergies this would not really matter, but as ZOS keeps "merging" different skill line synegies into the same cooldown (like Shards and Bubbles, which makes no sense what so ever) it is getting more and more difficult to find synergies.

    Also, all Sets that work with Synergies got an indirect HUGE nerf, on top of that sutain got another nerf because of the increased cooldown on Shards/ Bubbels.

    Yes, the synergy system finally works when you press a synergy. That is the good side of things but I still do not see why the extra 10s cooldown got added. @ZOS_Wrobel @ZOS_GinaBruno
    Edited by Alcast on January 16, 2018 8:45AM
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  • IxSTALKERxI
    IxSTALKERxI
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    Feedback:

    Synergies are much easier to use now that they actually work. :smiley:

    I think the activation radius on boneshield is too small. I think the current synergy prompt radius (of 2m-3m?) is too impractical for an intense battle with many snares etc. I would like to see the radius increased by 1m to around 4m radius at least.

    - The skill 'trapping webs' is only 4m radius. I suggest increasing this to 5m.
    - Summon Storm Atronach, the major beserk from this synergy is really nice... but storm atronach itself is kinda lame, if someone drops one of these things in pvp, people should be running for their lives... i mean just look at that thing! (I think it should do more aoe damage around it while it is alive, should create chaos.)
    - Talons synergy is very strong (it was already decent) , but will be ok due to synergy cooldown mechanics.
    - Bone shield is also very strong but prompt radius too small.

    Synergy mechanics themselves are quite balanced. Tested the cooldown per synergy per person etc. and they are in a good spot balance wise - not too powerful, but still very useful to incorporate into game play.

    As for the 20s vs 30s and sustain issues etc... that's another topic in itself. I'll let the PvE'rs handle the feedback on that one.
    Edited by IxSTALKERxI on January 19, 2018 1:45PM
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  • antimawkish
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    [*] Did you find the synergies were easier to use?
    Abso-freaking-lutely. My favorite role is tank and I've always enjoyed that popping most of the synergies was part of my role, but my group has suffered a lot of grumbling about synergies mocking me by effectively teasing me in the past. Well, no more. Every synergy I went for, I got. We just loaded up our bars with synergies and had a very successful 'x' party.

    [*] Were there any instances where you thought you could use a synergy, but couldn’t?
    Although I was standing in the big circle and it was down for most of our test run, I didn't see the synergy from Blood Altar.

    [*] Was it clear when you could or could not use a synergy?
    If I was prompted to 'x', I did so. If there was a visual change, I did not notice it. Tested only with one other player, though, so perhaps the visual is only noticeable if multiple of same effect are down. I also run low-medium graphic settings and already habitually aim for where I know synergies should (and now WILL) be, so there's plenty of confounding factors if there is indeed a visual indicator.

    [*] Some synergies got a fairly significant overhaul. As such, feedback on individual synergies would be appreciated.
    -Balls work! Huzza, my last begrudging holdout on templar healer alt (i.e., shards) may be eliminated at last. As I was doing normal dungeony stuff while testing, I'd often hit 'x' as the ball was near me and have to wait on GCD or ability for the synergy to actually make it's way to the front of the queue. The prompt to 'x' would go away after I finished whatever ability I was on, but the ball would successfully pop even though it had scooched a bit away from me by the time the synergy went through.
    -Conduit synergy has always felt very reliable and it still does.

    [*] Do you have any other general feedback?
    I'm very conflicted about the 30s shared cooldown on balls+shards. That extra 10s on the cooldown was very noticeable. On the one hand, I feel like I could benefit greatly from overall reliability vs the old whooshers (i.e., miss). On the other hand, in situations where I was reliably being spammed with synergies during resource-demanding situations (e.g., tanking AA axes or vBF final bosses) I am going to painfully feel the difference (especially if my PVE tanks keep getting nerfed because of PVP stuff).
  • Jeremiah87
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    I enjoy that synergies are easier to use now but the increased cooldown from 20 seconds to 30 seconds is really uncalled for in my opinion.
    My main is a dunmer nightblade so he doesn't have any fantastic racial benefits for stamina sustain. In groups I'm happy to have shards/orbs to help me sustain but with this cooldown increase it's harder than before and kinda works against the whole "making synergies feel responsive and helpful" move. I would like to see that reverted to 20 seconds.
  • theivorykitty
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    Yeah, I played on the PTS and I think that the increase of the cool-down on synergies is problematic and makes those synergies feel less useful than they could have been with just the much-needed improvements to activation functionality.
  • Rohamad_Ali
    Rohamad_Ali
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    In PVP 20s might as well be an eternity but it is still better then 30s . Lower the cooldown sand do not penalize players with ability already slotted like with Bone Wall . Make this synergy update the best it can be . I think 15s cooldown in long enough for most abilities . Healing can get out of hand in PVP an seeing those a bit longer in the 20s range would be understandable .
  • ccfeeling
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    If ZOS you guys wanna motivate more people to use synergies , you better make the synergies more user friendly and useful .

    PVE , this game is all about damages , from the point of NB , there are 2 class synergies provide to the group , Consuming Darkness and Soul Shred

    Consuming Darkness is healer / tank build synergy , but most of the tank run war horn , you know why
    Soul Shred , what's the reason slot it? PVP maybe?

    We do are busy in different trials , especially the dpser with the rotations , if ZOS wanna stop us a while and press the synergy key , please make everything as simple as possible , such as trigger it when the player get close .
    Focus on lag issues if you don't have a better option , thank you!

    Also please review the synergies , some of them are trashes , nobody would like to use it , like Trapping Webs .

    I think synergies effect should be more powerful than typical skills , because it's related with 2 different persons time and place , even specific equipment set purpose .
  • commdt
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    ccfeeling wrote: »
    I think synergies effect should be more powerful than typical skills , because it's related with 2 different persons time and place , even specific equipment set purpose .

    And you have to react and improvise rather then cycle through rotation
    Rawr
  • SinNoAria
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    So I'm not sure if this was ever mentioned, but the Templar Purify, (basically the non-PvPer's purge) will now be 30 seconds instead of 20 seconds. Won't this have a negative effect for Templars that rely on Purify Synergy in order to make up for not having purge?
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