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https://forums.elderscrollsonline.com/en/discussion/683901
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PTS Update 17 - Feedback Thread for Combat Balance

  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    Minalan wrote: »
    Ill post my various thoughts as I have time but for the moment I would like to make known that I am very dissapointed that the stun was not re-added to Crystal Frags. Perhaps some people did not understand it in PvE, but the stun was as useful as the main damage for me.

    If you wont add the stun back to CFrags, please at least give it Knockback.

    I’ll settle for getting 10% damage back...the stun would be nice though.
    '

    I'd prefer the 10%. A stunless frag actually promotes more skillful magsorc play in PvP which is a good thing. It also keeps the potatoes out which means less people dying to "OP" Mage Wrath which translates to less "Nerf Sorc" threads.

    If anything they should just make the skill have a proc chance as the base and make 1 stun on proc and the other deal more damage.

    Personally I'd like to see the skill affected by weapon choice. Melee weapons stun, Ranged weapons increase damage by 10% (for a total of 20%)
    Minalan wrote: »
    I’m overall happy with the changes. Blocking costs. AOE caps. Reduced damage on gap closers. It’s about time. Genius in fact, and I sincerely thank you for listening to the community.

    1. Bad show on the new melee range instant gank proc set. It’s like we didn’t learn anything from Selene, Viper, and Velidreth. Are the same design people working on this? If there was turnover in the group, please explain the history, why all proc damage is unable to crit, and why most of it was converted to damage over time.

    2. Please rethink interrupt immunity. Cut the interrupted skill forced cool down to 1-1.5 seconds and remove all interrupt immunity. The immunity will make some skills such as dark deal/dark conversion completely broken. The whole downside/balance to those abilities is that you have to be smart about if/when you use it. You have to CC the other guy, or LOS, or play smart. Breaking a stun shouldn’t let my Sorc dark deal himself to full resources right in your face.

    That goes for any channel spell. You can’t expect to cast channel heals right in the face of the enemy. The seven second immunity also makes spells like crushing shock pointless. Why bother taking that morph when the enemy can just break free and cast whatever they want?

    3. Please work closely with the MagDK community on fixing the five power lash thing. We all know it’s ridiculously broken, but there are wiser heads that actually play the class who know how to fix it.

    Definitely agree they should rethink interrupt immunity. I understand the need to make channeled skills viable but this is just a cop out. I also don't think an interrupt should stun. Interrupting an opponent, weaving and than stunning again is skilled gameplay that is rewarded. Removing this tactic dumbs down combat.

    Alternatives I'd suggest:

    -Native damage reduction while channeling to reduce punishment (meh)
    -grant interrupt immunity for only 1 cast (less meh)
    -give all channels the C-Frag treatment (an option, not one I'd want)

    -Create conditions where player decision grants an uninterruptible cast e.x. Gain interrupt Immunity after using a CC-->this would balance channels in the same way C-frag is balanced: it's extremely telegraphed, placing the onus on the defender to react to the channel defensively (i.e. reactive counter-play as opposed to proactive-counterplay, the latter of which is currently too punishing for the caster)
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    From what I've gathered, DK is broken in PvP (which is not at all where it needed help, like at all), and for PvE it got the shaft.

    WTF... I just can't even...
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    Hollery wrote: »
    From what I've gathered, DK is broken in PvP (which is not at all where it needed help, like at all), and for PvE it got the shaft.

    WTF... I just can't even...

    For the first time in a while. PvE changes broke PvP.

    It did need some tune ups in PvP. But not really this. Whip is strong on live still, probably the best spammable for smart use, (not bird spam style) and the stun added is nice and quite a fair addition after foss changes. But power lash spam that stacks heals and is undodgable isn't a great way to balance, or help with the sustain issue,

    As for PvE. Yep, shafted to oblivion.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Shadowdream
    Shadowdream
    ✭✭✭
    A little curious why the large increase in block cost, and the huge increase for AOE.

    I don't see an improvement in AOE damage encouraging tactics. Quite the opposite. It encourages people to stack all their AOE's in one place, gather up whole dungeons, and burn them down. It's pretty much the tactic now even with the cap. This will only make that worse. It would be really nice to see more encouragement to have better single target damage and better use of CC.

    What was the thought behind increasing block cost? I really didn't see much of a problem except on the most turtley of turtles.
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.

    2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
    Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
    y6jbvhjjp7b8.png

    3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.
    Edited by Cinbri on January 12, 2018 9:26AM
  • BohnT
    BohnT
    ✭✭✭✭✭
    ✭✭
    Cinbri wrote: »
    1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.

    2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
    Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
    y6jbvhjjp7b8.png

    3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.

    Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
    They simply fail to see how op warden and especially stamwarden are.
  • DoonerSeraph
    DoonerSeraph
    ✭✭✭✭
    BohnT wrote: »
    Cinbri wrote: »
    1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.

    2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
    Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
    y6jbvhjjp7b8.png

    3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.

    Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
    They simply fail to see how op warden and especially stamwarden are.

    I think the interrupt immunity should be unthetered from CC immunity and be a whole new status. When you're interrupted, you should gain a 5 second window of immunity to interrupts (aside from already covered exceptions like ressurrection). That way coupled with the 3 second cooldown you will have a 2 second window to squeeze the skill you really need to cast.

    And about wardens, I think the magicka recovery should be moved to the morph that returns an ice attack back and change major heroism to minor on shimmering.

    EDIT: And does shalk have a telegraph in PvP? Maybe adding one 1.5 second before of it exploding under you could help with the stam wardens, so they need to CC you before you take the shalks.
    Edited by DoonerSeraph on January 12, 2018 10:42AM
  • BohnT
    BohnT
    ✭✭✭✭✭
    ✭✭
    BohnT wrote: »
    Cinbri wrote: »
    1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.

    2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
    Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
    y6jbvhjjp7b8.png

    3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.

    Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
    They simply fail to see how op warden and especially stamwarden are.

    I think the interrupt immunity should be unthetered from CC immunity and be a whole new status. When you're interrupted, you should gain a 5 second window of immunity to interrupts (aside from already covered exceptions like ressurrection). That way coupled with the 3 second cooldown you will have a 2 second window to squeeze the skill you really need to cast.

    And about wardens, I think the magicka recovery should be moved to the morph that returns an ice attack back and change major heroism to minor on shimmering.

    EDIT: And does shalk have a telegraph in PvP? Maybe adding one 1.5 second before of it exploding under you could help with the stam wardens, so they need to CC you before you take the shalks.

    Shalks ignore block and dodge, they have a 3 seconds delay. The nice thing about delayed abilities (which the warden can use 2) is that you can let them blow up in one gcd to burst enemies instantly.
    Yes the interrupt immunity should be separated from cc immunity although i think 1 successful cast of the ability should remove the immunity as skills like dark deal are way too strong and need to be interrupteable all the time or most of time.

    The changea to shimmering shields sounds good but i think warden needs more changes to got on the same level as the other classes
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    dirtykdx wrote: »
    Bowser wrote: »
    Very disappointed that my block cost will be almost quadrupled through the formula change.

    If my math is correct, with 4 sturdy, 3 block cost reduction, 75 cp into block cost, and absorb magic on the bar, I go from 202 to 421.

    2160
    x (1 - 16% ) // sturdy
    x (1 - 24% ) // cp
    x (1 - 36% ) // fortress
    x (1 - 8%) // asorb magic
    - 609 block cost reduction
    = 202
    ** this might be 250, I don't recall if the 8% skill cost is taken after the 609 flat reduction currently, 202 sounds on the low side though

    1730
    -609 = 1121 // new base with cost reduction removed
    x (1 - 16% ) // sturdy
    x (1 - 24% ) // cp
    x (1 - 36% ) // fortress
    x (1 - 8% ) //absorb magic
    = 421

    In other words...ewwwwww

    Yes Deffensive posture comes off last. This is the math

    Old
    Base 2160
    32% 8 Sturdy = 1468.4
    25% CP = 1101.6
    36% S&B/Frsot Passive = 705.02
    -609 Jewelry = 96.024
    8% Defensive Posture = 88 (Absolute lowest)

    New
    Base 1730
    -609 Jewelry = 1121
    32% 8 Sturdy = 762.28
    25% CP = 571.71
    36% S&B/Frost Passive = 365.8944
    8% Defensive Posture = 336.622848 (Absolute lowest)

    4 times as much.
    Morrowind change was Block cost calculations changed to 0.25 sec down from 0.5 (twice as much)
    Morrowind changed Tank meta from 7 Infused and Reinforced Shield -> 8 Sturdy
    Edited by Maura_Neysa on January 12, 2018 11:25AM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • casparian
    casparian
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    ✭✭✭✭
    Currently we have three important Major buffs/debuffs tied to ults:
    - Major Protection for allies (Permafrost)
    - Major Defile for enemies (Shifting Standard)
    - Major Maim for enemies (Nova)

    The first two ults see frequent tactical use in PVP, but the third one is largely neglected (at least by most good groups). The main reason for this isn't that Major Protection and Defile are more valued than Major Maim, nor that Permafrost and Standard have better damage components -- it's that Permafrost and Standard are mobile, while enemies can just leave the vicinity of Nova. Stationary ground ults only rarely synergize well with group tactics in Cyrodiil.

    Since I know you all are looking to increase the diversity of ultimates in Cyrodiil, could the team consider making Nova a mobile ult, like Permafrost and Shifting Standard are?

    (Consuming Darkness also grants Major Protection, but its AOE is half that of Permafrosts', which isn't compensated for by its lasting twice as long. I'm not sure how to fix this skill -- giving it the same duration and AOE as Permafrost while making it a PBAOE would help, but then it would just be a healing version of Permafrost. That wouldn't be bad at all, but it would be a step toward greater class homogeneity, so I feel conflicted about it.)
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • MyrddinEmrys
    MyrddinEmrys
    ✭✭✭
    ZOS the block changes are unacceptable.

    There is a fundamental recurring issue that you seem to only care about PVP instead of PVE.

    If you are going to continue to screw over the PVE players for the sake of PVP then you need to have different servers for PVE and PVP, or have the Battle Spirit make these sweeping changes. Stop penalizing the people who hate and never will play PVP for the sake of a very few who do.

    Seriously we have had enough of this.

    Split the servers or fix it with battle spirit but STOP changing PVE just to shut up the PVP players.

  • Alcast
    Alcast
    Class Representative
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
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  • MyrddinEmrys
    MyrddinEmrys
    ✭✭✭
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
  • BohnT
    BohnT
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    ✭✭
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.

    the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
    I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.


    I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
    Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.
  • Zer0oo
    Zer0oo
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    Will crushing shock get another secondary effect since now interrupting will already in the same result .

    Crushing shock:
    Enemies hit while casting are interrupted, set off balance and stunned for 3 seconds.

    New interrupt mechanic:
    When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.


    Also did the combat team actually think about how off-balance changes are affecting pvp?(Not only mag dks will have fun with this change) As far as i can see there is no off-balance immunity for players which will cause extrem high off-balance uptime on a lot of builds since nothing will consume it. It means 10% more damage (at least for all stam builds), 70% heavy attack damage buff, more resources on heavy attacks and a cc on heavy attacks.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • DoonerSeraph
    DoonerSeraph
    ✭✭✭✭
    BohnT wrote: »
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.

    the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
    I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.


    I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
    Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.

    Theres more than one way to reduce damage rather than gutting sustain. Having good damage but not being able to use your skills in a fluid pace is immensely frustrating. Come on, I want to use my flashy skills, not whack my enemy with the same slow hit that is the heavy attack.

    I think CP should be used for a build customization system instead of raw power. Like paying 10 CP to change a skills scaling, paying 20 CP to make one type of weapon restore the other kind of resource, etc. That would be the "Play how you want, and with enough progression and study you can make almost any build viable". And the damage should be controlled by: Weapon Damage, Penetration, Critical and Critical damage. Why max resources impact your damage? I think they should impact sustain!

    Anyway im just dreaming of thimgs that wont be done :neutral:
  • DoonerSeraph
    DoonerSeraph
    ✭✭✭✭
    BohnT wrote: »
    BohnT wrote: »
    Cinbri wrote: »
    1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.

    2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
    Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
    y6jbvhjjp7b8.png

    3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.

    Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
    They simply fail to see how op warden and especially stamwarden are.

    I think the interrupt immunity should be unthetered from CC immunity and be a whole new status. When you're interrupted, you should gain a 5 second window of immunity to interrupts (aside from already covered exceptions like ressurrection). That way coupled with the 3 second cooldown you will have a 2 second window to squeeze the skill you really need to cast.

    And about wardens, I think the magicka recovery should be moved to the morph that returns an ice attack back and change major heroism to minor on shimmering.

    EDIT: And does shalk have a telegraph in PvP? Maybe adding one 1.5 second before of it exploding under you could help with the stam wardens, so they need to CC you before you take the shalks.

    Shalks ignore block and dodge, they have a 3 seconds delay. The nice thing about delayed abilities (which the warden can use 2) is that you can let them blow up in one gcd to burst enemies instantly.
    Yes the interrupt immunity should be separated from cc immunity although i think 1 successful cast of the ability should remove the immunity as skills like dark deal are way too strong and need to be interrupteable all the time or most of time.

    The changea to shimmering shields sounds good but i think warden needs more changes to got on the same level as the other classes

    I think that 1 free cast if skills like Dark Deal (in 2s is the most you can do, one cast), is not that unbalanced.

    The telegraph would help at highlighting the weak point of a delayed skill, it can be completely avoided if your opponent sees it coming. A 1.5 or even 2s window would be enough for people to roll dodge behins the warden and avoidung the Shalks and maybe even DBoS.
  • Ffastyl
    Ffastyl
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    The change to block cost is a great one. It balances in the way ESO needs: reducing the stat gap (the difference between the two extremes of a stat). The change buffs the common build while nerfing the extreme. I can only hope you find more solutions with such effects for the other aspects of combat.
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  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Ffastyl wrote: »
    The change to block cost is a great one. It balances in the way ESO needs: reducing the stat gap (the difference between the two extremes of a stat). The change buffs the common build while nerfing the extreme. I can only hope you find more solutions with such effects for the other aspects of combat.

    Like shieldstacking.
  • Jaguar_SF
    Jaguar_SF
    ✭✭✭
    Give me one reason why play a templar and use nova over perma frost, both skills reduce damage however permafrost snares roots and stuns while nova only snares the player.

    Perma frost is also cheaper than nova and follows the player unlike nova which is a stationary ultimate making it useless in PvP. This should be looked at since warden is a DLC class so stuff like that makes it a pay to win. I am not even going to talk about the strong sets that's locked behind a pay wall like some of those very strong sets that you can farm from DLC dungeons. That's a different topic for another thread.

    That ultimate need to be looked at, take off the stun or increase its cost to match nova and other very expensive ultimates.
    Edited by Jaguar_SF on January 13, 2018 8:56AM
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    Ffastyl wrote: »
    The change to block cost is a great one. It balances in the way ESO needs: reducing the stat gap (the difference between the two extremes of a stat). The change buffs the common build while nerfing the extreme. I can only hope you find more solutions with such effects for the other aspects of combat.

    So your idea of great is to have everyone be the same... Please gawd don't tell me this is ZOS goal. Extremes are a good thing, both builds that can hold a Keep / Resource againts 10 while reinforcements come and glass cannons that can take a Keep / Resource againts 10 via tactics. Things need to be balance to need all types not just a lot of one type.

    During the summer double AP event I was in a fight defending a Keep with 3 walls down. About 20 of us at each of the opening and 40 enimies out in the field at each opening, all 3 alliances present. 3 or 4 of us tanks standing in the opening with healers and DDs taking cover behind us or walls. Fight was 40 + minutes of the most fun I've ever had in Cryodiil. All because the tanks had the openings filled with CC, the healers there to keep them up and the DDs there to keep the brave at bay. This was possible because double AP had all the PvE builds out doing what they do best just against Players.
    Not heavy armor Stam.
    Tanks with full complement of crowd control rather than ignore them cause the only skill they have is not dieing builds.,
    Healers built to keep 12 alive through Warriors Star Fall rather than built to keep 1 alive through Eye of the Storm.
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    Jaguar_SF wrote: »
    Give me one reason why play a templar and use nova over perma frost, both skills reduce damage however permafrost snares roots and stuns while nova only snares the player.

    Perma frost is also cheaper than nova and follows the player unlike nova which is a stationary ultimate making it useless in PvP. This should be looked at since warden is a DLC class so stuff like that makes it a pay to win. I am not even going to talk about the strong sets that's locked behind a pay wall like some of those very strong sets that you can farm from DLC dungeons. That's a different topic for another thread.

    That ultimate need to be looked at, take off the stun or increase its cost to match nova and other very expensive ultimates.

    Nova does more base damage and nearly double when synergized, and also slows (65%-5% less than Permafrost) Permafrost ONLY stuns and slows. The root comes from Frost secondary effect, you're complaining because Eye of the Storm burns?

    The only sets worth anything behind a "pay wall"are trials (which better be strong sets) Spell Power Cure, and maybe Earth Gore (when Zerg surfing) maybe Briarheart sort of. Wardens are also the weakest DD class only truely execeling at everyones least favorite role, tanking, and having a relatively simple burst combo, which comes with a relatively complex buff combo. Some pay wall zos has going (>_>)
    Edited by Maura_Neysa on January 13, 2018 2:40PM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Malkorga
    Malkorga
    ✭✭✭
    On my mDK vampire i generally farm world bosses, delves and public dungeons. I often solo the brood queen and abandoned farm world bosses.

    I was soloing both on PTS and was able to get powered lash to proc up to 11 times in a row against both, all the while dodging attacks and trying to maintain wall of elements.

    on live i am good to get 5 in a row if lag does not creep in.

    Regeneration and sustaining mana are still low.

    Regards,
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Some problems with Templar Focused Charge:
    It is unclear why its damage got 2nd highest nerf since along with damage reduction it also lost its secondary function.
    This function of Templar charge was interrupt any channels on usage of this gap-closer while also apply side effects from it. Now with changes to interrupts, Templar charge lost its function as no longer can interrupt enemies during cc immunity. As result Explosive Charge cant apply aoe interrupt and off-balance while Focused Charge cant apply set 0ff-balance upon interrupt. This making skill utility much lower than it should for gap-closer that has minimal range limitation.
    I suggest to grant both morphs to apply off-balance by use charge on enemy, not by interrupt that wont work most of time now.
    Edited by Cinbri on January 15, 2018 12:49PM
  • Taonnor
    Taonnor
    ✭✭✭✭✭
    Bashev wrote: »
    Since AOE caps are removed on PTS I think ZOS should make a stress - test for Cyrodill - What will happen when a lot of people (like 50) start to fight and all will run some AOEs (Eye of the Storm, Caltrops etc.)
    What will happen if there will be multiple AOEs in one spot and there will be like 50 targets all getting hit by all those AOEs.

    Keep in mind - not so long ago (like 3 days ) EU Cyrodill PvP server crashed because there was a giant fight between all 3 factions... And keep in mind - currently it was with AOE caps...
    So i think since this is a "test" server - this should be on a check-list. ;)

    Removal of AoE caps will increase the performance. Right now more than 50 people take damage. The damage is just reduced. Furthermore more calculations are needed because server should calculate the position of the players and distribute the damage for those who are closer to be more. Now it will be simple. If you are in you take the full damage.

    The server wasnt responsive in the past because we had fight on flags 30 players stacked spamming AoEs. Healing is smart, damage is not. These people cannot kill each other and they just lag the server.

    TL, DR I expect that the removal of the AoE caps will improve the sever calculations.

    agree -> https://forums.elderscrollsonline.com/en/discussion/224997/myth-aoe-cap/p1
    Guild

    Gildenleiter von Lux Dei (EU/AD). Offizieller Gildenspotlight für ESOTU!
    Guild leader of Lux Dei (EU/AD). Official Guild Spotlight for ESOTU!

    Addons & Guides

    ESOUI Author Portal: Taonnor
    Addons: Taos AP Session, Taos Group Tools

    Myth AoE Cap: DE Mythos AoE Cap // EN Myth AoE Cap

    What should i change in ESO: DE [DGR] Was würde ich an ESO verändern - "Der große Rundumschlag" // EN [TWS] What should i change in ESO – „The sweeping statement“

    Charakters

    Taonnor Annare, Sorcerer
    Thao Annare, Nightblade
  • rafaelcsmaia
    rafaelcsmaia
    ✭✭✭✭✭
    BohnT wrote: »
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.

    the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
    I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.


    I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
    Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.

    Revert the damn sustain changes and buff enemy resistances on trials, something close to the cap so you cant ever penetrate it to 0 (Which imo is kinda absurd in a boss fight). Sustain would come back along with fast paced combat but dps would be mitigated.
  • BohnT
    BohnT
    ✭✭✭✭✭
    ✭✭
    BohnT wrote: »
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.

    the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
    I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.


    I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
    Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.

    Revert the damn sustain changes and buff enemy resistances on trials, something close to the cap so you cant ever penetrate it to 0 (Which imo is kinda absurd in a boss fight). Sustain would come back along with fast paced combat but dps would be mitigated.

    Wouldn't help with PvP balance making pvp again who gets bored first loses the fight because if you didn't want to die you it you could survive as long as you want.

    I simply don't see any change that could bring back the old PvE pace while keeping pvp balanced or vice versa
  • rafaelcsmaia
    rafaelcsmaia
    ✭✭✭✭✭
    BohnT wrote: »
    BohnT wrote: »
    Alcast wrote: »
    PvE
    I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.

    If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.

    the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
    I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.


    I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
    Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.

    Revert the damn sustain changes and buff enemy resistances on trials, something close to the cap so you cant ever penetrate it to 0 (Which imo is kinda absurd in a boss fight). Sustain would come back along with fast paced combat but dps would be mitigated.

    Wouldn't help with PvP balance making pvp again who gets bored first loses the fight because if you didn't want to die you it you could survive as long as you want.

    I simply don't see any change that could bring back the old PvE pace while keeping pvp balanced or vice versa

    Thats the way to fix pve, imo pvp should be balanced via battle spirit, not through stupid nerfs all across the board
  • maboleth
    maboleth
    ✭✭✭✭✭
    Warden - Blue betty ability: Explains that it gives the buff for 27secs, even though it's 25sec.
  • CyberOnEso
    CyberOnEso
    ✭✭✭✭✭
    My feedback on the changes to the destruction staff ultimate,

    First off this is coming from a person who plays a Mag Sorc in the end- game trials, I cannot weight in too much on the changes effects to PvP, however, I believe given the changes to AoE damage in the previous PTS patch this nerf is essential to balance the ult in PvP but for PvE it will be a significant nerf as since the radius is decreasing from 10m to 8m the area of the ultimate is decreasing from 314.2m^2 to 201.1m^2 around 2/3rds of it's previous area.

    However, since this change in my opinion is necessary for PvP balance I would instead like to propose that the Mage's Guild ultimate, Meteor has it's radius increased. As this would allow for more variety in the ultimate's used in PvE and allow for more situations where players will have a choice to make when selecting which ultimate will be more effective rarther than just waiting for their destro ult, as in it's current state destro ults would be the more effective choice 95% of the time.
    Edited by CyberOnEso on January 15, 2018 11:30PM
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
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