Maintenance for the week of May 25:
• PC/Mac: No maintenance – May 25
• ESO Store and Account System for maintenance – May 27, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

PTS Changes in 4.1.2 as announced on ESO Live

  • Ankael07
    Ankael07
    ✭✭✭✭✭
    ✭✭
    How is Sload's even a counter to tanky players is beyond me. I mean the only counter right now is to have good HOT and max HP to nullify the DOTs (exactly what makes a proper tank player).

    With just 6 seconds cooldown Sload's will only hurt magicka players more by forcing them to spend what little stamina they have. It will probably ignore line of sight as well making the changes irrelevant

    Besides, we already have an anti-tank oblivion damage set called Knightslayer (does 8% of enemy's max HP as oblivion damage with each heavy attack). Its easy to proc and only needs stat adjustments to be viable for every setup.
    Edited by Ankael07 on July 22, 2018 4:21AM
    If you want me to reply to your comment type @Ankael07 in it.
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS went ahed and lisened to rune focus feedback. I'm impressed and I'm thankfull.

    @ZOS_GinaBruno tell the guys that the magicka templars appreciate this one. I think it's a good compromise.
  • Spurius_Lucilius
    Spurius_Lucilius
    ✭✭✭
    No Magden changes again?
    PC NA Casual/PVP
  • Stigant
    Stigant
    ✭✭✭✭
    Another possible solution for rune cage might be, making it place a 2-3 sec countdown on the player that will get a chance to break free 'prematurely', if he doesn't he gets the stun when the timer is over. Adding some visual effect to telegraph that of course...

    Edit: another possible counterplay would become poping an imunity potion during the countdown.... but leave the rune unblockable/undodgeable.. Ať least it would have some unique coutermeasure mechanics

    About sloads, if it's intended to counter HA builds, why doesn't the damage scale off the number of HA pieces worn by the affected target?
    Edited by Stigant on July 22, 2018 6:19PM
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    KingJ wrote: »
    Lmao bruh you really hate Nb its hilarious.

    @KingJ
    Name one class / build that profits more from the sloads and rune cage changes?
    Sure there are other stamina builds that can also dodge a lot. But no other class/build combination dodges as much as stamblades do.

    And magicka builds did not get any quality of life improvements from those changes at all. The increased requirement for dodging to either evade sloads or rune cage puts additional strain on their already limited stamina resource pool. Why not have a magicka counterplay for once - e.g. a synergy that cost magicka. Oh yeah right ...

    And me pointing out the bad track record of ZOS when it comes to balance involving stamblades does not make me NB-hater.

  • usmguy1234
    usmguy1234
    ✭✭✭✭✭
    Own wrote: »
    Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno

    I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.

    It's still overloaded without the stun.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • Galarthor
    Galarthor
    ✭✭✭✭✭
    Stigant wrote: »
    Another possible solution for rune cage might be, making it place a 2-3 sec countdown on the player that will get a chance to break free, if he doesn't he gets the stun. Adding some visual effect to telegraph that ...

    About sloads, if it's intended to counter HA builds, why doesn't the damage scale off the number of HA pieces worn by the affected target?

    2 or 3 seconds are a long time in PvP.

    How about this:

    Keep Rune Cage undodgable, since the perma-dodgers are already able to evade most things and damage in PvP. Especially the single target sorc abilities (to which class Rune Cage belongs after all).

    But make it blockable with the added secondary effect that it increases the block costs of future blocks for X seconds. The secondary effect is neither dodgeable or blockable.

    The result:

    Sorcs have a tool to deal with perma dodgers, which they have struggled with since the creation of the game.
    Sorcs also have a way to deal with the perma-block meta builds, by draining their blocking resource.
    BUT regular builds are pretty much unaffected as they can simply block the CC (much like CFrag or Destructive Reach). So to those builds it will be like the good old times, while the cheesy builds finally got some counterplay from sorcs.


    The second alternative would be to simply swap the proposed effects. This solution is, however, less expedient and less balanced between perma-dodgers and perma-blockers as the perma-dodgers tend to be highly mobily. Therefore, they can just keep their distance while they are affected by the increased dodge roll cost. The same is usually not true for the perma-block builds.

    I think this is a really balanced appoach, as it gives Rune Cage counterplay to "normal" builds, while at the same time provides sorcs with a tool to deal with the cancerous builds.
  • usmguy1234
    usmguy1234
    ✭✭✭✭✭
    KingJ wrote: »
    Galarthor wrote: »
    mr_wazzabi wrote: »
    Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.

    Regardless of whether this is true or not, the way it was "fixed" still speaks volumes. And the pace at which stamblade grievances are addressed too. Their insta-kill from stealth dominance was not addressed for ages despite pretty much everybody (except for stamblades ofc) complained about it. The time-to-kill back then was even shorter than now if you manage to kill somebody with a single curse-meteor--cage-frag rotation. And you didn't even get a heads-up like you do from a meteor.

    And why only solve the issue for perma dodgers / stamina builds? Wouldn't it have made far more sense to somehow limit meteor / ulti damage you take? That way every single build would have profited. But no. It was again made to fit the stamblades.

    Honestly, for most fights this change probably doesn't matter (see above). At least in a CP enviornment good players usually don't die to this rotation. For example they hold back their CC when they think the sorc is about to drop a meteor and as soon as it is telegraphed they stun the sorc, preventing the Rune Cage and then blockhe meteor. The only thing that really changes is that the perma-dodgers can now have a field day with sorcs again ... as I said, catering to stamblades again.
    Lmao bruh you really hate Nb its hilarious.

    Yes it's quite easy to hate on nightblades because despite their trivial nerfs they are still so much better than most other classes in survival and damage. Now with rune being dodgeable the edge goes back to stamblades again. The sheer amount of crying on the forums about runecage is what was hilarious. And per usual Zos sides with their class favorites.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • Galarthor
    Galarthor
    ✭✭✭✭✭
    usmguy1234 wrote: »
    Yes it's quite easy to hate on nightblades because despite their trivial nerfs they are still so much better than most other classes in survival and damage. Now with rune being dodgeable the edge goes back to stamblades again. The sheer amount of crying on the forums about runecage is what was hilarious. And per usual Zos sides with their class favorites.

    ZOS likes them so much, that they got their own CP and armor trait - i.e. Tumbling and Well-fitted.

    No other class/build received so much love from ZOS, except for tanks with the CP star Shadow Ward and the trait Sturdy, which is why we have such a cancerous tank meta.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Galarthor wrote: »
    baratron wrote: »
    NBrookus wrote: »
    Thanks for the summary.
    baratron wrote: »
    Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)

    Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".

    Precasting shields that don't protect against oblivion damage as a strategic option? :|

    Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.

    Yeah because those sloads users use sloads tactically rather than having it on you 24/7 wearing you down. There is not a whole lot this chanhes (except for stamian builds, who can afford to constantly dodge it). Healing abilities will still be applied as needed, that is depending on the current state of your HP bar, because healing when you got full HP is not that helpful. And builds relying on shields are still being f***ed by this set.

    So nothing really changed about sloads only that it was nerf in such a way that it wouldnt hurt stamblades anymore. Gotta cater to the most vocal group on the forums.

    As for the Rune Cage change: it basically goes in the same direction: Cater to the stamblades AKA perma dodgers. For the rest of the population nothing really changes. Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars. Only advantage that remains is that you can get thorugh perma-block. But those people usually won't die from a full burst rotation when they are stunned anyways, so there is very little incentive to use it anymore. The change in the meta was good while it lasted ....

    I find it interesting how every grievance of stamblades gets addressed in a timely fashion and the rest of the builds and classes can wait for multiple Updates or even years.

    Brav-fing-o

    Dead on

    Quoted for truth
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    Stigant wrote: »
    Another possible solution for rune cage might be, making it place a 2-3 sec countdown on the player that will get a chance to break free 'prematurely', if he doesn't he gets the stun when the timer is over. Adding some visual effect to telegraph that of course...

    Edit: another possible counterplay would be poping an imunity potion, but leave the rune unblockable/undodgeable.. Ať least it would have some unique coutermeasure mechanics

    About sloads, if it's intended to counter HA builds, why doesn't the damage scale off the number of HA pieces worn by the affected target?

    That countdown is pretty long, has too much counterplay and results in 0 benefit from casting the skill against a good opponent. Players should never feel an entire GCD is wasted unless they were legitimately outplayed. Could have Rune Prison work like a combo of Total Dark+PotL--
    Apply Minor Breach for 12 seconds. If they are hit by another Dark Magic skill they become stunned for 3 seconds. If after 6 seconds they are not hit by a Dark magic skill they are instead immobilized for 1 second and cannot use any gap closers for 3 seconds but are granted immunity to Crowd Control for the rest of the duration.

    This change pretty much makes it work the same as it on PTS and puts the onus on the sorc to hit their skills. If the opponent plays smart they get a cheap "break free" but the sorc still gets some kind of benefit from casting the skill.
    Edited by IAVITNI on July 22, 2018 6:17PM
  • Torbschka
    Torbschka
    ✭✭✭✭
    Did they say something about magden?
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    I´m glad about cage getting the nerfbat.

    I dislike that NB essentially gets to keep their stun on incap and sload gets a massive nerf against cloak + dodge based builds (nbs).
    Everyone else still gets worn down and one class gets an absolute free pass now? In my book that´s not how balancing should work.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • f047ys3v3n
    f047ys3v3n
    ✭✭✭✭✭
    baratron wrote: »
    Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)



    It will no longer be possible to proc your item sets while using siege weapons in Cyrodiil. Apparently this was observed with Sload's Semblance and the devs then realised it applied to all sets.

    You'll also be able to move skills around on your bars when you're dead!

    Dev's really didn't know this.... Man, you guys are pretty clueless. Using VD on siege equipment is pretty basic stuff. As VD bomb builds have decreased it has become the primary use of the set. Won't be used much now, oh darn. It was a bad idea anyway. You guys really do need to play enough to gain at least a grasp of basic tactics. I don't even PVP much and know this kind of stuff.

    Nice about the being able to move skills on the bar when dead though. It is typically a situation where you have both the time and motivation to change skills.

    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Anhedonie
    Anhedonie
    ✭✭✭✭✭
    ✭✭
    PvE magwards are still ***, a year after release. Hint taken.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • KingJ
    KingJ
    ✭✭✭✭✭
    Galarthor wrote: »
    KingJ wrote: »
    Lmao bruh you really hate Nb its hilarious.

    @KingJ
    Name one class / build that profits more from the sloads and rune cage changes?
    Sure there are other stamina builds that can also dodge a lot. But no other class/build combination dodges as much as stamblades do.

    And magicka builds did not get any quality of life improvements from those changes at all. The increased requirement for dodging to either evade sloads or rune cage puts additional strain on their already limited stamina resource pool. Why not have a magicka counterplay for once - e.g. a synergy that cost magicka. Oh yeah right ...

    And me pointing out the bad track record of ZOS when it comes to balance involving stamblades does not make me NB-hater.
    The only sload change that helps NB and only Nb is that it no longer break cloak on every tick.Which should have never happened. I would say the same if sloads kept sorc from applying shields.Making sloads proc dodgeable helps everyone every magic build builds enough stam sustain to dodge.

    Rune cage changes allows more counter play for stambuilds in medium.The reason medium is better for stamblades is that they can still force misses for all the undodgeable crap in the game and making rune cage dodgeable allows more stambuilds to use medium. Now they aren't force to take sorcs full burst now just curse.Which is a overall buff to medium. Which is good because medium os garbage.

    They reason its no strictly magic counterplay since wrobel still thinks alliance purge is viable and magic builds can use that. Wrobel thinks that I don't agree with him but its not much you can do for magic that wouldn't also help stam.If they made the stun blockable you would be complaining that it helps stam more .

    Zos have done stuff to help other classes when it cames to balancing way more than stamblades I'll leave a hint one class had a nerf reverted and the ability that would be nerfed buffed.

    The real issue is you hate NB and anything that helps stam in general you will say is just a buff to only help them.
  • Sun7dance
    Sun7dance
    ✭✭✭✭✭
    ✭✭✭✭
    Sload was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding.

    With all due respect Mr. Wrobel, did you ever hear about bleeding?
    And do you know, that oblivion damage also cuts middle armor?
    Edited by Sun7dance on July 22, 2018 10:05PM
    PS5|EU
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Here are my takes on the changes.

    SLOADS:
    Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding.

    If that was the design intent, then cut base damage by half, and then give it up to 100% more damage against players using damage shields and players over 25k armor.
    This also gives built in counterplay because you can let your damage shield or armor buff expire to cut the damage in half. That way its strong against tanks and shield stackers, and only mildly annoys everyone else. You can heal through it with vigor currently so at half damage, it shouldn't be more than a mild annoyance. Sure make it a projectile if you want as well because that sounds hilarious. Sloads also needs an annoying farting noise that only the caster hears like that annoying laugh that happens every time Calluurons legacy goes off. That is the punishment for using it.

    RUNE CAGE
    I've never seen so many people get this ability wrong. Sorcerers have been hated since launch for various things and during about 90% of that time, none of those complaints were about rune cage. That's because Crystal Fragments was a fun and powerful ability that both stunned and did 20% more damage on instant proc. Bar space is always difficult for sorcs, so if crystal fragments was actually good again, many sorcs would ditch rune prison completely. Balancing rune cage is about utility. Remove damage or any extra effects. It should stun through block and dodge but that should be the only thing you get out of it. This increases its utility cost and provides a decent alternative (i.e. Stunning instant cast crystal fragments). Good sorcerers had no problem timing their frag stuns before. Most will drop rune cage for something that gives more utility but it will still be there for stamina sorcerers as a much needed counter to block and dodge chance perma rollers. Also see global stun suggestion at the bottom. Stuns like rune cage, fear, etc suck because its hard to see them.

    RUNE FOCUS
    Great news that the cost nerf was reverted. But stamplars need some sustain help too that doesn't rhyme with Scone Pirate. I would consider putting a stamina cost reduction or stamina return mechanic on the other morph. (restoring Focus)


    Radiant destruction
    As other's have pointed out with actual maths, this is still a DPS loss for templars in PvE. I think radiant glory is still a better morph for PvP. So I would support increasing the execute damage of the other morph (radiant oppression) and reducing the range. That way PvE has a stronger morph with less range and the other morph heals and stays the same. If people cry about dying to a 15 meter beam in PvP, then direct them to ZAAN complain desk.


    Stuff that still needs to be addressed:
    • Stamplar sustain
    • Stamina DK sustain
    • Give sorcs back Cfrags stun.
    • Give templars back blazing spear stun.
    • Templars still need a root for tanking.
    • Fixing the animations of Rune cage, Fear, and and other hard stuns so they are easier to see. There should be a universal Stun animation. (e.g. a black circle around your feet) that shows up immediately whenever you are stunned by ANYTHING. So you can react to it more quickly since other animations are hard to see in PvP.

    Edited by Yolokin_Swagonborn on July 22, 2018 10:57PM
  • Ragnaroek93
    Ragnaroek93
    ✭✭✭✭✭
    ✭✭✭
    Runecage and Sloads nerfs are good but both should also be blockable if they are dodgeable. (Or rework both of them completely).

    Also medium armor still needs a buff to survivability (many Nb players would probably try out other stam classes if medium armor would become a viable option again instead of getting hardcore rekt by sorcs) and magicka needs a counter against snares.
    Edited by Ragnaroek93 on July 22, 2018 10:23PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    @KingJ

    So you couldn't name a single class / build that benefits more from the Sloads and Rune Cage changes. To distract from that fact you try to paint yourself (or stamblades in general) as the victims uncalled-for animosity. And I am not talking about the cloak part as you are correct on that one generall speaking, even though your comparision of cloak and shields is inadequate. Cloak is more of a hybrid between shields and streak as it serves both as a gap opener and a mitigation tool.

    Making both Sloads and Rune Cage dodgable is most beneficial to the builds already dodging a lot - i.e. stamblades. Other builds are simply not designed to handle the increased stamina demand. Sure you could increase stamina regen and put well-fitted on your gear, but why play a magicka build or tank build in that case anyway?

    "making rune cage dodgeable allows more stambuilds to use medium": as if sorc's Rune Cage was the reason Medium Armor was underutilized. People were running around in Heavy Armor long before Summerset and nothing changed there when Rune Cage became popular.

    So magicka builds should be forces to give up a bar slot to be able to use Purge, while stamina builds get 2 free counters (i know, not always both are working on the same ability). Which, isn't really a counter for CCs since you can only use it AFTER you broke the CC, at which point it becomes pretty uselss.

    The reason why ZOS doesn't buff stamblades anymore is that rhey are on top of the food chain and have been for years now. Summerset changed that to some degree as they now had to compete with sorcs besides wardens. But ZOS came to the rescue! If they would buff stamblades any further, they would have a *** on their hands. I know what you want to say next: "If stamblades are so OP ZOS would nerf them" ... we all know why they don't get nerfed.

    And you seriously claim that there is no favoritism towards stamina builds, especially perma-dodgers and perma-blockers?
    Have you taken a look at the CPs?
    Have you taken a look at the item traits?
    Which can make the cost for blocking and dodging marginal.
    And both these builds get their main mitigation tool even free of a bar slot!

    But I guess I am just imagining that, since I am a NB-hater. In reality, Well-fitted increases the distrance streak by 3000% and Shadow Ward reduces the Cost of healing by 200%. Those damn MagPlars get magicka back when they heal. I knew it ... something was off. I just couldn't put my finger on it. Thanks for opening my eyes.
  • mb10
    mb10
    ✭✭✭✭✭
    ✭✭✭
    Nothing on magicka wardens! Yay!










    -.-
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    The way Sload's is handled is just... and a counter to tank? Sload's affect LA builds a lot more and LA builds already take a lot more damage than HA builds. This only serves to tip the scale in favor of stam specs using MA because they are now the only ones that can avoid Sload's proc. Good for them but not really the right way to handle this. Reducing the damage per tick would have been a lot better than this or turning this into different type of damage.

    Good job on reverting the cost increase for Templars.

    Rune Cage nerf... it should be handled better. I guess free pass for bowtards.

    And where's DK overhaul?
    Imperials, the one and true masters of all mortal races of Tamriel
  • KingJ
    KingJ
    ✭✭✭✭✭
    Galarthor wrote: »
    @KingJ

    So you couldn't name a single class / build that benefits more from the Sloads and Rune Cage changes. To distract from that fact you try to paint yourself (or stamblades in general) as the victims uncalled-for animosity. And I am not talking about the cloak part as you are correct on that one generall speaking, even though your comparision of cloak and shields is inadequate. Cloak is more of a hybrid between shields and streak as it serves both as a gap opener and a mitigation tool.

    Making both Sloads and Rune Cage dodgable is most beneficial to the builds already dodging a lot - i.e. stamblades. Other builds are simply not designed to handle the increased stamina demand. Sure you could increase stamina regen and put well-fitted on your gear, but why play a magicka build or tank build in that case anyway?

    "making rune cage dodgeable allows more stambuilds to use medium": as if sorc's Rune Cage was the reason Medium Armor was underutilized. People were running around in Heavy Armor long before Summerset and nothing changed there when Rune Cage became popular.

    So magicka builds should be forces to give up a bar slot to be able to use Purge, while stamina builds get 2 free counters (i know, not always both are working on the same ability). Which, isn't really a counter for CCs since you can only use it AFTER you broke the CC, at which point it becomes pretty uselss.

    The reason why ZOS doesn't buff stamblades anymore is that rhey are on top of the food chain and have been for years now. Summerset changed that to some degree as they now had to compete with sorcs besides wardens. But ZOS came to the rescue! If they would buff stamblades any further, they would have a *** on their hands. I know what you want to say next: "If stamblades are so OP ZOS would nerf them" ... we all know why they don't get nerfed.

    And you seriously claim that there is no favoritism towards stamina builds, especially perma-dodgers and perma-blockers?
    Have you taken a look at the CPs?
    Have you taken a look at the item traits?
    Which can make the cost for blocking and dodging marginal.
    And both these builds get their main mitigation tool even free of a bar slot!

    But I guess I am just imagining that, since I am a NB-hater. In reality, Well-fitted increases the distrance streak by 3000% and Shadow Ward reduces the Cost of healing by 200%. Those damn MagPlars get magicka back when they heal. I knew it ... something was off. I just couldn't put my finger on it. Thanks for opening my eyes.
    I didn't have to mention a single class when i said every stam class.Here you go stam sorc,stamwarden both benfit from this change.If they run medium they benfit from this change.

    Rune cage wasnt the only reason why other stambuilds wear heavy but its a big factor.Making more moves dodgeable makes medium as a whole better.Medium isssue is that it built around dodge roll but the game punishes you using any other defense.Medium builds have to build high stam recovery to utilize dodge roll effectively,but when faced with a opponent who uses undodgeable abilities but blockable abilities stam regen is cut off.The reason stamblades can use medium ao well is when dodge fails they have a secondary ability to rely on.To say other class aren't able to handle the stam load shows you don't know how to build your character. Any class can do it.

    I never said that I said wrobel who i repeatedly said sucks at his jobs believes that. Plus you have access to dodge and block on top of shields.in some instance magic is better at using stam defenses for example Magdk are better permablockers than stamdk.Nothing stops magic builds from dodging or blocking every good player builds good offstat sustain. Stamdk build enough magic regen to use igneous shields,Stamsorc dark deal and crit surge,stamblades shade,fear,cloak.Everyone builds for offstat sustain so how is it not ok for magic builds.

    Show me one buff Zos have given Stamblade.That make them crazy op.All they done is fix cloak now they the most broken thing in the world.Its funny i barely play my stamblade anymore but this stuff is a joke now.

    Everything you mentioned helps magic builds you don't hate stamblade you hate anything stam.Its sad .
  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Let’s just nerf magWarden instead. I mean, it’s almost as good as Mr. Wrobel’s favored solutions.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sload:
    Making it a projectile won´t solve the problem. Just look at the Caluurion set:
    (2 items) Adds 833 Spell Critical
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 833 Spell Critical
    (5 items) When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.

    Whenever someone procs this from melee range it´s a 100% hit, unless you´re a DK that happened to have its wings up or a warden having shimmering shield up (or defensive stance). Now as far as I got it, Sload is not going to be reflectable, even though it will be a projectile. People using Sload in melee range will still hit their targets to matter what.

    The second issue with Sload is the damage. It does 47-140% more DPS than master dual wield bleed*

    *https://forums.elderscrollsonline.com/en/discussion/421134/math-sloads-vs-masters-dual-wield-a-perspective-on-balance/p1

    Note that the math behind this was done without taking the tick Sload does when it´s applied into consideration. So with the initial tick removed this math is accurate.

    My suggestion regarding Sload is to give it the "Widowmaker treatment". Current Sload:
    2 items) 1096 Maximum Magicka
    (3 items) 1096 Maximum Stamina
    (4 items) 129 Spell Damage - 129 Weapon Damage
    (5 items) Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.

    New Sload:
    2 items) 1096 Maximum Magicka
    (3 items) 1096 Maximum Stamina
    (4 items) 129 Spell Damage - 129 Weapon Damage
    (5 items) Damaging an enemy has a 10% chance to spawn a necrotic sphere in front of you that explodes after 2 seconds. Enemies hit by the explosion is infected with a leeching shadow dealing 853 oblivion damage every 1 second for 6 seconds. This can occur once every 10 seconds
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    Qbiken wrote: »
    The second issue with Sload is the damage. It does 47-140% more DPS than master dual wield bleed*

    *https://forums.elderscrollsonline.com/en/discussion/421134/math-sloads-vs-masters-dual-wield-a-perspective-on-balance/p1

    Note that the math behind this was done without taking the tick Sload does when it´s applied into consideration. So with the initial tick removed this math is accurate.

    The math was also done with the assumption that sload will have a 100% uptime. A test (in the same thread) has shown a ~60% uptime.
  • essi2
    essi2
    ✭✭✭✭✭
    ✭✭
    Sload's should just be removed from the game, it will remain OP aslong as it does Oblivion dmg.
    "The Heritance are racists yes? Idiots. But dangerous, destabilizing racist idiots." - Razum-dar

    "Wood Elves aren't made of wood, Sea Elves aren't made of water. M'aiq still wonders about High Elves" - M'aiq the Liar

    ** Leyawiin Layabouts (PC-EU) - Leyawiin Layabouts (PC-NA) **

    *** https://www.youtube.com/@essi2 - https://www.twitch.tv/essi2 ***
  • Carbonised
    Carbonised
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm baffled, flabbergasted, appaled at how the balance team and Wrobel continues with F-up after F-up.

    Roll dodging is the ONLY defense mechanism that functions at 100 % power in Cyrodiil. Shields are cut in half, healing is cut in half, and blocking is now the worst possible defense mechanism in PvP.

    Yet when people complain about Sload and rune cage, what does he do? Make them dodgeable! As if roll dodging stam builds weren't already the kings of pvp, what the heck is that going to do for light armor builds? They can't even roll dodge ONCE cause they need to conserve stam for that CC break.

    "Sloads was a counter to heavy armor builds" ROFL, heavy armor block builds have already been so overnerfed that blocking is the single worst defense mechanism in PvP behind all others, and FYI Sloads works GREAT against ANYTHING like light armor fragile low health builds and heavy shield users like sorcs.

    You could have put a cooldown in the proc, you could have made it proc only in direct damage, you could have lowered the range of the proc so it doesn't proc from 30 meters away, but NO, you made dodge builds have pretty much immunity to Sloads and Rune Cage, while anyone else whether they be light armor builds or heavy armor will have ZERO defense against either, and will be JUST AS WORSE off against these who godawful abilities like they currently are on live.

    If you wonder why patch after patch stam builds and especially stam-NB continue to dominate PvP, then perhaps, just perhaps, it's because this change is ONCE AGAIN heavily favouring said builds over others.

    How on earth can you possibly think it's a good idea to give one spec almost immunity to procs and CCs like these with impunity, while all other builds are left with zero defense against them, and just have to eat the unmitigable damage and the unblockable 5 sec CC with extra damage cream on top?
  • Peekachu99
    Peekachu99
    ✭✭✭✭✭
    ✭✭
    The WW timer should be adjusted. You can see from Gilliam’s PTS playthrough (and anyone’s really) that permaform isn’t even possible in BGs anymore.

    There better be adjustments before it goes live.
  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Peekachu99 wrote: »
    The WW timer should be adjusted. You can see from Gilliam’s PTS playthrough (and anyone’s really) that permaform isn’t even possible in BGs anymore.

    There better be adjustments before it goes live.

    Permaform isn’t the intended design I would guess.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
Sign In or Register to comment.