@Apherius
Do you know if crushing shock or force pulse increase the chance of getting a proc’d crystal frag? What are the requirements again?
Joy_Division wrote: »ZOS_GinaBruno wrote: »
- Having a trial or dungeon mechanics favor being in melee would be a welcome change
Variety is the key here not favoritism and bias toward one spec.
ALL trials should be designed for a mixed group of DPS characters.
They should not favor either magicka or stamina
And Stamina needs to be changed to allow for some group utility and high ranged damage so that they can adapt to the situation at hand and not be pigeon holed into one role or another. Likewise magicka should be able to do melee damage if needed or they so choose.
BOTH magicka and stamina characters should be able to complete ANY and EVERY trial, dungeon or whatever in the game!!!
There's no content I can't complete on my stamina dps. I think the point they're getting at is a LOT of recent content has FAVORED ranged magic classes. This doesn't mean it can't be done on stam malee but its just a lot more forgiving on ranged magic. So yeah, it would be nice for some mechanics that flipped the META and were more forgiving to the malee over the ranged.
Yea people keep saying "you can complete any content with stam DPS" but the fact remains that stam players are being told to go magicka or go home. There is something wrong with that, it should not be that way and it needs to be fixed.
Maybe it's because both are true.
I saw a video from Mechanically Challenged where their entire DPS team was Nightblades - both stam and magicka -and they just missed burning the Maw boss by third platform. They love Stam NBs: bring as many as they can.
Your group/guild apparently runs differently: chasing an old meta and deciding their group comp based on what they heard works well, rather than experimenting and seeing for themselves what works best. No amount of Rep feedback is going to solve your group's issue. We can't help close-mindedness of the part of players.
I'd say a huge portion of the player base googles builds and strategies rather than actually testing and playing things to see for themselves. Unfortunately that is as true for a new player who just downloaded the game as it is for raid leads who g-kick their members for not running the approved Mundas stone.
@Apherius
Do you know if crushing shock or force pulse increase the chance of getting a proc’d crystal frag? What are the requirements again?
All skill (except frag ) have a 35% chance to give me a crystal proc. The fact that crushing and force pulse deal 3 different damage doesn't increase the chance to get a crystal proc ( 105% would be broken op xD )
Gallagher563 wrote: »@Apherius
Do you know if crushing shock or force pulse increase the chance of getting a proc’d crystal frag? What are the requirements again?
All skill (except frag ) have a 35% chance to give me a crystal proc. The fact that crushing and force pulse deal 3 different damage doesn't increase the chance to get a crystal proc ( 105% would be broken op xD )
I would love crystal frags is it was instant cast with half the damage for 2.5k magicka.
Gallagher563 wrote: »@Apherius
Do you know if crushing shock or force pulse increase the chance of getting a proc’d crystal frag? What are the requirements again?
All skill (except frag ) have a 35% chance to give me a crystal proc. The fact that crushing and force pulse deal 3 different damage doesn't increase the chance to get a crystal proc ( 105% would be broken op xD )
I would love crystal frags is it was instant cast with half the damage for 2.5k magicka.
ZOS_GinaBruno wrote: »Class Stuff
Dragonknights: Stamina DKs feel left out
- Stam DKs want more class harmony and don’t feel Noxious Breath is worth using
- Dragonknights appreciate the changes to Wings and the intent behind World in Ruin (although stam DKs would like a bit more here)
- Mag DKs feedback says Powerlash stun impedes their ability to control opponents.
- Searing Strike and Fiery Breath are not easy to land on opponents. Perhaps make Searing Strike 7 meters?
- PvE - Stamina and magicka sustain needs helps.
- PvE – Engulfing flames. Will send specific feedback to ZOS about how the expectation that the tank will provide this buff leads to pigeonholed PvE raid setups.
LonePirate wrote: »ZOS_GinaBruno wrote: »Class Stuff
Dragonknights: Stamina DKs feel left out
- Stam DKs want more class harmony and don’t feel Noxious Breath is worth using
- Dragonknights appreciate the changes to Wings and the intent behind World in Ruin (although stam DKs would like a bit more here)
- Mag DKs feedback says Powerlash stun impedes their ability to control opponents.
- Searing Strike and Fiery Breath are not easy to land on opponents. Perhaps make Searing Strike 7 meters?
- PvE - Stamina and magicka sustain needs helps.
- PvE – Engulfing flames. Will send specific feedback to ZOS about how the expectation that the tank will provide this buff leads to pigeonholed PvE raid setups.
Seriously? This is the DK feedback? This list is shameful. Did the DK Class Reps quit before this session? If not, they should tender their resignations if this is all they can come up.
Sloads:
ZOS wants this to be good versus heavy armor blockers
bottleofsyrup wrote: »Sloads:
ZOS wants this to be good versus heavy armor blockers
Except even "heavy armor blockers" wear it; they love it, in fact. They can spec fully for tank and still do unmitigated damage and stack it with everyone else's sloads.
Gallagher563 wrote: »@Apherius
Do you know if crushing shock or force pulse increase the chance of getting a proc’d crystal frag? What are the requirements again?
All skill (except frag ) have a 35% chance to give me a crystal proc. The fact that crushing and force pulse deal 3 different damage doesn't increase the chance to get a crystal proc ( 105% would be broken op xD )
I would love crystal frags is it was instant cast with half the damage for 2.5k magicka.
You mean, no proc, just a crystal frag that you can spam ?
I don't like this idea, there would be no point using that instead force pulse, and nobody would use that potatoe skill in PVP since it's easily avoidable/reflectable.
The direction on sorc feels confused. Making changes, then reversing then.
It feels like ZOS dont know what the problem I, ans the noise from the many steers actions. Which is frustrating. Bad players hate sorcs, anything they have will generate noise.
You gave Rune cage damage, people lost their mind. You plan to remove the damage ans the other 50% of sorc haters hate ZOS as dont feel damage was the issue. Reacting to mixed feedback makes little sense.
As for Frag. It was already hitting pretty wet. When it lost 20% damage before it was noticeable, but you could empower it at least. Now you are talking about less damage & no empower. But stuns.
If you read sorc feedback many complained about the stun. But many decent players actually missed the damage the most as you can control the stun in other ways.
I'm unsure that wrecking Blast (which is about the only sorc ganking skill) is the way - as long as it keeps the stun on hard cat to then that's fine, but Frag I think the damage needs to go UP considerably.
Bottom line - you can NOT Nerf Cage without buffing Frag or Blast. Sorcs hit wet for 6 months in this state, Blades ran riot and our class was wedged into Reach meta.
Regardless, id like ZOS to play more. And act on data. Rather than knee jerk on noise from the few players that come here.
Ok, I'm gonna try to do it quick:
mDK and SDK are 2 very different animals and their main difference relies in one skil: Whip.
Take away whip and you will have the exact same class, both of them looking into weapon skills to be somewhat viable.
From that point, we should focus on sDK identity, since mDK one is clear: Indiana Jones on HA
I don't want sDK to be another Indiana Jones, and even consider it is fair he should rely on weapon dmg , like a "master of arms", so I'm not going to ask for a stam whip. Instead, I would like a revision of ALL DK passives.
No passive supports the MoA identity. Theres no dmg increase pasive outside WiR, and that one works with AoE dmg, which in the case of sDK mean 2 bad skills and one that could be better: Noxious, Trapping webs and acid spray. To make things worst, the only useful passive in the elder dragon line increases dmg block (not much by the way). Do I have to block with a bow? That sounds stupid, right? Hence, it is the only way to take advantage of those 2 passives. Sure, you can go S/B but that goes against your own idea of sload "created to hurt blocking builds" :facepalm:
It is really, really dissapointing to look into DK passives. Ok, the Earthe heart line has some nerfed nice stuff, but the other lines? Is there any difference putting skill points into ardent flame passives if I'm trying a burst dmg build? Maybe If I slot a bow and use lethal arrow, but the other weapon lines? What about the elder dragon passives that require you elder dragon skills slotted? All of them except Take Flight are magicka based skills... and the reward for slotting those skills is what, 12% extra healing? 25% max extra health recovery? HEALTH RECOVERY? Didn't you nerfed Health recovery some patches ago when made it been affected by defile?
Although the price in that skill line must go to Scaled Armor, a passive that increases your spell resistance in 3300. There's another similar passive in the game called Balanced Warrior in the templar skill set (Aedric Spear). That one increases your spell res into 2640... but also your physical resistance in the same amount. AND adds a 6% extra weapon dmg. So, 660 extra spell dmg on the DK passive is equivalent to 2640 phys resistance and 6% extra wpn dmg. Why? Let me remind you that temps also can block an extra 10% dmg while increasing its crit dmg a 10%. So DKS have 2 passives that are the bad versions of Templar passives.
Even more, all classes have 3 types of dmg:
Sorc: magic, physical and lightning
Temp: magic, physical and flame
NBs: magic, physical and disease
Warden: magic, physical and frost
DK? magic, flame and poison. So, the MoA class has no physical dmg skills. And even worst, the only set we had to improve our physical dmg skill forced you to use a magic dmg skill before taking advantage of the dmg increase. Yes, that has been corrected now, but have you looked into how many skills are poison based in the game? Even more, that set has to be shared with NBs. Chances to go for automaton and take advantage of it?
Sustain is another problem on DK. Thanks for the change to combustion, it helps, but what if I can't build towards poison dmg? What if I believe Dizz Swing should be my spammable? Do I have to invest CP into Thaum just to add a poison dmg skill, just to take advantage of combustion? mDK has this one easier since it main skill is flame based and has to put 75 cp into thaum (for the exploiter passive), but SDK? Most people around the forums will say "but DK can use Battle roar to recover resources"... yes, but no DK can spam Ultis just to recover a limited (and small) amount of resources. I mean, leap costs 110 ulti, and the resouces you get back from that are less than those you get on a tripot. Helping hands was already nerfed, and even worst, all the skills in the linethat you could use to trigger it are magicka based and cost a lot.... a lot. Meditate? Where do I put it? Do I have to give up vigor? Shuffle/Unstoppable/Spiked armor? gap closer? a dot? Right, I have to take away the spammable... Just compare any other class cost reduction/sustain increase passives... and those classes can also use meditate.
When people say sDK lack things, most of the time focus on the spammable, mobility and execute (though you can use executioner)... nevertheless, few of them will point toward passives. IMHO that should get priority, because any change you will do to active skills will be useless considering what sDK have and what it really needs.
My 2 cents.
Even more, all classes have 3 types of dmg:
Sorc: magic, physical and lightning
Temp: magic, physical and flame
NBs: magic, physical and disease
Warden: magic, physical and frost
Elsterchen wrote: »
Even more, all classes have 3 types of dmg:
Sorc: magic, physical and lightning
Temp: magic, physical and flame
NBs: magic, physical and disease
Warden: magic, physical and frost
Not judging DK skill and abilities (* cough cough... take flight cough cough*) , but fyi: templars have 1 (in words: ONE) skill that deals flame damage. I feel this doesn't count as "having flame type of damage". Even more when looking at its magica cost (no access for stam users) and taking into account that temps miss passives buffing fire magic altogether.
Just my 2 cents.
Ok, I'm gonna try to do it quick:
mDK and SDK are 2 very different animals and their main difference relies in one skil: Whip.
Take away whip and you will have the exact same class, both of them looking into weapon skills to be somewhat viable.
From that point, we should focus on sDK identity, since mDK one is clear: Indiana Jones on HA
I don't want sDK to be another Indiana Jones, and even consider it is fair he should rely on weapon dmg , like a "master of arms", so I'm not going to ask for a stam whip. Instead, I would like a revision of ALL DK passives.
No passive supports the MoA identity. Theres no dmg increase pasive outside WiR, and that one works with AoE dmg, which in the case of sDK mean 2 bad skills and one that could be better: Noxious, Trapping webs and acid spray. To make things worst, the only useful passive in the elder dragon line increases dmg block (not much by the way). Do I have to block with a bow? That sounds stupid, right? Hence, it is the only way to take advantage of those 2 passives. Sure, you can go S/B but that goes against your own idea of sload "created to hurt blocking builds" :facepalm:
It is really, really dissapointing to look into DK passives. Ok, the Earthe heart line has some nerfed nice stuff, but the other lines? Is there any difference putting skill points into ardent flame passives if I'm trying a burst dmg build? Maybe If I slot a bow and use lethal arrow, but the other weapon lines? What about the elder dragon passives that require you elder dragon skills slotted? All of them except Take Flight are magicka based skills... and the reward for slotting those skills is what, 12% extra healing? 25% max extra health recovery? HEALTH RECOVERY? Didn't you nerfed Health recovery some patches ago when made it been affected by defile?
Although the price in that skill line must go to Scaled Armor, a passive that increases your spell resistance in 3300. There's another similar passive in the game called Balanced Warrior in the templar skill set (Aedric Spear). That one increases your spell res into 2640... but also your physical resistance in the same amount. AND adds a 6% extra weapon dmg. So, 660 extra spell dmg on the DK passive is equivalent to 2640 phys resistance and 6% extra wpn dmg. Why? Let me remind you that temps also can block an extra 10% dmg while increasing its crit dmg a 10%. So DKS have 2 passives that are the bad versions of Templar passives.
Even more, all classes have 3 types of dmg:
Sorc: magic, physical and lightning
Temp: magic, physical and flame
NBs: magic, physical and disease
Warden: magic, physical and frost
DK? magic, flame and poison. So, the MoA class has no physical dmg skills. And even worst, the only set we had to improve our physical dmg skill forced you to use a magic dmg skill before taking advantage of the dmg increase. Yes, that has been corrected now, but have you looked into how many skills are poison based in the game? Even more, that set has to be shared with NBs. Chances to go for automaton and take advantage of it?
Sustain is another problem on DK. Thanks for the change to combustion, it helps, but what if I can't build towards poison dmg? What if I believe Dizz Swing should be my spammable? Do I have to invest CP into Thaum just to add a poison dmg skill, just to take advantage of combustion? mDK has this one easier since it main skill is flame based and has to put 75 cp into thaum (for the exploiter passive), but SDK? Most people around the forums will say "but DK can use Battle roar to recover resources"... yes, but no DK can spam Ultis just to recover a limited (and small) amount of resources. I mean, leap costs 110 ulti, and the resouces you get back from that are less than those you get on a tripot. Helping hands was already nerfed, and even worst, all the skills in the linethat you could use to trigger it are magicka based and cost a lot.... a lot. Meditate? Where do I put it? Do I have to give up vigor? Shuffle/Unstoppable/Spiked armor? gap closer? a dot? Right, I have to take away the spammable... Just compare any other class cost reduction/sustain increase passives... and those classes can also use meditate.
When people say sDK lack things, most of the time focus on the spammable, mobility and execute (though you can use executioner)... nevertheless, few of them will point toward passives. IMHO that should get priority, because any change you will do to active skills will be useless considering what sDK have and what it really needs.
My 2 cents.
thx nice feedback, but hope you recherche a little bit more next time (balanced warrior doesnt give physical resistance, only spellresistance)
but you are totally right about most passives dont fit a stamina dk at all, but that counts also for other stamina classes.
ZOS_GinaBruno wrote: »Werewolves:
- Many Players seem to like changes
ZOS_GinaBruno wrote: »
- We talked about the delicate balance between werewolves having a relative easy time getting good DPS because they only have one bar and the danger in making it overly simplistic with light attack spam.
ZOS_GinaBruno wrote: »
- We took time to mention some sets are and could overperform with werewolf. Also mentioned how using skills where a DPS lost.
ZOS_GinaBruno wrote: »Set Feedback:
- Balorgh: Set has dynamic potential. Let’s keep an eye out for specific abuse (potentially werewolf). Could bring back bombing; not intended to work with Overload.
ZOS_GinaBruno wrote: »
- Vykosa: ZOS putting proc on Bash makes it so players are in better control.
Curious to hear from reps. Do you feel listened to?
I trust in the program, and the Individuals, but frankly the mess ZOS have made with cage & sorc alone makes me wonder what Impact the reps have. Either to changes or communication out of ZOS
Feels that forum 'noise' still gets the most impact to changes.
Curious to hear from reps. Do you feel listened to?
I trust in the program, and the Individuals, but frankly the mess ZOS have made with cage & sorc alone makes me wonder what Impact the reps have. Either to changes or communication out of ZOS
Feels that forum 'noise' still gets the most impact to changes.
It's kind of a difficult question to answer. The things that are changing are all in the list of concerns we shared so I feel really good about that. This is the good part.
The only bad part is, especially as a PvE player, PvE didn't get any changes in terms of class balance. In a community where anything but Nightblade DPS is considered a meme, it's a bit difficult and saddening to see not much being done about it. Nightblades even got a slight buff since the enchantment changes benefit light attack users more than others. Nightblade DPS have amazing sustain and can hold a light attack rotation until the end of times while other classes have to heavy attack once at least every second rotation. This way, they will have more benefit compared to other classes even though it is a small difference.
I personally accepted this patch as a PvP balance patch and will be waiting for PvE balance in the next one.
It is all about their time. I know that they didn't have enough time to look at PvE and PvP both. I really wish they did though. I don't want to see at least 7 nightblades in my raids; I want to tank competitive runs with a non DK and heal with a non Templar. Hopefully the next 3 months will show the messed up part of PvE with incredible achievements and scores all having same group composition and classes. Only these can push them into doing some necessary balance changes, even though there are more than enough examples to show this problem in the current patch such as vMoL HM 3rd platform nuke with 9 Nightblade DDs.
Overall, PvP side looking good except class identity issues (Stamina Sorcerer and DK) and some classes being much weaker compared to others (Magicka Warden) while PvE is completely messed up for another 3 months.
So yeah, I have no definite answer to your question as a Class Rep who spends 90% of his time on PvE.
Amdar_Godkiller wrote: »Too insane to be real life:
"Nightblades say the answer is not a nerf. Suggest they buff sorc instead"
LOL
Yeah because if any class needs to be buffed to be brought in line with NB capablities, its the God-Mode, kill-stealing fricking 17K light attack Mag Sorcs!
LMAO!
You just can't make this sh*t up!
I've cancelled my subscription over the werewolf changes. I used to spend so, so much money on this game, hundreds each month on my partner and I each, not including our subscriptions. I just don't feel valued by ZOS. They're doing the whole Everquest Lite thing and... I'm tired of that. I'm so tired. So, so very tired.
I'm playing Stardew Valley with my partner, now. We're having an absolute blast with that. Perhaps at some point down the road I'll look in on ESO again. I mean, I love werewolves and I still look forward to playing any game that might get them even remotely right. By the time I'm ready to play ESO again, though, the official Werewolf: The Apocalypse video game will likely be out and that'll set a very high bar, I imagine, for werewolf games.
I mean, they're using spectacle fighters like God of War as a touchstone. That is absolutely the right thing to do.
It was nice while it lasted. Bye for now, ESO. Nope, no one can have my stuff. I might be back, one of these years. Who knows? For now, my partner and I are called elsewhere.
Curious to hear from reps. Do you feel listened to?
I trust in the program, and the Individuals, but frankly the mess ZOS have made with cage & sorc alone makes me wonder what Impact the reps have. Either to changes or communication out of ZOS
Feels that forum 'noise' still gets the most impact to changes.
It's kind of a difficult question to answer. The things that are changing are all in the list of concerns we shared so I feel really good about that. This is the good part.
The only bad part is, especially as a PvE player, PvE didn't get any changes in terms of class balance. In a community where anything but Nightblade DPS is considered a meme, it's a bit difficult and saddening to see not much being done about it. Nightblades even got a slight buff since the enchantment changes benefit light attack users more than others. Nightblade DPS have amazing sustain and can hold a light attack rotation until the end of times while other classes have to heavy attack once at least every second rotation. This way, they will have more benefit compared to other classes even though it is a small difference.
I personally accepted this patch as a PvP balance patch and will be waiting for PvE balance in the next one.
It is all about their time. I know that they didn't have enough time to look at PvE and PvP both. I really wish they did though. I don't want to see at least 7 nightblades in my raids; I want to tank competitive runs with a non DK and heal with a non Templar. Hopefully the next 3 months will show the messed up part of PvE with incredible achievements and scores all having same group composition and classes. Only these can push them into doing some necessary balance changes, even though there are more than enough examples to show this problem in the current patch such as vMoL HM 3rd platform nuke with 9 Nightblade DDs.
Overall, PvP side looking good except class identity issues (Stamina Sorcerer and DK) and some classes being much weaker compared to others (Magicka Warden) while PvE is completely messed up for another 3 months.
So yeah, I have no definite answer to your question as a Class Rep who spends 90% of his time on PvE.