DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
Priyasekarssk wrote: »DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
When 10-15 capable stamplars stack all cyrodill and imperial city has to surrender. No class is so overpowered in groups including NBs. Just simply rollover cyrodil.
DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups. Giving them truly unique and noticeable buffs and debuffs enables all of them to offer something to the group.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups. Giving them truly unique and noticeable buffs and debuffs enables all of them to offer something to the group.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
cpuScientist wrote: »DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups. Giving them truly unique and noticeable buffs and debuffs enables all of them to offer something to the group.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
They can't go to far the other way. Because then your guild has 2 people who enjoys magSorc. Well then only one can come because you gotta now have every single class in group. It needs some tuning now sure. But magBlades are BIS because they have better damage survivability and sustain. Once ZOS even out these factors out things will slide back into place.
cpuScientist wrote: »DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups. Giving them truly unique and noticeable buffs and debuffs enables all of them to offer something to the group.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.
They can't go to far the other way. Because then your guild has 2 people who enjoys magSorc. Well then only one can come because you gotta now have every single class in group. It needs some tuning now sure. But magBlades are BIS because they have better damage survivability and sustain. Once ZOS even out these factors out things will slide back into place.
In optimised groups you would have all classes, but not in others. I'd take this over the current situation at any time, because it would let me play whatever the group needs, instead of the same thing in every group everywhere. You still have choices with the above solution, you can definetely run 2 Magsorcs, you won't lose much damage by missing a few of the above buffs and debuffs. But you'll lose a lot by stacking any class, that's the whole point.
Other than your proposed change to Engulfing Breath, which would incentivize bringing a magdk, these changes would not change trial composition. Its would still be 2 dk tanks, 1-2 templar healers (maybe 1 warden), and 7-8 nbs (maybe 1 sorc).
As is dk tanks can use a flex spot to slot Engulfing Breath so a magdk doesn't have to be brought. Your suggestion for Engulfing Breath would make that difficult as they can afford to slot 1 flex ability, but not 3 to maximize the buff as you would have it. However, they could slot a poison ability to do the same for Minor Brutality as is now for Engulfing Breath.
A templar and warden healer could easily do the same and adapt to the changes suggested and slot a flex ability to provide buffs. Maybe a stamplar would be brought for the Illuminate change you suggest, but if Power of the Light doesn't give enough of a reason to bring one, 10% more physical damage likely won't either.
Support roles in pve would be the first to adapt, and with these changes they would change minimally at that. Blanket passive buffs are not how to change group composition. Group composition for dps would not change in the slightest unless the raw dps numbers of stamblade or the dps and utility of magblade (off healing and movement speed) were reduced.
usmcjdking wrote: »I like the concept @Masel92
It's numerically off-target (lolimuniate), and it's probably not the direction I would suggest, but the concept is there making this a legitimate option for game direction.
The debuffs and buffs need to be achievable in a way that only dds can give them. This discussion needs to be there, it's the only way to prevent class stacking in the future...
DK
Engulfing flames applies 4% higher flame damage taken for every ardent flame ability slotted, capped at 10%
Minor Brutality is now 10% weapon damage
Mountains Blessing: Minor Brutality is granted for 20 seconds by casting a poison damage ability
Templar
Minor Sorcery is now 10% spell damage.
Illuminate: Minor Sorcery is granted for 20 seconds when dealing casting a dawn's wrath ability
Illuminate: also causes the target to take 10% more physical or magic damage for 10 seconds, depending on which maximum is higher, when you deal damage with a dawn's wrath ability
NB
Minor savagery gives 6% weapon critical instead of 3%
Hemmhorage: Minor Savagery is granted for 20 seconds to group mates within 30 meters on damage with an assassination ability
Hemmhorage: also let's targets hit by an assassination ability take 10% more disease damage for 10 seconds
Sorcerer
Increase minor prophecy to 6% spell critical
Exploitation: Grants you and your group mates minor prophecy for 20 seconds when you cast a dark magic ability
Energised: When you deal damage with a storm calling ability, the enemy affected by it takes 10% more shock damage for 10 seconds
Warden
Hitting an enemy with an animal companion ability increases your groups spell or physical penetration by 1320 for 20 seconds, depending on which maximum of stamina and magicka is higher
Enemies affected by your winter's embrace abilities take 10% more cold damage for 10 seconds.
Every class should have a clear reason to be taken as a damage dealer in groups. Giving them truly unique and noticeable buffs and debuffs enables all of them to offer something to the group.
Before pvpers say: oh no, this is gonna ruin everything --> this would come with a reduction on individual skill damage so that the overall damage stays the same.