Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Quick Fix to Nightblade stacking in groups

Masel
Masel
Class Representative
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.
Edited by Masel on August 1, 2018 7:53PM
PC EU

All Trial Trifecta Titles Done!

Youtube:
https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Priyasekarssk
    Priyasekarssk
    ✭✭✭✭✭
    Masel92 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. No one in group can be killed. Just simply rollover entire cyrodil. Fortunately only few pro PVP guilds running this setup.
    Edited by Priyasekarssk on August 1, 2018 7:59PM
  • Masel
    Masel
    Class Representative
    Masel92 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.

    Why are stamplars overpowered in groups? First time I hear that. They even compete for resources...
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Splattercat_83
    Splattercat_83
    ✭✭✭✭
    Masel92 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.

    No way, it would screw with PVE way too much.
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    Masel92 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.
  • Masel
    Masel
    Class Representative
    Masel92 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.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Ragnarock41
    Ragnarock41
    ✭✭✭✭✭
    ✭✭✭✭
    Not bad. I like the idea of buffing minor brutality/sorcery. for both PvE and PvP. And mountain blessing proccing from poison abilities would help stamDK in PvE(we also could include disease so that werewolf Dks can proc this passive? This is one of my major concerns with stamDK and werewolf, you lose all the passives because you can't proc them in werewolf.)
    Edited by Ragnarock41 on August 6, 2018 6:02PM
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    Masel92 wrote: »
    Masel92 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.

    Dude you can do that now. Guilds are trying to run the best. They just need to even out damage. But right now you could run whatever you want but everyone still runs all magBlade. Groups will always run the meta.

    Sure they have to make it so every class brings something. But not every class brings multiple things spread out between mag and Stam and tank.

    There was a time during MoL. That magBlade and magSorc were even more or less. MagDK and magPlar were even more or less. You needed chains for twins and really wanted streaks for running back.

    They need to equalize the DPS between ranged between melee mag and between melee Stam. With the harder to survive on riskier melee stam classes dealing the most damage. And the easier to survive on range dmagic classes doing a little less. Not the 10k+ from the stamina meta but a little more. And the melee mag being in the middle. As they are at higher risk but have strong self heals and access to strong shields. And only use stamina to avoid mechanics.

    Then make more content like vMoL. Asylum and cloudrest IMHO are lazy. VMoL was one of the best trials period. These quickies are not as good period. They have mechanics sure but are very easily stack and burn. Sure vMoL at this point has gotten there. But it had a longer learning curve. And was all around top of the line man.

    But until that. Just equalize the dps and sustain. Tweak the classes to magBlade level. It's just currently the most balanced well thought out class. Has sustain and good useful passives for mag and stam. Good ultimates. Strictly talking PVE. PvP is another argument
  • Corpier
    Corpier
    ✭✭✭✭
    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.
    Edited by Corpier on August 7, 2018 8:03PM
    @Corpier | PC/NA CP1300+

    My Characters:
    AD
    A Príorí: Highelf - Magicka Sorcerer
    DC
    Corpier: Orc - Stamina Nightblade
    Corpier: Orc - Stamina Sorcerer
    EP
    A Fortiori: Darkelf - Magicka Nightblade
    A Posteriori: Darkelf - Magicka Dragonknight
    Bertha Ironsides: Imperial - Dragonknight Tank
    Corpier: Breton - Magicka Templar
    Corpíer: Orc - Stamina Templar
    CorpÌer: Orc - Stamina Warden
    Corpier: Orc - Stamina Necromancer
    Logen'Bloody-Nine'Fingers: Orc - Stamina Dragonknight
  • Masel
    Masel
    Class Representative
    Corpier wrote: »
    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.

    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...
    Edited by Masel on August 7, 2018 8:45PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • casparian
    casparian
    ✭✭✭✭✭
    ✭✭✭✭
    The Engulfing Flames change is a good one. The others look interesting.

    @Masel92 I think one thing that the devs might benefit from more than specific suggestions like this is just a list of what buffs/debuffs the community considers valuable (or what potential, not-yet-in-the-game buffs/debuffs would be valuable) and brief explanations for each stating why it's valuable. For instance, it seems to have genuinely surprised them that no one cares about Wardens granting Minor Toughness, even though it's fairly obvious to someone who spends enough time raiding why that is a redundant buff. I guess I'm a little worried that they'll try to give each class something unique to make them appealing but end up giving everyone something much less worthwhile than Engulfing Flames because they don't understand raiding (or PVP) well enough to know what we're interested in -- like they'll give stamplars a way to buff group stamina recovery by 6% or something underwhelming like that. Have y'all talked about that sort of thing with the devs much?
    Edited by casparian on August 7, 2018 9:03PM
    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.
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    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.
    0331
    0602
  • Masel
    Masel
    Class Representative
    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 numbers aren't set in stone, but the buffs and debuffs need to be noticeable so they are worth more than one classes individual dps gain.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Rianai
    Rianai
    ✭✭✭✭✭
    I don't see, how this would not screw over PvP balance, especially solo/smallscale where other classes' buffs won't be aviable.
    Imo across the board changes won't work, it would still require a complete class rebalancing otherwise either situations with all class buffs aviable, or situations without those will become more imbalanced than now.

    It is also hard to prevent tanks and healers from providing those buffs.
    Edited by Rianai on August 7, 2018 10:24PM
  • ccmedaddy
    ccmedaddy
    ✭✭✭✭✭
    ✭✭
    I'm sure there are finer points to be debated but I like the concept as a whole. This current 'be a NB or don't even bother' end-game PvE meta is just lame.
  • Corpier
    Corpier
    ✭✭✭✭
    Masel92 wrote: »
    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...

    I understand what you are going for. Trying to give a reason for having a variety of classes in dps roles.

    I agree that discussion of how to enable other classes to be more welcome in endgame content does need to exist. However, I was pointing out that with the exception of your change proposed for Engulfing Flames, it would be support roles that would adapt to these changes instead of dps and it would be as easy as slotting 1 skill on a bar and using it occasionally for the passives it would provide the group.

    If you want to make that variety possible, then classes need to do/enable similar dps for their group and only be able to do such in the dps role. Yet the majority of these changes to class passives could have the buffs provided without being a dedicated dps. As long as one class does a significant amount of damage more than others, there will always be stacking of that class.

    So with these changes groups will want 1 magdk dps, maybe 1 stamplar dps (if meta wouldn't just become a templar off tank using Power of the Light). A dk tank could put Venomous Claw on their bar for Mountains Blessing. A templar healer could do the same with a Dawn's Wrath ablity for Illuminate. Groups can already reach penetration cap without the changes proposed for wardens.

    That is it. 2 group composition changes, with support roles changing 1 flex slot ability to provide the bulk of the overpowered, over-simplified class specific group passives proposed. There would still be at least 5 NB dps in an ideal group.

    If you want variety, then other classes need to pull competitive dps to the top class, or the top class needs their numbers reduced to where the other classes are at. Any changes as you suggest will only have players adapting minimally and won't bring actual variety.

    This is a good start, but its over simplified and not likely to actually change much unless these buffs could only be provided by a dps and not just a support role. If you want make these valuable group buffs only accessible to dps, they should be similar to the Engulfing Flames changed idea you had. Otherwise as I will say again and can't emphasize enough, support roles will always change to provide group buffs before dps do.
    Edited by Corpier on August 7, 2018 11:56PM
    @Corpier | PC/NA CP1300+

    My Characters:
    AD
    A Príorí: Highelf - Magicka Sorcerer
    DC
    Corpier: Orc - Stamina Nightblade
    Corpier: Orc - Stamina Sorcerer
    EP
    A Fortiori: Darkelf - Magicka Nightblade
    A Posteriori: Darkelf - Magicka Dragonknight
    Bertha Ironsides: Imperial - Dragonknight Tank
    Corpier: Breton - Magicka Templar
    Corpíer: Orc - Stamina Templar
    CorpÌer: Orc - Stamina Warden
    Corpier: Orc - Stamina Necromancer
    Logen'Bloody-Nine'Fingers: Orc - Stamina Dragonknight
  • hedna123b14_ESO
    hedna123b14_ESO
    ✭✭✭✭✭
    Masel92 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.

    1. Love the engulfing idea, thats perfect, but I think it wont be enough. If the max was 20% this would make dks valuable.
    2. Mountain's blessing idea is good, but a tank will just run it.
    3. The templar changes wont affect templars, since a healer could just run it. Giving it your engulfing suggestion would be cool though. +2% physical/mag damage taken based on class skills slotted.
    4. Sorc changes could still be done by a healer, so something like when casting a class ability you have a 10% chance to apply minor overcharge buff to your allies, which adds 1500 lightning damage to their light and heavy attacks.
    5. As far as warden changes go I dont think that they would make it worth running them. Stamplar gives a buff that affects both spell and physical pen and they can maintain it well. You dont need more pen on non boss targets since they get cleaved away, so the aoe aspect of your suggestion isnt as useful. For wardens to be in every group, all one needs is to change the wording on their Advanced Species passive to buff not just your, but group's damage.
Sign In or Register to comment.