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Adding Major Expedition to Refreshing Path just means people leave the healing area faster

weedgenius
weedgenius
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Taken from this comment.

How was this not obvious to ZOS? Am I missing something?

You have a skill that heals your allies only while they're standing in a specific area ("the path"). Now, the moment your ally steps onto the path they start moving 30% faster. The area is limited enough to begin with and now you're making it easier for them to get out of it.
PS4 NA
Better Homes & Gardens
  • Kanar
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    Good point, better remove major expedition.
  • idk
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    I thought it always had it. It covers a smaller area than the sister morph and did less damage before they removed the damage. iirc.
  • ccmedaddy
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    idk wrote: »
    I thought it always had it. It covers a smaller area than the sister morph and did less damage before they removed the damage. iirc.
    Pretty sure major expedition used to be only for the caster until Murkmire.

    The only thing this skill is good for is making your teammates jump off the bridge or fall of the ledge with the unexpected speed buff xD I'm kinda digging it tbh, though the skill really does need a buff.
  • AcadianPaladin
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    Changing the red twisty path retired my magblade. What made her unique was the simultaneous damage + heals of several of her skills. Having to choose either healing or damage for the red twisty path stole that uniqueness from her so she's not really fun anymore. Just another moderate damage semi-squishy mage now.

    And yes, I could have cared less about major expedition as no value added.
    Edited by AcadianPaladin on November 15, 2018 11:50PM
    PC NA(no Steam), PvE, mostly solo
  • redspecter23
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    The solution is obvious. The ability should root your allies in place while it heals them. They WILL stand there and accept your heals and promptly thank you and request more when the duration has expired.
  • weedgenius
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    ccmedaddy wrote: »
    idk wrote: »
    I thought it always had it. It covers a smaller area than the sister morph and did less damage before they removed the damage. iirc.
    Pretty sure major expedition used to be only for the caster until Murkmire.

    Correct. The path always had it for the caster, but now it also give it to your allies.

    Edited by weedgenius on November 15, 2018 11:55PM
    PS4 NA
    Better Homes & Gardens
  • Colecovision
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    I'd rather get major expedition from another player than heals.
  • idk
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    ccmedaddy wrote: »
    idk wrote: »
    I thought it always had it. It covers a smaller area than the sister morph and did less damage before they removed the damage. iirc.
    Pretty sure major expedition used to be only for the caster until Murkmire.

    The only thing this skill is good for is making your teammates jump off the bridge or fall of the ledge with the unexpected speed buff xD I'm kinda digging it tbh, though the skill really does need a buff.

    Makes sense. Still, this "heal" covers such a small area it does not seem to be to big of a deal. If the players are moving all around and moving out if it they clearly need to move or they have no clue what they are doing.

    I see having major expedition can be beneficial. There are times when movement is needed and this can be a nice and cheap group buff.
  • burglar
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    weedgenius wrote: »
    Taken from this comment.

    How was this not obvious to ZOS? Am I missing something?

    You have a skill that heals your allies only while they're standing in a specific area ("the path"). Now, the moment your ally steps onto the path they start moving 30% faster. The area is limited enough to begin with and now you're making it easier for them to get out of it.

    The original base skill did damage over time, and gave everyone major expedition within it's target area. Refreshing path reduced the damage, and added a heal; twisting path increased the damage of the base skill and covered a larger, conal area. Later down the line they added the extra 2 seconds of movement speed after leaving the target area.

    The way it is now, they removed the DoT from the base skill and refreshing path. I used to defend the devs, but now I'm on board with the toxic types, the changes they're making are seemingly... dumb.
    Edited by burglar on November 16, 2018 12:22AM
    Bosmer Melee Magicka Nightblade
  • Silver_Strider
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    As I said, Refreshing Path is now just worthless as a skill. It doesn't help Tanks since the heal is completely negligible and Dark Cloak blows it out the water, it doesn't help Healers because everyone is immediately out of the healing radius, and outside of a few niche scenarios DPS won't bother with it either since their job is to do damage, which Refreshing has none of now. At this point, ZOS might as well remove Path as a skill entirely and give us something usable because right now, Refreshing Path is completely worthless and Twisting Path is just a mediocre WoE with no real utility (no status or enchantment proc, no synergy, no anything).

    Make a new skill.
    Give NB Tanks a root that applies Minor Lifesteal to enemies affected (better yet, make Manifestation of Terror do this). How about a pull ability that drains the target's health for us? Or a leeching cloud around us that provides nearby group members with Minor Vitality. For the love of Mara, give my NB Tank some utility.
    Edited by Silver_Strider on November 16, 2018 2:17AM
    Argonian forever
  • TheDarkShadow
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.
  • mb10
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    PVP wise, magblade are in a terrible spot atm.

    Legit nerfed for the past 4-5 patches in a row, slowly and steadily has made them a rarity in pvp atm and very very difficult to play and survive with
  • HowlKimchi
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    My feelings towards the change to refreshing path is similar to when blazing spear lost its stun some patches ago.

    A very unique skill (my source of expedition, healing, and skill used to reveal cloaked nbs, and dot for skoria) was turned into a boring aoe hot skill.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Silver_Strider
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.
    Argonian forever
  • TheDarkShadow
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.
  • idk
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Not really. Every instance should be different and have different challenges. Otherwise it is all just boring vanilla.

    As a tank there are skills I use in some instances that I do not use in others. In vHoF, if I am on a ranged mag toon I make sure I have changed my morph to Crushing shock if it is not already there. Also, the serious raiders in all roles will even respect their CP depending on the instance to be optimal.

    So when dealing with the most challenging content in the game it makes sense one would not approach everything the same.
  • Silver_Strider
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.

    What about Scalding Rune? Is that useful at all? How about Deep Slash? Noxious Breath? Growing Swarm? Debilitate? Are you SERIOUSLY going to tell me ZOS is doing anything at all to make these skills useful when just last patch they nerfed Growing Swarm by making it cost 30% more in Murkmire? There is so many dead skills in this game that I need a hazmat suit just to wallow thru it all and when I see comments like this, I get a little bit triggered because the logic does not hold up very well at all.

    Tell me something, please. If ZOS wants every skill to be useful and for everyone to not run the same skills for every encounter, why do 90% of Stamina DPS have practically the same hotbar set up? Why does almost every Stamina build run Poison Injection, Endless Hail, Caltrops, Vigor, Rearming Trap and Rending Slashes? It's because of very limited options, options that have been stagnant and left to rot in a corner for god knows how long now with little to nothing being done to really break that stagnation. How many people want to run 2h in PvE content but feel gimped because its not as good as Dual Wield? How many people want more Stamina based Class skills so that they can change up the same repetitive hotbar they have on all their Stamina Toons? Apart from the Summerset changes that allowed 2h to be counted as a 2pc item, not much has really changed to make 2h competitive with Dual Wield and its sad honestly.

    The simple fact is, in order to make all skills+morphs useful ZOS would need to consider every spec for a class, give each class spec a niche purpose (NB HoT healer, DK DoT DPS, etc) and give those classes the skills + tools they needed to fulfill that job to the letter, with some occasional help from generic skill lines but ZOS doesn't do this. Refreshing Path was fine prior to Murkmire, it was a decent skill but not overly powerful either. However, because of how lackluster Twisting Path was in general, most NBs chose the utility of Refreshing Path but for the asinine reason of trying to reel in Magblade DPS, they decided to NOT nerf Grim Focus, Crippling Blast, or any other purely DPS skill in NB's toolkit and skipped right on over to Refreshing Path, Funnel Health and Swallow Soul, stripping away NB Healer's only form of utility in its high damage and NB's Tank AoE Aggro Generation tool as well as Minor Vitality but left Magblade in virtually the same exact spot it was in prior to Murkmire, at the top of the DPS food chain while these 2 specs fell down to near useless status with nothing added to even try to help either spec remain afloat.

    That's not how you make skills useful and I'll be damned if someone wants to make that argument without considering all the facts that are in front of you.
    Argonian forever
  • ESO_Nightingale
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.

    baleful mist, scalding rune need i go on?
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ccfeeling
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    ZOS already stated that NB DPS was over-performing in the group / trial , they could provide great dps and off-healing at the same time , that's why ZOS nerfed NB a lot with this patch .

    They destoryed the NB healer structure totally lol , ZOS also nerfed NB DPS sustain and NB TANK specific active and passives , thanks those players complain even tank and healer are never the end game META .

    Only templar and warden healer in end game area I think ? ;)
  • idk
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.
    Why does almost every Stamina build run Poison Injection, Endless Hail, Caltrops, Vigor, Rearming Trap and Rending Slashes? It's because of very limited options, options that have been stagnant and left to rot in a corner for god knows how long now with little to nothing being done to really break that stagnation. .

    It is because those skills offer the highest damage per action. DoTs are powerful in this game and generally the more DoTs in the rotation the better the DPS.

    You replied to a post that was in reply to your opinion that was oddly stating that if content required you to change your build, respect, that something was wrong with the design.

    As I pointed out above, that at the level of the most challenging content it is not unusual for specific morphs to be helpful and changing of some skills on the bar. It is great that different strategies and approaches are required. Otherwise this game would be totally boring.

    Also pointed out above, serious raiders do change their CP for the content they are doing. Those interested in getting the most out of the game do what it takes to accomplish that.
  • TheDarkShadow
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    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.

    There, I highlight the words for you. Did they did a good work with all the skills? No, but they said that's what they're trying to.

    And the reason they nerf NB is because, quite obvious, every vCR, vAS group and even vHoF was something like: 7-8 magblade dps. Now I see more magplar, magsorc, petsorc. It's a good thing. Is it perfect? No, magden/magDK and stam dps still rarely to be seen in mini trials, but better than all magblade group.

    For my stamplar dps, except, I think endless hall and caltrop I change other skills depend on what I'm running. Blood craze instead of rending slash in some case. Silver lash instead of trap in vBRP. Purge/vigor/shard/repentence/resto focus/bone shield... popping in and out.

    Edited by TheDarkShadow on November 16, 2018 8:21AM
  • red_emu
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    I wish the path had either 6 sec major expedition duration or increased healing. I use it on my mag-blade in PvP paired with Trollking to heal allies on the ram or give myself a chance to stand my ground instead of spamming cloak. The skill is very meh at moment. I don't mind one morph doing damage and the other healing + major expedition but it feels like something needs a buff here.
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • TheDarkShadow
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    The path do need healing buff I agree. It will help NB healer and also help vCR shadow real runner.
    Edited by TheDarkShadow on November 16, 2018 1:48PM
  • IwakuraLain42
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    The problem is that the combat/balance team is mostly concerned with the dps aspect of the game and has (outside of the standard healer/tanks classes (templar/DK)) no idea how to model/create healers or tanks for the other classes. Nightblades are especially bad off, the latest "improvements" to the healing kit were very lackluster.

    It also doesn't help that the dungeon team isn't that good in creating content for healers or tanks.
  • Maryal
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    When the path did damage and healed, it was a very useful utility skill for a stamblade -- not something a stamblade would slot all the time, but it was one of the better 'utility abilities' available to us .... 'was' being the operative word.
  • idk
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    Maryal wrote: »
    When the path did damage and healed, it was a very useful utility skill for a stamblade -- not something a stamblade would slot all the time, but it was one of the better 'utility abilities' available to us .... 'was' being the operative word.

    The issue here, the reason for the nerf, is NBs were desired for vCR. NBs had healing and speed for going below when the portals open. At least some damage was oblivion so shields did not cut it. During burn phase a healing debuff is put out, plus all the mechanics firing and doing damage. NBs passively helped heal through this. Of course NBs often always welcome for the added healing for any instance.

    Essentially they changed all this because of the design and player reaction to a single instance. Unfortunately destroyed the healing builds for those who mainly headed on NBs.
  • Silver_Strider
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    idk wrote: »
    Refreshing path heal + speed buff is crucial for vCR shadow realm dps and to a lesser extent, vMoL runner.

    See, I view this as an issue with content design. When something is so crucial that it would require you to respec your skill choice just for a single instance, there's a problem with that instance that needs to be looked at, at least IMO.

    Eso only have 12 skill slots. If we use the same skills for all encounters then other skills and morphs will be useless. That's what ZoS trying to avoid. They try to make every skill and morph useful.
    Why does almost every Stamina build run Poison Injection, Endless Hail, Caltrops, Vigor, Rearming Trap and Rending Slashes? It's because of very limited options, options that have been stagnant and left to rot in a corner for god knows how long now with little to nothing being done to really break that stagnation. .

    It is because those skills offer the highest damage per action. DoTs are powerful in this game and generally the more DoTs in the rotation the better the DPS.

    You replied to a post that was in reply to your opinion that was oddly stating that if content required you to change your build, respect, that something was wrong with the design.

    As I pointed out above, that at the level of the most challenging content it is not unusual for specific morphs to be helpful and changing of some skills on the bar. It is great that different strategies and approaches are required. Otherwise this game would be totally boring.

    Also pointed out above, serious raiders do change their CP for the content they are doing. Those interested in getting the most out of the game do what it takes to accomplish that.

    My argument was in relation to how ZOS has NOT been making every skill useful for various situations, not about why these particular skills are used; In what situation is someone respeccing Endless Hail for Arrow Barrage or Elemental Blockade for Unstable WoE?

    I do see the content design as fundamentally flawed for a variety of reasons. Look at vCR. How many stamina builds are going in there, much less into the Shadow Realm? It's not a stamina friendly environment, hence the content is flawed in that regard because its needlessly exclusive. Skills are no different in this regard because if X skill is outright required for any reason, there is something wrong. There's no "new" strategy involved just because you swapped a skill morph, it's use this skill or fail, which again is flawed IMO. CP appointment is something else entirely as, while definitely helpful to swap on occasion, isn't outright required either.

    My problem isn't about having to change your build to do content, it's about changing skill morphs for specific instances because either there is no alternative or other alternatives aren't as good and because of that, I find the notion that ZOS is trying to make every skill useful to be completely bogus.
    Argonian forever
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