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PTS Update 21 - Feedback Thread for Combat & Class Abilities

  • Svidrir
    Svidrir
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    Thraben wrote: »
    Feedback StamSorcs - PvP

    StamSorcs are the most underrepresented class in the game. People are already complaining about the Warden´s Permafrost- Steeltornado combo everywhere, and it will get worse, as the only class that could compete with the StamWardens AoE damage-wise (the StamSorcs) now dies out, and will also class change to StamWarden. Because:

    1) The implosion change is a catastrophe for PvP StamSorcs. Unlike a Nightblade, they don´t have any class skills to profit from its reverse execute mechanic.

    -> Minimum fix: Make one morph of Mage´s Fury stamina.

    2) The change to rapids makes group StamSorc useless.

    -> Minimum fix: rework multiple skills to make the class otherwise useful. Bound armor´s passives should be class base passives. Additionally, rework the Negate, so that it moves with the Caster to be on par with Permafrost. Also, change the Pets to be only summoned for x seconds, like the Nightblade´s shade, so that we don´t have to waste 2 bar slots for the Clannfear

    3) The promised Air Atro wasn´t delivered

    -> Minimum fix: Introduce an Air Atro whose duration depends on the ulti invested, and which provides minor beserk to the caster

    4) The third bar of Overload is still gone, and Overload is useless on single targets.

    -> Minimum fix: Reintroduce the old Overload third bar, give its Heavy Attack a "Bound Greatsword" animation and its Light Attack a "Bound throwing Axe/ Dagger/ Javelin" animation, and make it cause physical damage, and a bleed or minor fracture debuff.


    5) the Murkmire changes to Dark Deal are still there.
    -> reintroduce the old Dark Deal


    Summary: The direction of the changes of the Sorc class in general and to StamSorcs in particular are objectively heavily biased against the class itself.

    Yes for 1, 2, 3, 4


    Even though like everyone, I was weak, and I took a StamDen ....................


    But we are on NB Stam and Warden Stam online, it's normal
    Edited by Svidrir on January 22, 2019 2:16PM
    Ulaan Baator sorcier bdsm
  • BaylorCorvette
    BaylorCorvette
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    StamSorcs are doing decent in PvP IMO. With Hurricane become noticeably cheaper on PTS, this is a nice addition. Amplitude should scale so that you do more damage the lower the health the target gets. This rewards the aggressive play style that StamSorc has.

    I think one thing that I would love to see on StamSorc is a source of Major Fracture. StamSorc has so little in terms of buffs/debuffs. Perhaps make it so Bound Armaments grants major fracture on a target you light attack?

    Supreme Leader Corvette - StamSorc
    Founder of Dominion Special Forces
    YouTube - ESO & Automotive Racing
    DC Zerg Busting
  • Xvorg
    Xvorg
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    trowlk wrote: »
    1 Handed Weapon Enchants

    1H Weapon damage enchants should be nerfed, Due to several builds like Torug/Infused/Werewolf.

    1H Weapon efficiency enchants shouldn't be nerfed as they are often used by tanks and long term dps. These enchants also have longer cooldown, you must consider this factor aswell.

    Remember that not long ago you removed a bug in which a main hand infused weapon reduced off hand's cooldown too.

    Traits like Nirnhoned will become best in slot again if you discriminately nerf Infused.

    I was about to go testing this (meh) patch, but I think it will be much better to go to Craglorn and farm some Potent Nirncrux
    Edited by Xvorg on January 22, 2019 5:06PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • maboleth
    maboleth
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    No in-combat pvp bug fix, eh? :):)
  • InvitationNotFound
    InvitationNotFound
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    Rapid Maneuvers: This ability and its morphs will no longer provide immunity to snares or immobilizes.

    Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.

    Developer Comment:
    Spoiler
    After the changes to Major Expedition in Update 20, we wanted to make sure all abilities that provided the buff were given the same pass, yet Rapid Maneuvers was left untouched. We wanted to spend more time fleshing out a new identity for this ability, while still retaining the unique group play it enabled. Since the removal of snares and immobilizes is such a powerful tool, we removed that function from this skill since it was allowing large groups to ignore incorporating those types of abilities in their individual builds. We repurposed Retreating Maneuvers for something that was strictly defensive, as the name implied, so you’ll now take less damage when being attacked from the backside as you reposition or retreat.

    This skill is now useless. Completely. (Except for riding of course...)

    There are now 2 skills left, which really grant snares / immobilize immunity. Both stam (Shuffle, Forward Momentum). (No, i do not count, mist form and purge, as you won't be able to case anything respectively you'll get snares / roots immediately back on you).

    Furthermore, the comment about "retaining the unique group play it enabled" is the worst type of joke. It couldn't be further from the truth.
    We want firing off Dark Exchange in the middle of combat to feel awesome... - The Wrobler
    You know you don't have to be here right? - Rich Lambert
    Verrätst du mir deinen Beruf? Ich würde auch gerne mal Annahmen dazu schreiben, wie simple die Aufgaben anderer sind. - Kai Schober

    Addons:
    RdK Group Tool: esoui DE EN FR
    Port to Friend's House: esoui DE EN FR - Library: DE EN
    Yet another Compass: esoui DE EN FR
    Group Buffs: esoui DE EN FR
  • katorga
    katorga
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    StamSorcs are doing decent in PvP IMO. Amplitude should scale so that you do more damage the lower the health the target gets. This rewards the aggressive play style that StamSorc has.

    I think amplitude is fine, mag or stam. There are already plenty of options for the execute phase. Higher initial damage gets them there faster in pvp and will lead to somewhat better looking pve parses. Moot, stamnb and warden just have too good of abilities to ignore.
  • Starlock
    Starlock
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    I'm on console so I can't PTS. Most of the changes look solid to me as usual, but there is one that I have concerns about.

    Rethink Changes to One-Handed Enchantments

    What is currently proposed is this:
    Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.

    It's my understanding that this change is being made because dual wielding creates some balance issues with enchantments. However, this implementation also impacts one-hand and shield setups. Is there a way to balance out enchantments on dual wielding without penalizing one-hand and shield wielders? This is a pretty bad change for us. Can't you make it so enchantment effectiveness is halved ONLY if two one-handed weapons are equipped (that is, a character is dual wielding)?

    I'm not really one to fuss about game mechanics either way, but this change is kind of bad and not needed for tanks and people who use melee weapons on their magicka-based characters.
  • Pelican
    Pelican
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    Can you guys fix shadow image already, it has been broken since Murkmire PTS, does not cast properly in places like towers and keep walls.
    PC NA - EP Solo PvP Player
    https://www.youtube.com/c/pelicaneso
  • Khivas_Carrick
    Khivas_Carrick
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    Dear ZoS,

    Nerfing Enchants isn't going to help close the gap between 2H and DW as much as simply updating/reworking 2H's passives would have.

    Sincerley,

    Literally Everyone.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Cinbri
    Cinbri
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    Was surprised that in section where listed skills/sets that no longer affected by Evasion buff I didn't saw Jabs closest damage and Reflective Light. All listed stuff is considered as "fake AOEs" that work on aoe radius but doesn't affect 6+AOEcap. Same goes for Jabs and RL:
    1. Jabs - lets compare to equal stuff affected by change:
    Overwhelming Surge set - this set activates 12m radius AOE and tracking 1 closest enemy inside of it and damaging him. As it being AOE it also ignore invisibility effects, roll-dodge.
    Selene's set - this set activates frontal cone AOE inside which it hit 1 closest enemy. Ignore invisibility effects.
    Unfathomable Darkness - equal to Surge - this set activates 12m radius AOE and tracking 1 closest enemy inside of it and damaging him.
    And now Jabs - deal damage in frontal rectangle AOE. Deal bonus damage to 1 closest enemy, ignore roll-dodge, ignore invisibility. This damage to 1 closest enemy is exactly same mechanic as sets that were fixed. It is "fake AOE" that cant deal damage to more than 1 target while retain capability of AOE. Note that snare applied by this type of damage considered as dodgeable, i.e. damage already not considered as AOE effect when checking apply of this snare.

    2. Reflective Light - lets compare to equal stuff affected by change:
    Force Pulse - ranged attack that deal damage to primary target and bonus damage to 2 nearby targets. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    Shrouded Dagger's bounce damage - ranged attack that deal damage to primary target and bonus damage to 2 nearby targets. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    Radial Uppercut - melee attack that deal damage to primary target and bonus damage to 1(2 previously) nearby target. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    And now Reflective Light - ranged attack that deal damage to primary target and bonus damage to 2 targets inside 4.5m radius of main target. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap. Unlike previous "fake AOEs" and AOE in general it can be reflected like ordinary projectile.
    Jabs closest-enemy damage and 3 fireballs of Reflective Light should be excluded from being affected by Evasion too.


    Another problem with Sun Fire is that its misleading tooltip that say that activation grant major buff, yet unlike Biting Jabs or Prism it not grant buff per activation but only when damage portion of ranged attack starting to tick. It means that buff won't activate if target used invisibility or reflect or dodge-rolled damage portion of skill, yet skill considering as AOE effect by game mechanic while real AOEs are undodgeable.
    dodge.gif
    It should be fixed to either changing tooltip to be clearer or actually start to proc on activation of skill, i.e. even if "Miss", "Dodged", reflected status was activated to prevent damage. It can't be made just to be activated on skill activation as duration of buff equal to duration of dot and given that it is ranged skill with travel time it will lead to disparity in duration of skill and ruining of buff-tracking ability and consistence of its activation.
  • Transairion
    Transairion
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    Implosion:

    Renamed this passive to Amplitude.
    This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
    The minimum bonus this passive can provide is 1% increased damage done.

    I feel like this needs more discussion about the reverse execute mechanic in general: isn't reverse execute really bad in ESO's PvE scene? Doing a lot of damage at the start of a fight usually isn't a good thing when %HP triggers phase changes and things like that... not to mention all the other classes have low-HP executes leaving Sorc the odd one out.

    And when's the most dangerous part of any PvE fight? The low-HP execute phase, where everyone does as much damage as possible and it doesn't matter if half the group dies so long as the boss goes down. Passive damage all the time is welcome sure but... reverse execute just doesn't really match all the PvE encounters in the game where low HP is DPS race time.

    Nevermind Sorc already has had reverse execute for years and it's kinda worthless:
    Once summoned, you can activate the Twilight tormentor's special ability, causing it to deal 50% more damage to enemies above 50% Health for 15 seconds.

    Twilight Tormentor still needs to be buffed like crazy by the way, half the time it has no active ability and it does the same DPS as Twilight Matriarch.
  • Giraffon
    Giraffon
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    Universe wrote: »
    The change to Rapid Maneuver is awesome! B)
    The old version of this ability allowed ball groups to move unhindered for far too long.
    No more.

    Also, I like the change to sorcerer's passive Implosion.
    It increases the sorcerer's overall burst and dps in both PVP and PVE.

    Well done ZOS! :)

    Change to Rapid Maneuver is NOT awesome. Please allow caster only to retain snare and immobilize immunity for PvE purposes.
    Giraffon - Beta Lizard - For the Pact!
  • Lylith
    Lylith
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    Thraben wrote: »
    Feedback StamSorcs - PvP

    StamSorcs are the most underrepresented class in the game. People are already complaining about the Warden´s Permafrost- Steeltornado combo everywhere, and it will get worse, as the only class that could compete with the StamWardens AoE damage-wise (the StamSorcs) now dies out, and will also class change to StamWarden. Because:

    1) The implosion change is a catastrophe for PvP StamSorcs. Unlike a Nightblade, they don´t have any class skills to profit from its reverse execute mechanic.

    -> Minimum fix: Make one morph of Mage´s Fury stamina.

    2) The change to rapids makes group StamSorc useless.

    -> Minimum fix: rework multiple skills to make the class otherwise useful. Bound armor´s passives should be class base passives. Additionally, rework the Negate, so that it moves with the Caster to be on par with Permafrost. Also, change the Pets to be only summoned for x seconds, like the Nightblade´s shade, so that we don´t have to waste 2 bar slots for the Clannfear

    3) The promised Air Atro wasn´t delivered

    -> Minimum fix: Introduce an Air Atro whose duration depends on the ulti invested, and which provides minor beserk to the caster

    4) The third bar of Overload is still gone, and Overload is useless on single targets.

    -> Minimum fix: Reintroduce the old Overload third bar, give its Heavy Attack a "Bound Greatsword" animation and its Light Attack a "Bound throwing Axe/ Dagger/ Javelin" animation, and make it cause physical damage, and a bleed or minor fracture debuff.


    5) the Murkmire changes to Dark Deal are still there.
    -> reintroduce the old Dark Deal

    Summary: The direction of the changes of the Sorc class in general and to StamSorcs in particular are objectively heavily biased against the class itself.

    amen.
  • Lylith
    Lylith
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    Giraffon wrote: »
    Universe wrote: »
    The change to Rapid Maneuver is awesome! B)
    The old version of this ability allowed ball groups to move unhindered for far too long.
    No more.

    Also, I like the change to sorcerer's passive Implosion.
    It increases the sorcerer's overall burst and dps in both PVP and PVE.

    Well done ZOS! :)

    Change to Rapid Maneuver is NOT awesome. Please allow caster only to retain snare and immobilize immunity for PvE purposes.

    or just leave it the *** alone.
  • Mudjahedin
    Mudjahedin
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    Hi everyone,

    maybe some useful ideas for the bow, because atm many things don't match to the skills.

    - Magnum shot: After increase the range of the skill the effect of push the enemy and you back fits not longer. It's now a range ability and not one, some should keep the enemy in a 10m range away from you. In pvp you shot the enemy now in some cases out of your own range, or push you down from a castlewall when using...

    - Draining shot: Also here the push back of the enemy can do, that it is out of your range or out of the range from arrow spray...

    - Damage type: Maybe it is useful, when every skill have a morph choice of physical- or poison-dmg, that will match better with many stamina-sets and give more a touch of a hard hitting archer or a toxic rogue.

    - Arrow spray and morphs: The aiming/shoting on fast moving targets sucks alot, maybe there is a solution some work better then now.
  • IronWooshu
    IronWooshu
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    @ZOS_GinaBruno Will someone at ZOS please acknowledge this: currently magicka Templars still have major survivability issues when it comes to solo PVP. The only options we have are to wear heavy armor and/or become vampires. For some of us, becoming a vampire as a Templar is extremely unappealing. One of our attacks is called Vampire's Bane, after all. And moving to heavy armor loses us our magicka passives from light armor. But light armor offers no real protection. One burst and you're done. Please, someone at ZOS address this.

    They did, they gave us Nord with the 4k resists it makes wearing medium and light armor more viable.
  • StarOfElyon
    StarOfElyon
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    IronWooshu wrote: »
    @ZOS_GinaBruno Will someone at ZOS please acknowledge this: currently magicka Templars still have major survivability issues when it comes to solo PVP. The only options we have are to wear heavy armor and/or become vampires. For some of us, becoming a vampire as a Templar is extremely unappealing. One of our attacks is called Vampire's Bane, after all. And moving to heavy armor loses us our magicka passives from light armor. But light armor offers no real protection. One burst and you're done. Please, someone at ZOS address this.

    They did, they gave us Nord with the 4k resists it makes wearing medium and light armor more viable.

    I'm not race changing. I just hope that Gilliam gets more power to make improvements because I think he gets it. There are inefficient morphs that can be reworked to give non-vampire Templars more survivability when alone.
  • megasurge93
    megasurge93
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    I stated this in another thread, but I'd like to see Vampires have a full skill line with 5 skills and 1 ultimate, like werewolves have. Right now, they have one attack (that's slow), a good ult and one skill that helps them run away (really? run?). How about adding a "Seduction" skill that charms enemies which causes them to not attack for a few seconds (or in game mechanics, miss); a "Dread" skill because Vampires are as scary as Werewolves (or, at least, they should be); and, a "Ravage" skill that is a gap closer and causes either disease or poison (like the werewolf's leap and claw). I'm wanting to see more variety to the vampire skills (maybe even some stamina morphs?) so it can be more interesting to play a vampire, like it is a werewolf.
    "Illusion is the first of all pleasures." ~Oscar Wilde
  • Minno
    Minno
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    Cinbri wrote: »
    Was surprised that in section where listed skills/sets that no longer affected by Evasion buff I didn't saw Jabs closest damage and Reflective Light. All listed stuff is considered as "fake AOEs" that work on aoe radius but doesn't affect 6+AOEcap. Same goes for Jabs and RL:
    1. Jabs - lets compare to equal stuff affected by change:
    Overwhelming Surge set - this set activates 12m radius AOE and tracking 1 closest enemy inside of it and damaging him. As it being AOE it also ignore invisibility effects, roll-dodge.
    Selene's set - this set activates frontal cone AOE inside which it hit 1 closest enemy. Ignore invisibility effects.
    Unfathomable Darkness - equal to Surge - this set activates 12m radius AOE and tracking 1 closest enemy inside of it and damaging him.
    And now Jabs - deal damage in frontal rectangle AOE. Deal bonus damage to 1 closest enemy, ignore roll-dodge, ignore invisibility. This damage to 1 closest enemy is exactly same mechanic as sets that were fixed. It is "fake AOE" that cant deal damage to more than 1 target while retain capability of AOE. Note that snare applied by this type of damage considered as dodgeable, i.e. damage already not considered as AOE effect when checking apply of this snare.

    2. Reflective Light - lets compare to equal stuff affected by change:
    Force Pulse - ranged attack that deal damage to primary target and bonus damage to 2 nearby targets. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    Shrouded Dagger's bounce damage - ranged attack that deal damage to primary target and bonus damage to 2 nearby targets. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    Radial Uppercut - melee attack that deal damage to primary target and bonus damage to 1(2 previously) nearby target. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap.
    And now Reflective Light - ranged attack that deal damage to primary target and bonus damage to 2 targets inside 4.5m radius of main target. Doesn't ignore roll-dodge or invisibility effects like proper AOE. Not affected by AOE cap as it cant reach cap. Unlike previous "fake AOEs" and AOE in general it can be reflected like ordinary projectile.
    Jabs closest-enemy damage and 3 fireballs of Reflective Light should be excluded from being affected by Evasion too.


    Another problem with Sun Fire is that its misleading tooltip that say that activation grant major buff, yet unlike Biting Jabs or Prism it not grant buff per activation but only when damage portion of ranged attack starting to tick. It means that buff won't activate if target used invisibility or reflect or dodge-rolled damage portion of skill, yet skill considering as AOE effect by game mechanic while real AOEs are undodgeable.
    dodge.gif
    It should be fixed to either changing tooltip to be clearer or actually start to proc on activation of skill, i.e. even if "Miss", "Dodged", reflected status was activated to prevent damage. It can't be made just to be activated on skill activation as duration of buff equal to duration of dot and given that it is ranged skill with travel time it will lead to disparity in duration of skill and ruining of buff-tracking ability and consistence of its activation.

    Agreed. THis is the time to make these changes!

    Also, has anyone tested the blazing shield bug fix yet? Want to see the damage now as compared to live.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Cinbri
    Cinbri
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    Another oversight is Eclipse:
    After fixing its bug of possibility to stacks CCs on cc immune target:
    eclipse.jpg
    it still wasn't treated to fix problem of CCs, This skill now provide 6sec of cc immunity during duration but still provide cc immunity on expire for 7sec; that leading that this CC while not being pure hard CC that disabling target is allowing to gain 13sec of CC immunity without breaking free it. So while casting it on enemy literally granting enemy Immovable buff which is strongest in game it also grant expire immunity. Skill not fit it intended mechanic - It hard to punish enemy for not breaking it and receive damage when in exchange of damage it provide strongest buff to enemy while having possibility to bypass its strengths and get advantage of its weakness.
    Eclipse should no longer provide CC immunity on purging or expire, only on activation of Break Free. Even NPCs Eclipse got this treatment.
    More detailed: https://forums.elderscrollsonline.com/en/discussion/comment/5630227/#Comment_5630227

  • ExistingRug61
    ExistingRug61
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    Starlock wrote: »
    I'm on console so I can't PTS. Most of the changes look solid to me as usual, but there is one that I have concerns about.

    Rethink Changes to One-Handed Enchantments

    What is currently proposed is this:
    Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.

    It's my understanding that this change is being made because dual wielding creates some balance issues with enchantments. However, this implementation also impacts one-hand and shield setups. Is there a way to balance out enchantments on dual wielding without penalizing one-hand and shield wielders? This is a pretty bad change for us. Can't you make it so enchantment effectiveness is halved ONLY if two one-handed weapons are equipped (that is, a character is dual wielding)?

    I'm not really one to fuss about game mechanics either way, but this change is kind of bad and not needed for tanks and people who use melee weapons on their magicka-based characters.

    @Starlock Agreed - Hopefully a different adjustment can be made. I suggested one such alternative in the other 1H enchant thread as well but should probably link it here as this is the official feedback thread.
    See: https://forums.elderscrollsonline.com/en/discussion/comment/5756969#Comment_5756969
    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.
  • _Ahala_
    _Ahala_
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    All class major expedition source durations are too short to be useful and enjoyable

    Snare and root immunity is much too rare as it is inaccessible to non vampire magsorcs, magblades, magplars, and magdens while being vital to magicka kiting in PvP

    Magden offensive options remain highly limited compared to other mag subclasses and the desire for dps options in winters embrace continues to rise

    Screaming cliff racer has felt rather underwhelming ever since it was changed to no longer sync up with deep fissure

    Double cast mechanic of fletcher flies feels punishing after cost increase. Consider speeding up the projectile and adding a proc mechanic similar to frags, will, or lash that rewards good gameplay with increased damage and decreased cost

    Activating Bird of Prey and Deceptive Predator feels inefficient and underwhelming ever since the 60% expedition uptime nerf. Consider increasing the expedition uptime based on light/med armor pieces worn and/or adding a short snare/root immunity effect. This ability is a serious sore spot for those who chose magden for its unique mobility as it no longer seems to “invoke the spirit of agility”

    Arctic blast is horrible compared to destro reach on Magden as it does 0 damage. The healing on this morph in particular is a sore spot as nature’s balance has better passives for healing. Consider making leaching vines have a health based heal instead for better class ability/passive cohesion. While the ancient knowledge change is appreciated, many Magdens would like to have a competitive damaging class stun with which to replace destro reach/clench.

    Frozen retreat remains an ironic ability as it still pulls enemies while you evacuate allies from precarious positions. Consider increasing the damage of this morph, making it visible to enemies, and removing the enemy pull aspect to transform it into more of a support dps options instead of a tank support skill

    Shimmering Slab remains useless in comparison to Shimmering Shield

    Bursting Vines remains useless in comparison to nature’s embrace as warden healing is very position dependent. Consider removing the gap close aspect from this morph only or allowing the heal of bursting vines to hit both caster and ally

    Lotus blossom heavy attack heal aspect remains underwhelming compared to green lotus due to how slow mag heavy attacks are compared to stam. Consider changing effect of heavy attack to minor mending or speeding up mag heavy attacks to equalize their effectiveness. Also why does lotus blossom not have particle effects similar to the glory that is green lotus?
    Edited by _Ahala_ on January 24, 2019 12:51AM
  • GrumpyDuckling
    GrumpyDuckling
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    ✭✭✭✭
    The current range of the Dragonknight's skill Fiery Breath and its morphs is inconsistent to similar skills that are conal, aoe, and require aim:
    • Scorch (Warden) - 20 meters
    • Arrow Spray (Bow) - 20 meters
    • Blessing of Protection (Restoration Staff) - 20 meters
    • Encase (Sorcerer) - 18 meters
    • Wall of Elements (Destruction Staff) - 18 meters
    • Path of Darkness (Nightblade) - 17 meters
    • Fiery Breath (Dragonknight) - 10 meters

    Information from ranges pulled from:
    https://elderscrollsonline.wiki.fextralife.com/Classes
  • codestripper
    codestripper
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    The current range of the Dragonknight's skill Fiery Breath and its morphs is inconsistent to similar skills that are conal, aoe, and require aim:
    • Scorch (Warden) - 20 meters
    • Arrow Spray (Bow) - 20 meters
    • Blessing of Protection (Restoration Staff) - 20 meters
    • Encase (Sorcerer) - 18 meters
    • Wall of Elements (Destruction Staff) - 18 meters
    • Path of Darkness (Nightblade) - 17 meters
    • Fiery Breath (Dragonknight) - 10 meters

    Information from ranges pulled from:
    https://elderscrollsonline.wiki.fextralife.com/Classes

    Do you wish to become a dragon? This is how you become a dragon.
    Since everyone seems to be doing this,
    DPS Builds:
    - Magicka Sorcerer (Pet) [Flawless Conqueror @ 565CP] - 582k
    - Magicka Nightblade [Flawless Conqueror @ 780CP] - 575k
    - Stamina Sorcerer [Flawless Conqueror @ 420CP] - 560k
    - Magicka Classless [Flawless Conqueror @ 810CP] - 540k
    - Magicka Templar [Stormproof] - 550k
    - Magicka Warden [Stormproof] - 510k
    - Stamina Templar [In Development]
    - Stamina DK [In Development]
    - Stamina NB [Under 50]
  • GrumpyDuckling
    GrumpyDuckling
    ✭✭✭✭✭
    ✭✭✭✭
    The current range of the Dragonknight's skill Fiery Breath and its morphs is inconsistent to similar skills that are conal, aoe, and require aim:
    • Scorch (Warden) - 20 meters
    • Arrow Spray (Bow) - 20 meters
    • Blessing of Protection (Restoration Staff) - 20 meters
    • Encase (Sorcerer) - 18 meters
    • Wall of Elements (Destruction Staff) - 18 meters
    • Path of Darkness (Nightblade) - 17 meters
    • Fiery Breath (Dragonknight) - 10 meters

    Information from ranges pulled from:
    https://elderscrollsonline.wiki.fextralife.com/Classes

    Do you wish to become a dragon? This is how you become a dragon.

    It would be very cool to feel like a dragon :)
  • Rukzadlithau
    Rukzadlithau
    ✭✭✭✭
    Cinbri wrote: »
    Another oversight is Eclipse:
    After fixing its bug of possibility to stacks CCs on cc immune target:
    eclipse.jpg
    it still wasn't treated to fix problem of CCs, This skill now provide 6sec of cc immunity during duration but still provide cc immunity on expire for 7sec; that leading that this CC while not being pure hard CC that disabling target is allowing to gain 13sec of CC immunity without breaking free it. So while casting it on enemy literally granting enemy Immovable buff which is strongest in game it also grant expire immunity. Skill not fit it intended mechanic - It hard to punish enemy for not breaking it and receive damage when in exchange of damage it provide strongest buff to enemy while having possibility to bypass its strengths and get advantage of its weakness.
    Eclipse should no longer provide CC immunity on purging or expire, only on activation of Break Free. Even NPCs Eclipse got this treatment.
    More detailed: https://forums.elderscrollsonline.com/en/discussion/comment/5630227/#Comment_5630227

    How does stuff like this doesn‘t get directly addressed if such detail is provided?
  • Witar
    Witar
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    Anyone tested pure pet sorc dps with changes to pets?
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • Jim6270
    Jim6270
    ✭✭
    One hand enchantments:
    So first of all I do understand that the enchants needed some fixing (yes I have an enchant procing build on a character as well, so I know they are strong and a bit too OP in non-CP campains), but I realy dont like that you think this is the rigth way to fix it.

    With those changes you are removing possible weapons setup because if you need the enchant for extra sustain or for weapon buff enchant you will not be able to run Duelwield/Duelwield, One Hand and Shield/ One hand and Shield or Duelwield/One Hand and Shield.
    And worst of all the one hand and shield style of figthing in PvP will not be able to have the weapon damage buff enchant on.
    For me thats just turning the tables around. Before we had two weapon setups being stronger because of set bonuses etc. and now we will have two-handed weapons being the superior weapons because you have more possibilitys (taking the new enchant system in to work) then you have on DueldWield and One hand and shield..... removing the posibility of fun setup's is just a bad way to fix a problem.

    I would suggest that the changes should be ether:
    1. Make it so enchantment bonus on all weapons are full enchants and that the enchant on main hand weapon is the only enchant that can proc. So no matter what the enchant is on the off-hand, it will only be used if you swicth it to main hand insted (have a red text on the weapons enchant if put in the off-hand that says "this will not be used on the off-hand weapon" when you look at the character item screen). Then you can still have the same benefit as other weapons and it will not be over powered comparet to other.
    2. Make it so only damage portion of enchants are halved on DuelWield and One hand and shield. So you still can get the full effect of weapon buff or recovery enchants.
    3. weapon enchant are all full enchants and if you have two of the same enchants on main hand and off hand for duel wield it will count as one enchant procing like it would on a two-handed weapon and a one hand and shield weapon (every ligth and heavy attack or weapon skill use) but if you put two deferent enchants on your main hand and off hand weapon they would be halved in damage and stats with a 4 sec cooldown for bougth enchants (and make it visual in characters item screen in text if you hover over the weapons).

    that would make it work as well without destroying possible setups.

    Race Changes:
    Without testing it and only seeing it. I must say I realy like the changes over all. It simes like the most fair and well balanced changes ever and still have a lot of deference and unikeness to them.
    Most of the people that think Orc is too week comparet to what they was before is not thinking about that before they was a bit too OP comparet to the other classes race bonuses and now it's just more fair for everyone.

    I think they all look awesome (and yes I have a magicka and a stamina character of every class, so I am not favoring one race over another).... I think some of my characters need a race change, but thats just money in the pocked for the creaters.

    The balance of the races is just awesome.
    Edited by Jim6270 on January 25, 2019 11:45AM
  • Rake
    Rake
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    ✭✭
    Amplitude passive
    Its ok on magsorc in PvP.
    You actually burn people to execute range easier
    Or players I dueled simply suck.

    Didnt notice difference in my damage output on stamsorc
    On the other hand I didnt play as much DD stamsorc before, I admit that

    Please, reconsider amplitude
    It seems great for magsorc
    Make it good for stamsorc too by leaving implosion we have on live.

    That way amplitude would work if your magicka pool is higher than your stamina pool
    And if opposite it would work as implosion, not amplitude.
  • phantasmalD
    phantasmalD
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    not to mention all the other classes have low-HP executes leaving Sorc the odd one out.

    Nope, I have to correct you there, only Templars and NBs have class executes while Sorcs have some quasi-executes. DKs never had and for years were the odd ones out until Wardens got added.
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