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.
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.
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.
BaylorCorvette wrote: »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.
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.
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.
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.
The change to Rapid Maneuver is awesome!
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!
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.
The change to Rapid Maneuver is awesome!
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.
StarOfElyon 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.
IronWooshu wrote: »StarOfElyon 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.
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.
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.
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.
ExistingRug61 wrote: »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.
GrumpyDuckling wrote: »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 wrote: »GrumpyDuckling wrote: »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.
Another oversight is Eclipse:
After fixing its bug of possibility to stacks CCs on cc immune target: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
Transairion wrote: »not to mention all the other classes have low-HP executes leaving Sorc the odd one out.