From the perspective of a small scaler:
Eclipse. Who thought that an ability that completely prevented you from attacking for 4 seconds would be a good idea? This is honestly the most broken thing I have ever read. This will be the strongest Xv1 skill that will have ever come into the game if it is not reverted to be CC broken again.
Shuffle. Shuffle is far too strong. They have made the ability infinitely times better. Reduced cost, almost permanent major expedition in a PvP scenario when it used to not give it at all, and they doubled the amount of time you are snare immune. I want shuffle to be buffed as much as the next guy, but you can absolutely not look at this from an unbiased standpoint and tell me that isn't the most overloaded ability in the game.
Onslaught. Corrosive is one of the most oppressive abilities in the game. Whether you are 1vX, Xv1, 4v4, 1v1, etc it is extremely strong and I think almost everyone would agree it should be toned down. Why are you making onslaught, an already annoying ability (but not broken, mostly only because it is single target) into an AoE nuke that then gives you 80% of corrosives true damage passive for EIGHTEEN seconds? Again, I don't see how anyone can look at this and from an unbiased standpoint say that this isn't broken. I want you to take a second and imagine a stamplar in automaton and shieldbreaker AoE onslaughting a group for roughly 10k damage each, and then having true damage jabs in two non-pen dps sets for 18 seconds. It is broken.
Vigor/Rapid Regen. I understand these changes. However, what I don't understand is how come staminas main self-heal can be cast with any weapon, on any bar and is applied to themselves, but now magickas main self-heal can only be cast on resto AND can not be reliably applied to themselves? I dislike them pigeonholing us into playing with a specific weapon loadout and playstyle.
Cleansing Ritual/Purifying Light: I do not understand these (healing) changes. Why make purifying light heal 30% less and ritual heal 100% more? This just reduces the skill cap for no apparent reason as the overall healing should be unchanged, however it will be far easier to achieve. The only reasoning I can think of is they think stamplars need extra healing and magplars don't.
Overpowered aoe healing has always been an issue, I love the changes coming. Can’t wait to get onto pts and check these changes out
Snip.
Magplars can have access to Living Dark as well now, so theres that.
I asked for shuffle to be buffed but yeah, imo its too much, i wanted the expedition only on Elude, to make it a viable choice(Altough with major evasion on FM i dunno now).
Onslaught is going to be pretty stupid i agree, the duration should line up with berserker rage imho.
On Vigor/Rapid regen, dont forget that most stam classes burst heal is still tied to using a 2hander, so theres the balance for you.
Most mag classes have some form of burst heal/shielding, stam has rally or in case of stamden spores as well.
Vigor: Adhered this ability to our single target HoT standards.
-Vigor and Resolving Vigor now only heal the caster.
-Increased the duration to 10 seconds from 5 seconds, but decreased the tick frequency to 2 seconds from 1 second.
-Increased the healing per tick by approximately 85%.
-Reduced the cost to 2295 from 3511.
-Resolving Vigor (morph): This morph doubles the frequency but halves the duration.
grannas211 wrote: »
grannas211 wrote: »
Are you serious?
Evasion does not belong on Momentum. We have been there before with easy access to evasion on heavy armor
grannas211 wrote: »grannas211 wrote: »
Are you serious?
Evasion does not belong on Momentum. We have been there before with easy access to evasion on heavy armor
What you talking about Willis? I said nothing about Rally. I asked who uses healing springs in PvP? Literally no one.
grannas211 wrote: »
grannas211 wrote: »
Healing Springs has been just about the best group heal in Pvp. I’m surprised you would ask that question.
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
wills43b14_ESO wrote: »There were a couple people mentioning adding more healers to the group. That's actually a terrible idea most of the time considering trials like vCR already have 1 extra support and 1-2 (more groups will probably run 2 now) dps downstairs during portals. If that's the case, there will be a whopping total of 6 dps upstairs if you add in even one healer. With the current changes you would probably want more for a lot of groups. That means attempts will begin to take even longer (if it was a 20-30 min pull for a group, now it will be a 40+ minute pull) and it becomes so much easier to wipe to accidents and mental fatigue. One fight lasting that long generally becomes problematic since it's VERY easy to die and that can cause group wipes (hard check on portals, z maja tank dying and causing the group to get mindblasted, improperly placed flare, etc.).
wills43b14_ESO wrote: »There were a couple people mentioning adding more healers to the group. That's actually a terrible idea most of the time considering trials like vCR already have 1 extra support and 1-2 (more groups will probably run 2 now) dps downstairs during portals. If that's the case, there will be a whopping total of 6 dps upstairs if you add in even one healer. With the current changes you would probably want more for a lot of groups. That means attempts will begin to take even longer (if it was a 20-30 min pull for a group, now it will be a 40+ minute pull) and it becomes so much easier to wipe to accidents and mental fatigue. One fight lasting that long generally becomes problematic since it's VERY easy to die and that can cause group wipes (hard check on portals, z maja tank dying and causing the group to get mindblasted, improperly placed flare, etc.).
This just means ZOS will needs to tune/tone down trials a bit to make it still challenging without lasting forever.
The easy suggestion would be lowering the bosses health.
kypranb14_ESO wrote: »From a PVP-Battlegrounds perspective, and from a Veteran Hard Mode Dungeon perspective, these changes look excellent.
I can't speak from a trial perspective, as I've only done a few normal trials.
I was thinking though, if the springs changes alone could be so game changing for trial-goers, do you think that maybe springs was over-tuned to begin with?
Let'a use our heads for a moment here without getting heated. If not being able to stack healing springs would make certain trials impossible, what if these changes are designed for force endgame trial-goers to stack more resistance, in turn lowering DPS?
Just thinking out loud here, I don't even know if the "Heal-check" damage can be mitigated.
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
wills43b14_ESO wrote: »There were a couple people mentioning adding more healers to the group. That's actually a terrible idea most of the time considering trials like vCR already have 1 extra support and 1-2 (more groups will probably run 2 now) dps downstairs during portals. If that's the case, there will be a whopping total of 6 dps upstairs if you add in even one healer. With the current changes you would probably want more for a lot of groups. That means attempts will begin to take even longer (if it was a 20-30 min pull for a group, now it will be a 40+ minute pull) and it becomes so much easier to wipe to accidents and mental fatigue. One fight lasting that long generally becomes problematic since it's VERY easy to die and that can cause group wipes (hard check on portals, z maja tank dying and causing the group to get mindblasted, improperly placed flare, etc.).
This just means ZOS will needs to tune/tone down trials a bit to make it still challenging without lasting forever.
The easy suggestion would be lowering the bosses health.
I disagree:
Barrier
Veil of blades/consuming
Nova
Negate
This are all varying methods which have been used to mitigate “high continuous damage, coming from a trial boss” & are likely better than springs.
Even today, blood altar has been buffed; you should try it.
DUTCH_REAPER wrote: »I like the majority of changes. Looking forward to the drop and we shall see what is what. Then I’ll come whine err uh complain on the forums.
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
I honestly haven´t found any long term experienced player that doesn´t draw an overall positive conclusion from the whole package of changes in the notes.