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PTS Dragonhold Feedback Notes for Class Rep Meeting

Glory
Glory
Class Representative
Hello all,

The Class Reps are having a meeting to provide feedback and pain points that were common occurrences throughout the community. We want to be as transparent as possible with you all, so here is a brief write-up of some of the highlights. Feedback was compiled from several different sources, which is why you may see redundancy and formatting differences.

IMPORTANT: these comments and notes are collected from an overall greater amount of feedback we have received and submitted. Some things you may be discussing may not be included (examples: dizzy swing changes, werewolf changes, vampire drain, etc.) in these notes but they are being heard by the Class Reps.

Second note: ESO is a large community and thus you may not agree with all of this feedback.

Summary of Negatives
  • Change to Major Vulnerability only hurt PvP Necromancers, no shift in PvE meta.
  • Stamina and Magicka Sustain disparity is huge.
  • DoT change to 1.25x too much (1.8x?)
  • Change fatigue on a lot of the playerbase.
  • Necromancer in PvP feels very bad.
  • Permafrost duration is insanely long.
  • Stonefist does not feel viable in PvP, and doesn't feel good to use.
  • Bolt Escape: Ball of Lightning is too overtuned in what it provides.
  • Shadow Image range reduction feels hard to play with.
  • Mixed feelings about Master Resto change (overall better than Live)
  • PotL/Purifying Light shouldn’t crit AND get amps from allies.
  • New Bound Armaments feels slightly hard to work into a PvP combo/rotation and feels
    slightly underwhelming as a result.
  • DoT flavor for classes that rely on DoT playstyle (mDK, sDK) will be important if they are
    reduced overall.
  • Off Balance is too prevalent and heavily favors stamina users.
  • New skills that have been flavoried (Swarm, Engulfing Flames, Clanfear, Stonefist) are
    too weak or expensive that they’re not worth using

Summary of Positives
  • Necro tether unattached from GCD helped alleviate some pain points.
  • Warden stun is good (duration may be too short?)
  • New Netch feels good
  • New Sets are AWESOME
  • Bound Armaments looks cool.
  • 3 Piece Changes are AWESOME
  • Removing the root from Living Dark is a great change.
  • New Armor consolidation is great, lets players understand it easier and reduces
    disparity.
  • New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
    and also put it at the top for true test)

Other Notes
  1. DoT nerf was way too excessive especially in PvE so much so that the very weird Dual Wield with vMA Staff combo is one of the BIS setups for stam DPS as of PTS Week 1-2.
  2. Damage of Stonefist seems too low for a spammable on the current PTS and the cost of it is a tad bit expensive as well for Dragonknights.
  3. Cutting Dive and Growing Swarm damage also seem a bit too low on the PTS. Consider having Growing Swarm play within the Warden's class toolkit by perhaps applying an additional effect for things like our other Animal Companion abilities. Also consider having Warden abilities to have secondary effects against chilled targets to play with the ice mage identity for mag Wardens.
  4. Class DoTs could have a different, higher power budget compared to weapon/non-class DoTs which would alleviate the pain point of DoT-centric classes such as Dragonknights for Dragonhold.
  5. Reducing the duration or damage of Colossus ultimate probably will not deter raid teams wanting to stack their entire roster with Stamina Necromancers. Decently-coordinated groups will have no trouble rotating Colossus ultimates and the disparity between Necromancer and the other classes will still be present. Perhaps a cooldown to Major Vulnerability like Off-Balance immunity would be more of an appropriate change than damage reduction or duration in this case as this would still require Necromancers to be brought to raids but pointless to stack 8-9 of them. EDIT: some have pointed out dislike for a CD: this is just one option the community has propsed, also have seen those who prefer toning down the value and pre-lengthening the duration
  6. The Nightblade class seems to be focusing a lot more on mitigation and healing while losing out on damage. To illustrate this issue, the Two Hander skill-line is a lot better than the Assassination skill-line where Grim Focus and Death Stroke can be pretty hard to land or follow up on in PvP especially with the new cast time for Death Stroke which shares the same cast time as the Two Hander ultimate that's many times stronger and a cast time whereas other ultimates such as Cresecent Sweep does not have. Perhaps consider adding the stun back to Death Stroke to off-set the cast time and reward Nightblades for landing their skills On a final note, the Grim Focus bow proc heal is underwhelming.
  7. The reduction to 22 meters from 28 meters on the Shadow Image for Nightblades seems unnecessary as it is one of the few defensive (and expensive!) skills left for Nightblades to use as skill-play. Nightblades won't be able to elude opponents in Cyrodiil especially around Towers or even most boulder/cliff areas. 28 meters seemed a perfect distance for maybe 1/3 of the time at the moment on Live. It shouldn't be treated as a traditional gap closer nor like Streak as it requires strategic placement/thinking
  8. It’s been said that feedback is wanted on the Off-Balance proc on Warden’s Dive (in terms of what distance it would feel best at). Instead of 12 meters, consider having it somewhere between 4 to 6 meters for both melee and ranged play.
  9. Consider reworking Deceptive Predator as it must be double slotted to get a reliable uptime on Minor Evasion (which is not as worth as the Minor Berserk morph of Bird of Prey in the first
    place). Perhaps give a duration of Minor Evasion upon cast to free up bar space.
  10. Some of the Warden passives may need adjustments such as Glacial Presence (very few ice-based damage skills so perhaps add a damage effect such as “more crit damage to chilled enemies”) and Icy Aura (perhaps make the snare reduction additive instead of multiplicative).
  11. Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
  12. Permafrost duration seems too long (and as a result a little overpowered).
  13. Consider giving Dragonknights/Nightblades at least one more synergy as DK/NB healers only have one 99.9% of the time: Orbs. Every other class has another synergy one way or another
  14. Necromancer healers lack certain things when compared to either the Warden or Templar healers in PvE such as a good sustain method (Templars have Rune, Wardens have Netches) and a fair burst heal (the Minor Defile in combination with using Expunge seem counterintuitive).
  15. Consider raising the cap of Grand Healing to 3 or even 2 rather than keeping it at 1. After an entire patch, the overwhelming consensus from all healers regardless of level is that the healer playstyle is incredibly boring in PvE and it took skills or awareness away from the healers and simply forced the individual’s prior responsibility onto the group.

Fixes Required On PTS:
  • Maelstrom Staff effect (Crushing Wall) only go up to 8 seconds rather than the entire 12
    second duration of Unstable Walls.
  • Twin Blade and Blunt is doing MORE DAMAGE than Rending Slashes.
  • Bastion damage bug needs to be fixed for further PTS testing

For those who need reference, a list of Class Reps:
Edited by Glory on September 25, 2019 8:51PM
mDK will rise again.
Rebuild Necromancer pet AI.

@Glorious since I have too many characters to list

Ádamant

Strongly against Faction Lock
  • Potato_Salad
    Potato_Salad
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    Will this forum post get derailed and locked too???
  • Glory
    Glory
    Class Representative
    Will this forum post get derailed and locked too???

    Hopefully!
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • casparian
    casparian
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    Thank you all for doing what you're doing, and for sharing with us what you can.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • AgaTheGreat
    AgaTheGreat
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    Suggestion: Quality of Life improvements for console players. Like your one-click build/gear change. Or do we have to wait for that three years? Everyone knows that all PC players use that thus they save a lot of time in speed / no-death challenges.
    For console players changing your gear / skills wouldn't be viable and it would actually take more time.
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • satanio
    satanio
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    ok
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • MartiniDaniels
    MartiniDaniels
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    Great summary. We may only hope combat team will listen to them (but plz don't nerf vma inferno staff...)
  • Glory
    Glory
    Class Representative
    Suggestion: Quality of Life improvements for console players. Like your one-click build/gear change. Or do we have to wait for that three years? Everyone knows that all PC players use that thus they save a lot of time in speed / no-death challenges.
    For console players changing your gear / skills wouldn't be viable and it would actually take more time.

    These are concepts that we have also on lists (QoL changes for console including gear setup managers), but aren't directly related to the changes we saw on this PTS cycle.

    So yes, we have them as feedback (also things like adding logs for console, etc.) but that is why they are not on this list!
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Nefas
    Nefas
    Class Representative
  • Dalsinthus
    Dalsinthus
    ✭✭✭✭✭
    Mostly good stuff here but the suggestion of a duration nerf to shadow image is a terrible idea. This skill is already expensive and cutting the duration would make it even more useless and difficult to use.
  • Sandman929
    Sandman929
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    I'm a little surprised there's nothing about the sorc stam pet or the bound arms changes. I'm not on the PTS, but I haven't seen much good about either of those changes.
  • Glory
    Glory
    Class Representative
    Sandman929 wrote: »
    I'm a little surprised there's nothing about the sorc stam pet or the bound arms changes. I'm not on the PTS, but I haven't seen much good about either of those changes.

    "New Bound Armaments feels slightly hard to work into a PvP combo/rotation and feels
    slightly underwhelming as a result."

    mentioned in Negative Comments section

    Stam pet is also in our notes elsewhere
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Sandman929
    Sandman929
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    ✭✭✭✭✭
    Glory wrote: »
    Sandman929 wrote: »
    I'm a little surprised there's nothing about the sorc stam pet or the bound arms changes. I'm not on the PTS, but I haven't seen much good about either of those changes.

    "New Bound Armaments feels slightly hard to work into a PvP combo/rotation and feels
    slightly underwhelming as a result."

    mentioned in Negative Comments section

    Stam pet is also in our notes elsewhere

    So it is, my bad.
  • AgaTheGreat
    AgaTheGreat
    ✭✭✭✭✭
    Glory wrote: »

    These are concepts that we have also on lists (QoL changes for console including gear setup managers), but aren't directly related to the changes we saw on this PTS cycle.

    So yes, we have them as feedback (also things like adding logs for console, etc.) but that is why they are not on this list!

    It's good to hear. Hopefully ESO will be more equal in the future.
    PS4 EU Aga_The_Grey - retired | PC EU AgaTheGreat
  • FeaR Turbo
    FeaR Turbo
    Class Representative
    Sandman929 wrote: »
    I'm a little surprised there's nothing about the sorc stam pet or the bound arms changes. I'm not on the PTS, but I haven't seen much good about either of those changes.

    We have our eye on those as well.
  • WrathOfInnos
    WrathOfInnos
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    Was the significant reduction in DPS intended? Seems like most classes lost about 25% single target when solo, and changes to Major Vuln are about 6% additional reduction in optimized trial groups.

    Are there any plans to compensate for this 31% by buffing something else? Or possibly adjust content and achievements to these new power levels (mainly looking at the 30 min timer for Sunspire, but people also have concerns about Eternal Servants and other DPS checks).
    Edited by WrathOfInnos on September 25, 2019 4:19PM
  • Sandman929
    Sandman929
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    ✭✭✭✭✭
    Wholeheartedly agree on the positives, especially the 3 piece changes since they create some interesting opportunities. Thanks for the list but with so many pain points though, do you think you can get through them adequately in the time you'll have? I'm sure you've all got some ideas about priority topics, if these aren't already listed in that order. If you can only get really heard on half of this, it's a good start.
  • Major_Lag
    Major_Lag
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    Glory wrote: »
    Class DoTs could have a different, higher power budget compared to weapon/non-class DoTs which would alleviate the pain point of DoT-centric classes such as Dragonknights for Dragonhold.
    YES
    But don't forget class AoE DoTs (Sorc).
    Glory wrote: »
    Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
    YES. YES!
    But please don't tie Sorc purge to pets.

    One possibility would be to add a purge to Surge, and adjust the cost of it accodringly.
    This would have very little impact on sustain when a purge is not needed (recasting the ability every ~30 seconds, as is the norm currently).
    Glory wrote: »
    [*] Consider raising the cap of Grand Healing to 3 or even 2 rather than keeping it at 1. After an entire patch, the overwhelming consensus from all healers regardless of level is that the healer playstyle is incredibly boring in PvE and it took skills or awareness away from the healers and simply forced the individual’s prior responsibility onto the group.
    YES YES YES and YES! :)

    For Grand Healing, I think a compromise would be in order.
    Raise the cap to 2 and halve the duration. Maybe also adjust the healing per second as appropriate, to offset the fact that it can be stacked?

    The old Grand Healing was too "spammable" in PvP - IMO, 3 AoEs were one too many.
    Although in all fairness, the short duration was quite well suited for highly mobile PvP fights.

    Finally, another healing pain point: please make Rapid Regen prioritize the caster.
    RR is not very useful as a group HoT because of its short duration and high cost, combined with only affecting 1 target per cast.
    And it's currently quite bad as a selfheal in PvP, because it's too unpredictable to use when not running entirely solo.
  • FeaR Turbo
    FeaR Turbo
    Class Representative
    Just a heads up!
    We are free to tell the community what feedback we are providing but we can not describe or imply what zos is saying or thinking. That would go against our NDA. Just wanted to say that for those looking for direct answers.

    That doesn't mean we can't have a constructive conversation about the topics between us. (:
  • DocFrost72
    DocFrost72
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    Thank you for the post, the transparency, and the effort!
  • susmitds
    susmitds
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    I agree with all your suggestions for the most part. One thing, I would add is that Soul Siphon getting the 0.5 cast time as a purely defensive ultimate kind of heavily diminishes it's utility. When you really need to use this class healing ultimate in the game, which also happens to be the highest costing one in the game, you can't afford to just stay still without block/dodge.

  • Nefas
    Nefas
    Class Representative
    susmitds wrote: »
    I agree with all your suggestions for the most part. One thing, I would add is that Soul Siphon getting the 0.5 cast time as a purely defensive ultimate kind of heavily diminishes it's utility. When you really need to use this class healing ultimate in the game, which also happens to be the highest costing one in the game, you can't afford to just stay still without block/dodge.

    We’ve specifically brought up Soul Siphon’s cast time a couple of times beforehand thus why it’s not on the meeting notes.
  • Lughlongarm
    Lughlongarm
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    Thanx for the hard work.

    Wanted not note that I do not agree with point "8 at all.

    "It’s been said that feedback is wanted on the Off-Balance proc on Warden’s Dive (in terms of what distance it would feel best at). Instead of 12 meters, consider having it somewhere between 4 to 6 meters for both melee and ranged play."

    Having a long range Off-Balance synergies much better with the Warden tool-kit and some of the thing it lacks(long range CC).
    It is especially true for magicka Warden but will also apply to range stamina builds. For short range stamina builds you can just use the new Dizzy swing to get the short-range off-balance. I don't see stamina toons spamming birds close range to apply the bleeds, it is not the way stamina is being played close range. But as a long range pressure, it does make some sense.

    Please don't give ZOS ill advice. They actually have done a very good job with the Warden changes.
  • skinnycheeks
    skinnycheeks
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    Thanks for taking the feedback and putting it together in a digestible format for the devs. I think you guys really nailed the pain points of this PTS so far. Hopefully we can get most of it changed.
  • DoonerSeraph
    DoonerSeraph
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    Great summary!

    Two points that I would personally add (from a DPS PvE perspective)
    • AoE dots 66% more costly than ST dots it a little too much, maybe 30% is enough, so it does not eclipse ST in all situations, but is still a viable alternative. Sustain is really getting hurt by this extra cost.
    • The other morph of permafrost, Northern Storm, is rather uninteresting, and could be made into a ranged alternative with some extra flavor for people who favors the non-meta ice DPS builds.

    But yeah, nothing I would strongly disagree, aside from a slight disagreement on the 3 piece jewelry bonus for agility and willpower, where the stat increases still not enough to sconsider using them + special weapons, compared to having a 5 piece bonus. This may be on the jewelry sets or on the special weapons bonuses.
  • Red_Feather
    Red_Feather
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    Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.

    I think nightblade could have a skill that transfers a negative effect to enemy. That way it's offensive turnaround.

    And if someone puts negative effects on nightblade they have to stack effects to put the one they don't want transfered back onto them on the bottom. A strategy called 'cover hex' in guild wars. https://guildwars.fandom.com/wiki/Cover_hex
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Glory wrote: »
    Hello all,

    The Class Reps are having a meeting to provide feedback and pain points that were common occurrences throughout the community. We want to be as transparent as possible with you all, so here is a brief write-up of some of the highlights. Feedback was compiled from several different sources, which is why you may see redundancy and formatting differences.

    IMPORTANT: these comments and notes are collected from an overall greater amount of feedback we have received and submitted. Some things you may be discussing may not be included (examples: dizzy swing changes, werewolf changes, vampire drain, etc.) in these notes but they are being heard by the Class Reps.

    Second note: ESO is a large community and thus you may not agree with all of this feedback.

    Summary of Negatives
    • Change to Major Vulnerability only hurt PvP Necromancers, no shift in PvE meta.
    • Stamina and Magicka Sustain disparity is huge.
    • DoT change to 1.25x too much (1.8x?)
    • Change fatigue on a lot of the playerbase.
    • Necromancer in PvP feels very bad.
    • Permafrost duration is insanely long.
    • Stonefist does not feel viable in PvP, and doesn't feel good to use.
    • Bolt Escape: Ball of Lightning is too overtuned in what it provides.
    • Shadow Image range reduction feels hard to play with.
    • Mixed feelings about Master Resto change (overall better than Live)
    • PotL/Purifying Light shouldn’t crit AND get amps from allies.
    • New Bound Armaments feels slightly hard to work into a PvP combo/rotation and feels
      slightly underwhelming as a result.
    • DoT flavor for classes that rely on DoT playstyle (mDK, sDK) will be important if they are
      reduced overall.
    • Off Balance is too prevalent and heavily favors stamina users.
    • New skills that have been flavoried (Swarm, Engulfing Flames, Clanfear, Stonefist) are
      too weak or expensive that they’re not worth using

    Summary of Positives
    • Necro tether unattached from GCD helped alleviate some pain points.
    • Warden stun is good (duration may be too short?)
    • New Netch feels good
    • New Sets are AWESOME
    • Bound Armaments looks cool.
    • 3 Piece Changes are AWESOME
    • Removing the root from Living Dark is a great change.
    • New Armor consolidation is great, lets players understand it easier and reduces
      disparity.
    • New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
      and also put it at the top for true test)

    Other Notes
    1. DoT nerf was way too excessive especially in PvE so much so that the very weird Dual Wield with vMA Staff combo is one of the BIS setups for stam DPS as of PTS Week 1-2.
    2. Damage of Stonefist seems too low for a spammable on the current PTS and the cost of it is a tad bit expensive as well for Dragonknights.
    3. Cutting Dive and Growing Swarm damage also seem a bit too low on the PTS. Consider having Growing Swarm play within the Warden's class toolkit by perhaps applying an additional effect for things like our other Animal Companion abilities. Also consider having Warden abilities to have secondary effects against chilled targets to play with the ice mage identity for mag Wardens.
    4. Class DoTs could have a different, higher power budget compared to weapon/non-class DoTs which would alleviate the pain point of DoT-centric classes such as Dragonknights for Dragonhold.
    5. Reducing the duration or damage of Colossus ultimate probably will not deter raid teams wanting to stack their entire roster with Stamina Necromancers. Decently-coordinated groups will have no trouble rotating Colossus ultimates and the disparity between Necromancer and the other classes will still be present. Perhaps a cooldown to Major Vulnerability like Off-Balance immunity would be more of an appropriate change than damage reduction or duration in this case as this would still require Necromancers to be brought to raids but pointless to stack 8-9 of them.
    6. The Nightblade class seems to be focusing a lot more on mitigation and healing while losing out on damage. To illustrate this issue, the Two Hander skill-line is a lot better than the Assassination skill-line where Grim Focus and Death Stroke can be pretty hard to land or follow up on in PvP especially with the new cast time for Death Stroke which shares the same cast time as the Two Hander ultimate that's many times stronger and a cast time whereas other ultimates such as Cresecent Sweep does not have. Perhaps consider adding the stun back to Death Stroke to off-set the cast time and reward Nightblades for landing their skills On a final note, the Grim Focus bow proc heal is underwhelming.
    7. The reduction to 22 meters from 28 meters on the Shadow Image for Nightblades seems unnecessary as it is one of the few defensive (and expensive!) skills left for Nightblades to use as skill-play. Nightblades won't be able to elude opponents in Cyrodiil especially around Towers or even most boulder/cliff areas. 28 meters seemed a perfect distance for maybe 1/3 of the time at the moment on Live. It shouldn't be treated as a traditional gap closer nor like Streak as it requires strategic placement/thinking
    8. It’s been said that feedback is wanted on the Off-Balance proc on Warden’s Dive (in terms of what distance it would feel best at). Instead of 12 meters, consider having it somewhere between 4 to 6 meters for both melee and ranged play.
    9. Consider reworking Deceptive Predator as it must be double slotted to get a reliable uptime on Minor Evasion (which is not as worth as the Minor Berserk morph of Bird of Prey in the first
      place). Perhaps give a duration of Minor Evasion upon cast to free up bar space.
    10. Some of the Warden passives may need adjustments such as Glacial Presence (very few ice-based damage skills so perhaps add a damage effect such as “more crit damage to chilled enemies”) and Icy Aura (perhaps make the snare reduction additive instead of multiplicative).
    11. Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
    12. Permafrost duration seems too long (and as a result a little overpowered).
    13. Consider giving Dragonknights/Nightblades at least one more synergy as DK/NB healers only have one 99.9% of the time: Orbs. Every other class has another synergy one way or another
    14. Necromancer healers lack certain things when compared to either the Warden or Templar healers in PvE such as a good sustain method (Templars have Rune, Wardens have Netches) and a fair burst heal (the Minor Defile in combination with using Expunge seem counterintuitive).
    15. Consider raising the cap of Grand Healing to 3 or even 2 rather than keeping it at 1. After an entire patch, the overwhelming consensus from all healers regardless of level is that the healer playstyle is incredibly boring in PvE and it took skills or awareness away from the healers and simply forced the individual’s prior responsibility onto the group.

    Fixes Required On PTS:
    • Maelstrom Staff effect (Crushing Wall) only go up to 8 seconds rather than the entire 12
      second duration of Unstable Walls.
    • Twin Blade and Blunt is doing MORE DAMAGE than Rending Slashes.
    • Bastion damage bug needs to be fixed for further PTS testing

    For those who need reference, a list of Class Reps:

    Hi @Glory, thanks for the work.

    One point that we have noticed is the range of Destro clench, which is 15m compared to its counterpart on Scatter shot. Is there any reasoning behind that? From my perspective it should be a 22mts skill, which is the range of gapclosers, otherwise it is kind of useless as a tool used by ranged build to keep melee attackers at bay.

    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
  • Heatnix90
    Heatnix90
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    • Nothing about the ease of access for strong Major buffs like Protection (BRP Dual Wield) and Vitality (BRP Resto). Specifically mentioned because devs said during the Morrowind PTS period that they did not want players having easy access to the strongest Major buffs (Mending for Templars and DKs) yet here we are 2 years later and once again they've contradicted themselves. Yes, I am aware that BRP sets are ridiculously easy to get, which is exactly why I'm pointing it out. BRP DW and Resto are pretty much mandatory in PvP at this point simply because of how strong those two buffs are, particularly DW as it is already tied to a skill which offers AoE Damage Reduction and a speed bonus. No other item set in the game offers this much utility. Consider auditing the Arena/Ability Altering weapons in the future.
    • Faction locks need to go. Addition of a 30-day unlocked campaign will do nothing because most people will gravitate towards the first campaign, and it will be rather hard to convince guilds that are actively seeking fights/challenges to move to the new campaign. There's been several threads on the forums already proving that faction trolls who are dedicated enough will find a way to troll. In addition, restrictions like these go against the very mantra of "play your way." Consider looking at ways of incentivizing faction loyalty instead of limiting our ability to swap to underdog factions when one faction completely controls/dominates the map.
    • Nothing about Magicka Nightblade specs being bottom tier for several patches now (particularly the bit about losing access to Minor Berserk where as Warden, a Crown Store class, continues to have access to it in their native toolkit). I know several people who have given up on the game because of this, and more have expressed the idea of leaving if the spec is not brought back up to par.
    • Consider adding a creeping mechanism to DOTs, where the damage increases in intervals. This is honestly a far better solution than just overbuffing or overnerfing them every patch.
    • Cast times on Ultimates need to go. This has been stated constantly. At least until performance issues in PvP are fixed. Even then they should still not be put into the game. Lining up burst damage requires a modicum of skill, and can be countered if players understand tells (i.e. a Warden will usually cast shalks before hitting uppercut into a DB/OS, a templar will try to land their CC & burst right before their POTL expires).
  • cheifsoap
    cheifsoap
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    Heatnix90 wrote: »
    • Faction locks need to go. Addition of a 30-day unlocked campaign will do nothing because most people will gravitate towards the first campaign, and it will be rather hard to convince guilds that are actively seeking fights/challenges to move to the new campaign. There's been several threads on the forums already proving that faction trolls who are dedicated enough will find a way to troll. In addition, restrictions like these go against the very mantra of "play your way." Consider looking at ways of incentivizing faction loyalty instead of limiting our ability to swap to underdog factions when one faction completely controls/dominates the map.

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  • Major_Lag
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    Heatnix90 wrote: »
    Consider looking at ways of incentivizing faction loyalty instead of limiting our ability to swap to underdog factions when one faction completely controls/dominates the map.
    LOL :D

    Do you honestly believe that the trolls will give even a single damn about whatever faction loyalty incentives ZOS can possibly add?

    Trolls are trolling purely for the sake of trolling, and no amount of incentives is going to change that. Ever.
  • NBrookus
    NBrookus
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    Very nice summary!
    Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.

    This is the only item I disagree with. There is a non-class purge available for support toons in PVE and PVP. If dots are reduced from what they are on live, then purging is less mandatory. Purge is only a hot button issue because of how ridiculously OP dots like soul trap are right now.

    Giving everything to every class AND maintaining (if not strengthening!) class identity are at odds with each other.
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