[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
Not a single word about how horrible AOE DOT based Mag Pet Sorcs are performing on PTS right now ...
https://forums.elderscrollsonline.com/en/discussion/483532/pet-sorcs-got-gutted/p1
@Glory please for the love of all things holy, push to get cast times taken off ults..... also please keep in mind class identity i can't take anymore hits to class identity.
[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
Tommy_The_Gun wrote: »[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
That is exactly what I think.
If you put Alliance unlocked campaign on top of the list straight away, you would not know if it is popular because people like team-switching or because... it is on top of the list. That is why I think it is better to put it where the current 7 day campaign is. If it will be the most popular, despite not being on the top of the list - then you will know for sure that majority of PvP-ers prefer team-hopping.
[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
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.
Necro tether unattached from GCD helped alleviate some pain points.
- 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.
- 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.
- 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).
- 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.
- Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
AuraoftheAzureSea wrote: »I'm a little disappointed that the only real Nightblade oriented comments here are related to PvP. A synergy for NBs would be really nice. I main nightblades and until the state of nb dps gets fixed for PvE, I will be sticking with my healer and my tank. The dps I run are sorcerer (both mag/stam) and mag warden and mag templar. I am surprised that the only Bound Armaments feedback here is again PvP related. My bigger issue with it has more to do with it feeling too much like my ditched mag/stamblades Grim Focus procs. And I can't help but continue to feel like I made the right decision dropping my nightblades for wardens and sorcs, especially seeing as warden has minor berserk and major fracture - both of which were taken away from my nightblades, and sorc is now getting a much better version of the also nerfed Grim Focus (because PvE did not need that damage mitigation or heal! Thanks PvP AGAIN!). I find it really weird that the "nightblade" assassin quintessential expected DPS class has nothing to offer PvE groups outside of harder dynamic rotations and no synergies to go along with Lokk, Yolna, Alkosh, WM, etc.
Thanks for bringing up all of these issues, especially related to DoTs, but please don't forget us PvE-ers when you are talking about class specific issues.
[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
This is feedback collected by the community. This is the majority feedback we heard this cycle about the PTS note regarding adding a 30 day. I am sorry if you do not agree with this comment.
Tommy_The_Gun wrote: »[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
This is feedback collected by the community. This is the majority feedback we heard this cycle about the PTS note regarding adding a 30 day. I am sorry if you do not agree with this comment.
Not taking sides here, just wanted to point something out. Back when all campaigns were alliance unlocked, pretty much 100% of feedback was to make them locked. So no wonder that when ZOS actually listened to its player-base (lol it happened ?! ) and made campaigns alliance locked, some people might started giving feedback to make them unlocked again.
The point is: Why to give feedback to make campaigns locked when they ARE LOCKED.
Same in back in the day when they were unlocked: there was no feedback to make them unlocked, because they were unlocked....
And speaking of what campaign should be "1st" on the list: I do believe that making new 30 day unlocked campaign as 1st is a bad idea, simply because, if it will be the most popular one, we wont be able to tell if this is because it is alliance unlocked or because... it is 1st on the list.
So if we keep the campaign list as it is now, and new 30 day will be placed where current 7 day is. In case it will be the most popular one, despite not being "1st" on the list - then, and only then we will be able to tell if majority of PvP-ers prefers team - switching.
LiquidPony wrote: »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.
I want to pick this one out in particular because I really, really, really strongly disagree with the "cooldown" concept to balance Major Vulnerability. For a number of reasons:
1. Cooldowns suck, and this game doesn't need more of them.
2. This will be a nightmare for console players, since visual indicators are nearly impossible to keep track of in hectic raids and the base-game buff tracker is, frankly, garbage. PC players will just have some addon that tells them exactly when to drop their Colossus; console players will be left guessing.
3. It's just not a creative or interesting solution.
I really don't understand why every discussion about Major Vulnerability leads to the conclusion that we need to nerf Major Vulnerability (or its uptime, or put a cooldown on it).
I've heard many people suggest the opposite solution: let's get interesting group DPS benefits on other class DPS ultis. That's a much more fun and interesting solution. Storm Atro can be synergized for multiple people and grant them Major Berserk, Standard of Might applies a bonus to every person standing in the circle, modify War Machine/MA so that classes with cheap ultis are desirable, etc etc. So many interesting possibilities here and all we can come up with is "nerf Necros"?
Let's get *positive* changes to increase diversity rather than negative.Necro tether unattached from GCD helped alleviate some pain points.
What pain points has it actually helped alleviate? Honestly I find it more cumbersome than before. It's extremely clunky.
Tommy_The_Gun wrote: »[*] New 30 Day Campaign (no faction) lock is AWESOME (recommend unhoming people
and also put it at the top for true test)
How is that a true test?
You guys claim that the campaign at the top of the list gets the most players b/c most casuals don't care about the mode and just pick the first one - implying that's the only reason the 30days faction-locked did better than the 7days unlocked. Then you say "put our campaign on top". Some really solid reasoning you got there.
This reveals just what a bunch of hypocrites you guys (those who want that change, not class reps in general) are. All you want is easy prey in the form of casuals and pugs that you can farm with your premade bomb groups. And in case you overfarmed them on one faction to be able to then farm casuals on pugs on another faction. That's just sad.
This is feedback collected by the community. This is the majority feedback we heard this cycle about the PTS note regarding adding a 30 day. I am sorry if you do not agree with this comment.
Not taking sides here, just wanted to point something out. Back when all campaigns were alliance unlocked, pretty much 100% of feedback was to make them locked. So no wonder that when ZOS actually listened to its player-base (lol it happened ?! ) and made campaigns alliance locked, some people might started giving feedback to make them unlocked again.
The point is: Why to give feedback to make campaigns locked when they ARE LOCKED.
Same in back in the day when they were unlocked: there was no feedback to make them unlocked, because they were unlocked....
And speaking of what campaign should be "1st" on the list: I do believe that making new 30 day unlocked campaign as 1st is a bad idea, simply because, if it will be the most popular one, we wont be able to tell if this is because it is alliance unlocked or because... it is 1st on the list.
So if we keep the campaign list as it is now - new 30 day will be placed where current 7 day is. In case it will be the most popular one, despite not being "1st" on the list - then, and only then we will be able to tell if majority of PvP-ers prefers team - switching.
LiquidPony wrote: »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.
I want to pick this one out in particular because I really, really, really strongly disagree with the "cooldown" concept to balance Major Vulnerability. For a number of reasons:
1. Cooldowns suck, and this game doesn't need more of them.
2. This will be a nightmare for console players, since visual indicators are nearly impossible to keep track of in hectic raids and the base-game buff tracker is, frankly, garbage. PC players will just have some addon that tells them exactly when to drop their Colossus; console players will be left guessing.
3. It's just not a creative or interesting solution.
I really don't understand why every discussion about Major Vulnerability leads to the conclusion that we need to nerf Major Vulnerability (or its uptime, or put a cooldown on it).
I've heard many people suggest the opposite solution: let's get interesting group DPS benefits on other class DPS ultis. That's a much more fun and interesting solution. Storm Atro can be synergized for multiple people and grant them Major Berserk, Standard of Might applies a bonus to every person standing in the circle, modify War Machine/MA so that classes with cheap ultis are desirable, etc etc. So many interesting possibilities here and all we can come up with is "nerf Necros"?
Let's get *positive* changes to increase diversity rather than negative.Necro tether unattached from GCD helped alleviate some pain points.
What pain points has it actually helped alleviate? Honestly I find it more cumbersome than before. It's extremely clunky.
I actually agree on that, which is why this point doesnt really reflect the opinion of us. For the PVE side of things, we'd prefer tunign down the value and lengethening the duration such that you'd still want some necros, but not 8. I told @Glory to change it, but apparently he isnt online rn.
brandoncoffmannub18_ESO wrote: »@Glory please for the love of all things holy, push to get cast times taken off ults..... also please keep in mind class identity i can't take anymore hits to class identity.
Very good point, cast times on ultimates makes me want to bang my head against the keyboard because that would be the relevant skill to dodge or block it.
Not to mention it makes the swift combat feel clunky.
LiquidPony wrote: »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.
I want to pick this one out in particular because I really, really, really strongly disagree with the "cooldown" concept to balance Major Vulnerability. For a number of reasons:
1. Cooldowns suck, and this game doesn't need more of them.
2. This will be a nightmare for console players, since visual indicators are nearly impossible to keep track of in hectic raids and the base-game buff tracker is, frankly, garbage. PC players will just have some addon that tells them exactly when to drop their Colossus; console players will be left guessing.
3. It's just not a creative or interesting solution.
I really don't understand why every discussion about Major Vulnerability leads to the conclusion that we need to nerf Major Vulnerability (or its uptime, or put a cooldown on it).
I've heard many people suggest the opposite solution: let's get interesting group DPS benefits on other class DPS ultis. That's a much more fun and interesting solution. Storm Atro can be synergized for multiple people and grant them Major Berserk, Standard of Might applies a bonus to every person standing in the circle, modify War Machine/MA so that classes with cheap ultis are desirable, etc etc. So many interesting possibilities here and all we can come up with is "nerf Necros"?
Let's get *positive* changes to increase diversity rather than negative.Necro tether unattached from GCD helped alleviate some pain points.
What pain points has it actually helped alleviate? Honestly I find it more cumbersome than before. It's extremely clunky.
I actually agree on that, which is why this point doesnt really reflect the opinion of us. For the PVE side of things, we'd prefer tunign down the value and lengethening the duration such that you'd still want some necros, but not 8. I told @Glory to change it, but apparently he isnt online rn.
I'm here, just trying to squeeze in some work in between my forum sessions
Updated, but it goes to show how community driven ideas are varied.
Jeez, stop with the overly-complex Necromancer major vulnerability suggestions.
The existence of the buff, in any form, from one class is the problem. As long as it is there, that class will be stacked.
The only solution is to remove major vulnerability completely, and replace it with 5-6 seconds of major berserk for the caster. That retains the damage boost for Necromancer, keeps it functional in PVP, and removes the reason for stacking necros in raids.
Jeez, stop with the overly-complex Necromancer major vulnerability suggestions.
The existence of the buff, in any form, from one class is the problem. As long as it is there, that class will be stacked.
The only solution is to remove major vulnerability completely, and replace it with 5-6 seconds of major berserk for the caster. That retains the damage boost for Necromancer, keeps it functional in PVP, and removes the reason for stacking necros in raids.
LiquidPony wrote: »That's only true because Necro is the only class with a DPS ulti that provides a meaningful group buff.
If the Storm Atro synergy could be used by say 6 people, you actually have an interesting decision to make: is 5 seconds of +30% damage taken for the whole group preferable to 8 seconds of +25% damage done for 6 players in the group?
From there it's just tuning the numbers.
@slofwndAll dot classes perform horribly, not just sorcs. Hence they will be discussing all dots...Not a single word about how horrible AOE DOT based Mag Pet Sorcs are performing on PTS right now ...
https://forums.elderscrollsonline.com/en/discussion/483532/pet-sorcs-got-gutted/p1
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
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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
- 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.
- 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.- 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).
- Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.
- Permafrost duration seems too long (and as a result a little overpowered).
- 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
- 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).
- 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:
Only things I want additional emphasis on:
1. Major Protection: A fair percent to not eliminate the buff would be 15%.
2. Minor Protection: Reduce to 5%. Most people using this buff solely will not notice the 3% decrease. Additionally it would then have a grand total of 20% mitigation when paired with major, which is what is plaguing and terribly slowing the flow of PvP combat.
The combination of these two buffs plus sets that just give flat additional mitigation or absolutely ludicrous. PvE doesn’t need it and neither does PvP.
3. Please don’t mess with NBs they are finally performing like most normal classes. Now you death stroke, fear, bow, vs fear, death stroke, bow. The results are the same. A good player it will be hard to land on a bad player dies. You bring the stun back it’s just something free for no reason, and from stealth cause very delayed or even perma CC scenarios.
Also if you do start bringing power back to NBs the real problem needs to be fixed and that is cloaks uptime. It should be an exponential cost like dodge roll or streak. Magblades if used properly have the mag pool to sustain it, and Stam blades cant abuse it. All the old things could be given back as far as I’m concerned as long as the fight can’t be reset every 6 seconds.
There are more things but I’m typing on my tablet and cant be bothered. Those are my additional concerns.
Thank you so much for the time and effort you all put into this.
The only thing this lacks is anything about pvp performance. This is the problem with have no console class reps, and im not sure about pvp main class reps. But I'd bet anything that if there was a class rep, pvp main, here on xbox that played in the 30 day campaign, they would bring it up at every meeting. Not to badger them, just to remind them that people are pretty much unable to play. Because thats what it is.