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PTS Dragonhold Feedback Notes for Class Rep Meeting

  • Galarthor
    Galarthor
    ✭✭✭✭✭
    Glory 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.
  • SeaUnicorn
    SeaUnicorn
    ✭✭✭✭✭
    SirAndy wrote: »
    Not a single word about how horrible AOE DOT based Mag Pet Sorcs are performing on PTS right now ...
    sad.gif

    https://forums.elderscrollsonline.com/en/discussion/483532/pet-sorcs-got-gutted/p1

    All dot classes perform horribly, not just sorcs. Hence they will be discussing all dots...
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    @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.
    Edited by Lucky28 on September 25, 2019 7:29PM
    Invictus
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    Lucky28 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.
    Edited by Jodynn on September 25, 2019 7:30PM
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    Galarthor wrote: »
    Glory 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.
  • Jodynn
    Jodynn
    ✭✭✭✭✭
    Galarthor wrote: »
    Glory 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.

    Honestly being at the top of the list will only affect casuals and people who leave often or go just for pve things like skyshards, I think this would be a terrible measuring device, because I will pick whatever I want in the list, and probably make an addon to disable the other one so mine is at the top.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Glory
    Glory
    Class Representative
    Galarthor wrote: »
    Glory 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.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • LiquidPony
    LiquidPony
    ✭✭✭✭✭
    ✭✭✭
    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.
    Edited by LiquidPony on September 25, 2019 7:59PM
  • ToRelax
    ToRelax
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    ✭✭
    Glory wrote: »
    • 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).

    Aside from swarm, most of this reads like buffing melee stam warden more than anything for pvp. There is a clear discrepancy between magicka and stamina warden in pvp, so I don't see how this is going to help long-term.
    • 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.

    I don't think class DoTs have to be more powerful per se, in Scalebreaker damage is just too high across the board including on certain undodgeable ranged skills with major utility benefits. Honestly, the root of this issue is trying to place every skill into a neat little category where it really doesn't make sense. Flame Reach or Poison Injection won't see much use either if they're not dealing decent damage.
    • Templar, Warden and Necromancer have a class purge. Suggestion that Dragonknights, Sorcerers and Nightblades also get class purges.

    Nah, we're good. Sure, it would be convenient, getting a Purge without having to sacrifice a slot for it, and if done properly not too powerful either. But it's clearly going to destroy a bit of class identity in the process.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • RebornV3x
    RebornV3x
    ✭✭✭✭✭
    like what I see hope to see some of these negatives addressed on PTS is the coming weeks

    one small request with Sorcerer can we do something about the Rebate passive in the Daedric Summoning line ever since they made summons unkillable in dungeons,trials and group areas this passive is only useful for questing, and pvp i really wish ZOS would look at this.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Masel
    Masel
    Class Representative
    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.

    Just to reiterate: this is just the additional feedback we gave for the current PTS, there are lots of other things hanging around that we dont repeat every update. So just because there are no PvE-NB things in here doesnt mean that we havent given feedback on it to the devs :smile:
    Edited by Masel on September 25, 2019 8:50PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    Glory wrote: »
    Galarthor wrote: »
    Glory 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.
    Edited by Tommy_The_Gun on September 25, 2019 8:48PM
  • Heatnix90
    Heatnix90
    ✭✭✭✭✭
    Glory wrote: »
    Galarthor wrote: »
    Glory 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.

    Stop making up statistics. It was absolutely not even close to 100% of people wanting faction locks.
  • Masel
    Masel
    Class Representative
    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.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Glory
    Glory
    Class Representative
    Glory wrote: »
    Galarthor wrote: »
    Glory 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.

    This is not a valid testing option for what its worth. There is scientific study on the "first is best" phenomena (https://www.dailycal.org/2012/07/11/new-study-reveals-first-is-best/).

    I think no matter your stance, it would be easy to agree that any ordering of factions is going to introduce a bias towards one campaign or another. It's also why you see lowbies accidentally entering the first listed campaign.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Glory
    Glory
    Class Representative
    Masel wrote: »
    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 :D

    Updated, but it goes to show how community driven ideas are varied.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Masel
    Masel
    Class Representative
    Lucky28 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.

    We did push for that several times. Shame we cant say what the reaction was :neutral:
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Masel
    Masel
    Class Representative
    Glory wrote: »
    Masel wrote: »
    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 :D

    Updated, but it goes to show how community driven ideas are varied.

    <3
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Witar
    Witar
    ✭✭✭✭✭
    Why suggest class purges for everyone? That's just plain stupidity esp if dots are almost gone.
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • katorga
    katorga
    ✭✭✭✭✭
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    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.
    Edited by katorga on September 25, 2019 9:13PM
  • Masel
    Masel
    Class Representative
    katorga wrote: »
    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.

    i wouldnt go that far. Having clearly identifiable group utlity is not a bad thing per se, but the bursty nature of this one makes it so that you need as many of them as possible to get a high uptime. With a lower bursty impact and a longer duration you'd still have some players rotating it, but not 8. A cooldown on an ultimate feels wrong somehow, at least thats what i think. Ans since the necro doesnt have any other group utlity, why would you brign a necro in if you remove the major vuln? With your suggestion i dont see them being used really...
    Edited by Masel on September 25, 2019 9:30PM
    PC EU

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  • LiquidPony
    LiquidPony
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    katorga wrote: »
    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.

    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.
  • Sanguinor2
    Sanguinor2
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    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.

    Yes that would indeed make for interesting decisions, it would for example present an opportunity for well coordinated Groups to get really nice burst phases in lets say vAS+2 when minis are stacked and protector is down.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • SirAndy
    SirAndy
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    slofwnd wrote: »
    SirAndy wrote: »
    Not a single word about how horrible AOE DOT based Mag Pet Sorcs are performing on PTS right now ...
    sad.gif
    https://forums.elderscrollsonline.com/en/discussion/483532/pet-sorcs-got-gutted/p1
    All dot classes perform horribly, not just sorcs. Hence they will be discussing all dots...
    @slofwnd
    But they mention other classes specifically when talking about the dots nerfs.

    And we all know how ZOS operates. If you don't mention it, it doesn't exist ...
    dry.gif

  • umagon
    umagon
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    In any of these meetings is the topic of damage output and healing output utilizing same stats spell/weapon damage and mag/stam resource pool values as part of the final output value ever discussed? In the past updates there was adjustments to heavy sets because they allowed too much damage output while at same time giving increased survivability through damage mitigation and healing.

    Even the entirely defensive set pirate skeleton was changed although pirate skeleton has no increasement damage output and already had penalty to healing received. Then the up time on the damage mitigation was cut. I am finding it difficult to understand how dps sets are still allowed to double dip in efficiency by providing damage and survivability without any changes.

    It’s part the reason why there is basically only two extremes in pvp, builds that stack damage output which at the same time increases survivability through increasing healing output; and builds that stack damage mitigation and enough healing to negate the reduced damage. Builds that are in the in between of those two extremes are rendered effectively useless.
  • grannas211
    grannas211
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    Being a class rep must be like being an older sibling putting out cookies for all their little brothers and sisters that still believe in Santa. No matter how much work they do, Santa ain’t coming. The siblings (the masses) still believe Santa is coming. Santa ain’t coming.
  • SipofMaim
    SipofMaim
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    "Necromancer in PvP feels very bad."

    Yeah. ZOS' example of a well-built class, right there. Not at all terrifying, I AM NOT AT ALL TERRIFIED THEY THINK THAT'S GOOD CLASS DESIGN.

    (edited for nvm)
    Edited by SipofMaim on September 25, 2019 10:21PM
  • eso_lags
    eso_lags
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    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. 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:

    If you get a chance you should bring up how undo is broken. A skill that we have paid money for and cannot use. I have a thread with videos of the issue here https://forums.elderscrollsonline.com/en/discussion/485792/undo-bug#latest

    I have been submitting reports about it and only getting silence from zenimax in tickets and on the forums. I cannot find a single thing that shows they are aware of it except @ZOS_GinaBruno asking people to correct her if she right or wrong about what the bug was. Then she never responded.

    Anyway this is some good feedback. Good is good, bad is bad.. I doubt they will listen though. And PotL etc should def not crit. Way too much. Also bound armor is a bit rough. Its like relentless but the play style is not similar and it does not have the burst that relentless does.

    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.
    Edited by eso_lags on September 25, 2019 10:38PM
  • Revokus
    Revokus
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    Darsaga wrote: »
    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.

    That’s just your opinion and it will never happen major and minor buffs are always 30% and minor 8% why would that change for this buff only.

    Me I’m happy to have an alternative and finally gave up on damage shields with my magnecro. Magicka classes that don’t have access to damage shields absolutely need major/minor protection in PvP.
    Playing since January 23, 2016
  • Nefas
    Nefas
    Class Representative
    eso_lags wrote: »
    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.

    Cab is a class rep from console.
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