ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »
For PvP warden is the best class currently, nice and reliable burst, healing, survivalability, sustain and group utility. Blades are the weakest, magDK are really powerful but only in PvE and maybe some niche builds at PvP. I agree we need to buff underperforming classes, not only the ones mentioned above. But please, do not nerf good classes. Wardens are fun and devs should work on making a other classes fun also. Not nerfing fun by destroying wardens
is Arctic Blast's heal one of the main reasons for this?
Highiest burst potential from Subterranean Assault + Dawnbreaker, perfmafrost, nice passives, access to a lot of buffs, powerful hots. Amount of utility and raw power warden provides made it great class
So you're refering to stamden? Unfortunately, nerfs to it's damage output or sustain would heavily impact it's pve performance which is reportedly very bad at the moment. What specifically do you want nerfed?
Czekoludek wrote: »ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »
For PvP warden is the best class currently, nice and reliable burst, healing, survivalability, sustain and group utility. Blades are the weakest, magDK are really powerful but only in PvE and maybe some niche builds at PvP. I agree we need to buff underperforming classes, not only the ones mentioned above. But please, do not nerf good classes. Wardens are fun and devs should work on making a other classes fun also. Not nerfing fun by destroying wardens
is Arctic Blast's heal one of the main reasons for this?
Highiest burst potential from Subterranean Assault + Dawnbreaker, perfmafrost, nice passives, access to a lot of buffs, powerful hots. Amount of utility and raw power warden provides made it great class
So you're refering to stamden? Unfortunately, nerfs to it's damage output or sustain would heavily impact it's pve performance which is reportedly very bad at the moment. What specifically do you want nerfed?
WTF? I specified in my first message "But please, do not nerf good classes. Wardens are fun and devs should work on making a other classes fun also. Not nerfing fun by destroying wardens". So no, I don't want them to be nerfed. I agreed with previous comments about buffing underperforming classes
ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Now that sacred ground has been changed and the huge aoe snare removed. A large source of snares have been removed from pvp which is good as that passive was a main offender. However in doing so you have empowered and made much much better these speed freak builds. This change needs to be balanced with a reduction of the speed cap. It needs lowered by 30 %. There is nothing good about entire groups of people simply running away at top speed or even entire groups running around at top speed all the time in pvp. Combat speed needs to be more normalized not these extremes of 70% snares or 100% run speed.
StamDK's venomous claw is not a viable dot in PvP, the reason is even though you guys made it so it deal the same amount of damage as before, with a base of 1k dps without searing heat, we would get aproximately a total of 17853 damages over 12seconds. With U24, you get aproximately 17798 damage over 14 seconds.
That gives us 1488 dps for the old version vs 1272 dps on the current one (U24). That makes the old one ~17% stronger than it used to be. This is already a good hit on dk, but we've seen worse.
However it was changed so the damages scales more between each ticks, it used to be that every tick would be 12% stronger than the previous one, now it's 20%, so it means that the first hits hits for nothing be the last one are stronger (or not?)
This is the damage of every ticks on the old claw, it would go like this: 2200->2464->2759->3090->3461->3877
and now the new one: 1378->1653->1984->2381->2857->3428->4114
so you get the 1st ticks that are really weak compared to the old one, but you get 1 more tick at the 14th seconds that makes up for the old dot damages.
This make it harder for DK's to fight around the last few ticks because they get to wait longer (6-8 seconds for old dot, 10seconds fot the new one), and in pvp the more you wait in a fight the less you can predict what can happen.
Then in this current meta filled with Templars & classes that can cleanse themselves, you get something that becomes completly useless because it would be a GCD waste since they would cleanse it much later so you basically wasted 10seconds on your dk to try to get a kill.also let's not forget that actually searing strike does not buff your dot's damage by 33% but 26
big yikes.
Hoping for you guys to make this viable.
Grimm_Cortex wrote: »Every time this post appear some passionate debate begin ..
To be honest I fear I doesn't understand clearly to thing :
- Fixed an issue where some leap and charge abilities could not be cast while immobilized
Hum hum, basically if we immobilized someone in PvP or PvE is to avoid the target to move around no ? Question ...
- Fixed an issue where some potions could be activated while stunned.
Have you ever try to drink something when you are KO ? ... Same Question
Please could we have some kind of logic in the decision dev make ... I clearly am puzzled here
And to continue in the logic :
- Fixed an issue where many Damage over Time effects were gaining the effectiveness of Stealth bonuses, such as guaranteed critical strikes or stunning targets.
One of my favorite it could be ignored but ... Dev continue to drop down the nightblade over and over ... Please could we ask some love also ? ... This character was supposed to be the adventurer one, a sort of jack of all trade able to do everything not so well than the other. And also the parangon of assassin and thief .... Where do you think we stand actually ? ... And now the last draw to finish it !
ESO_Nightingale wrote: »
ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »
For PvP warden is the best class currently, nice and reliable burst, healing, survivalability, sustain and group utility. Blades are the weakest, magDK are really powerful but only in PvE and maybe some niche builds at PvP. I agree we need to buff underperforming classes, not only the ones mentioned above. But please, do not nerf good classes. Wardens are fun and devs should work on making a other classes fun also. Not nerfing fun by destroying wardens
is Arctic Blast's heal one of the main reasons for this?
Highiest burst potential from Subterranean Assault + Dawnbreaker, perfmafrost, nice passives, access to a lot of buffs, powerful hots. Amount of utility and raw power warden provides made it great class
So you're refering to stamden? Unfortunately, nerfs to it's damage output or sustain would heavily impact it's pve performance which is reportedly very bad at the moment. What specifically do you want nerfed?
StamDK's venomous claw is not a viable dot in PvP, the reason is even though you guys made it so it deal the same amount of damage as before, with a base of 1k dps without searing heat, we would get aproximately a total of 17853 damages over 12seconds. With U24, you get aproximately 17798 damage over 14 seconds.
That gives us 1488 dps for the old version vs 1272 dps on the current one (U24). That makes the old one ~17% stronger than it used to be. This is already a good hit on dk, but we've seen worse.
However it was changed so the damages scales more between each ticks, it used to be that every tick would be 12% stronger than the previous one, now it's 20%, so it means that the first hits hits for nothing be the last one are stronger (or not?)
This is the damage of every ticks on the old claw, it would go like this: 2200->2464->2759->3090->3461->3877
and now the new one: 1378->1653->1984->2381->2857->3428->4114
so you get the 1st ticks that are really weak compared to the old one, but you get 1 more tick at the 14th seconds that makes up for the old dot damages.
This make it harder for DK's to fight around the last few ticks because they get to wait longer (6-8 seconds for old dot, 10seconds fot the new one), and in pvp the more you wait in a fight the less you can predict what can happen.
Then in this current meta filled with Templars & classes that can cleanse themselves, you get something that becomes completly useless because it would be a GCD waste since they would cleanse it much later so you basically wasted 10seconds on your dk to try to get a kill.also let's not forget that actually searing strike does not buff your dot's damage by 33% but 26
big yikes.
Hoping for you guys to make this viable.
y'all asking for "buff X, Y" without asking exactly what you wants sounds pretty pathetic ngl xD
Looking at how BB on necro now is, it will become a much more reliable skill to use for them, this is now a good time to buff other classes. I will talk about Stamina dragonknight, stamina nightblade & stamina warden since those are the most popular classes amongst the pvp community that I am in touch with.
right now the pvp stamina meta for necromancer/dk/warden are fairly similar considering frontbar skills:
Executioner, dizzy swing, rally/fm & 2 flex spots depending on the class, sometime using Camouflaged Hunter, if there is 1 free spot.
Stamden right now uses Dizzy executionner fm shalks, the wings & DB ult
Stamnecro uses Dizzy executionner fm BB & a flex spot, camoflage for the most of them & Colossus .
StamDK uses dizzy executionner fm noxious & camoflage & take flight. (not using claws being too weak & many magplars/purges in the meta; not worth using by any mean).
Let's first compare those frontbars. The numbers in parentheses are the base damage +8% from minor berserk.
BB being the most damaging skill, with base damage of 1400(1512) (hit ~3seconds after cast), with major defile - straight up -30% healing capacity.
Shalks 2nd most damaging skill, with base damage of 1200 (hit 3seconds after cast), with major fracture -8% phys mitigation (major fracture reducing phys mitigation by 5280, 1% mitigation being 660 armor).
Noxious breath being the 3rd one, with base damage of 705(761) (+910(982) base damage over 14 seconds) , with major fracture, same story as shalks.
We can first clearly see that there is a huge gap between necro & wardens with their "delayed abilities" necromancer have a targetable ability (let's be honest, the skeleton will be really hard/impossible to kill when you're on a close fight) & warden it's an aoe in the direction the player is moving.
those two abilities are usually cast every 3-4 gcd depending on how the fight is going. This is not hard to see that damage wise shalks are weaker(and not by a bit) than BB, then if you look at the debuffs they add, major defile is much stronger than major fracture, just need common sence to realize that, even with ~50% uptime.
Then DK has noxious breath, which is a really weak dot & weak direct hit (almost nobody uses this skill to deal aoe damage btw, the direct damage should be hitting harder on the 1st target like jabs on stamplars to be efficient IMO) 2 cast of those hit for almost the same as 1 blighed blastbone. Also the cost of this ability is about 3k wich make it fairly expansive to uses.
Noxious breath is almost (as if only) used for major fracture.
If you compare those 3 classes burst wise without ultimate, necro comes first, then stamden then much under there is stamDK.
if you add the ultimates, the gap between necro & warden increases a bit, assuming you hit 2/3 hits of the ultimate (which once again can have a hit from it linked with a BB & a dizzy to have a really huge burst),
the gap between DK & warden decrease, take flight being better than DB.
damage wise, this is an easy win for necro, warden a bit behind & dk behind warden.
I did not count dk's minor brutality to make thing easiers, but 10% weapon damage will never be enough to compensate their lack of burst.
same for warden's advanced species passive.
then on defensive bar, people run with
(- is for almost every good players, ~ 80% of the good players uses it, if not more)
Wardens run mostly with
-vigor
-ice fortress
-bull netch
~green lotus/living vines
~green lotus/living vine/flex spot
Dragonknights run mostly with
-vigor
-volatile armor
~cauterize
-fragmented shield
-flex spot
necromancers run mostly with
-Vigor
-summoner's armor
-Spirit guardian
~mortal coil
flex spot
with the passives,
-dragonknights gets 12% extra heal received, 3.3k extra spell resistance.
-wardens gets major mending for a short period of time if heal a friendly target with hp<40%,minor protection, minor toughness 100% uptime, 2/4% extra heal on backbar, 500extra spell resistance on backbar
-necromancers get 1250 extra max health 15% mitigation on dots, 10% self heal (assuming you have 100% uptime on any negative effect & armor, which is really likely to happen) and increase up to 20% your critical heal when health is scaling from 100 to 0 and 3% extra on backbar.
from skills
-dk get major mending, a 709 base self heal every 5 seconds, 4 times over 15seconds.
-wardens get 1300 health every time they hit a light attack on an enemy (if lotus, last 20seconds, scales with magicka so let's say it stays at that number), 246 base self heal.
-necromancers get 246 base heal every every 2 seconds + pet absorb damages(last 16seconds/when pet dies), 2196 base heal over 12 seconds.
It is clear to see that once again DK is lacking over those two classes, once again (tank class btw) and necromancer gets ahead of wardens because of the mitigation from pet + hot.
We can easily say that necromancer will keep overperfoming in defense & offense over stamina wardens & stamina dragonknights.
I propose some adjustments:
bring back DK's dots to where it was back before the nerf (dps + cost) it was really liked by the dragonknights players and was competing with old dizzy spam. Make them a tank class (how it's supposed to be l0l) so they have a "turtle" gameplay and getting their kills with dots rather than only burst.
up warden's shalks damage (will also help in pve).
reduce necromancer's tankiness to make it more of a really high damaging class, rather than being insanely strong in offense & defense.
Now stamina nightblade has a damaging issue, you guys gave them an aoe fear which can be not really reliable in most of the time, they've been using offbalance to stun for quite a while now, and worked fairly nicely. (but you guys put an insane cooldown on that, rip) so if you guys remove them a way to stun their enemies in a reliable way, they need something to gank properly, which, atm they don't. You gave them also 10% resistance that could be traded for +%damage on the bow stacks, just from that they will get easier time to burst down enemies (idk if it will be enough to break down those necros with 31k hp though).
ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »Czekoludek wrote: »ESO_Nightingale wrote: »
For PvP warden is the best class currently, nice and reliable burst, healing, survivalability, sustain and group utility. Blades are the weakest, magDK are really powerful but only in PvE and maybe some niche builds at PvP. I agree we need to buff underperforming classes, not only the ones mentioned above. But please, do not nerf good classes. Wardens are fun and devs should work on making a other classes fun also. Not nerfing fun by destroying wardens
is Arctic Blast's heal one of the main reasons for this?
Highiest burst potential from Subterranean Assault + Dawnbreaker, perfmafrost, nice passives, access to a lot of buffs, powerful hots. Amount of utility and raw power warden provides made it great class
So you're refering to stamden? Unfortunately, nerfs to it's damage output or sustain would heavily impact it's pve performance which is reportedly very bad at the moment. What specifically do you want nerfed?
Nerfs to Warden would ABSOLUTELY NOT impact its PVE performance because the only thing that needs to be nerfed is SHIMMERING SHIELD !
If a warden tells you they need that for dps then replace your pve healers.
Also, I thought the purpose behind the warden class was NOT to be great dps but instead to be a “support class”!
Why are wardens complaining about their dps being weak when they should know that’s not it’s intended purpose!
Are the tanks & healers crying about their dps too?
Are the dps complaining they can’t tank & heal as well either?
If we’re going that direction where is my breath of life, burning embers, or reduced block cost?
I’m fine with having some classes be easier or harder to play, but when nb is trying to perform an entire pve rotation to do any damage & warden gets to spam 1 button to negate the entirety of my damage, which by the way IMPALE is a projectile which is my 300% extra damage completely negated by a 1 button spamming opponent...the gap is just too wide. I’m not asking to make nightblade easier, I’m asking to make other classes have to work a little harder than 1 button negate 50% of all damage classes (mag vs stam).
Last patch we managed to get rid of the artificial minimum traveltime on assassins will.
Now we have 2 more crucial skills who are affected by a minimum traveltime those are Strife and crystal frags.
According to older patch notes the travel time of will and frags both got reduced to 250ms travel time but neither of those changes made it through and now only will got changed last patch.
Strife and Frags still take a minimum of 500ms to hit your target even if you're right on them and we're talking proctology exam distance here.
Those travel times make both skills highly unreliable in PvP as you won't hit someone with them if you're solo because they just have to avoid the skill via dodge or block and will never die unless you get a clean kill.
This also means they're impossible to line up with stuns as everyone can break free and dodge/block before the projectile does it's damage.
We have more of those artificial travel times which make skills useless.
Those include mages wrath (800ms), birds (1.1s), stone giant (250ms but horrible because stamdk doesn't gain anything from the range benefit as the class is ment to play in meele, same issue applies to stamina birds (1.1s travel time) and stamnecro's skulls (250ms)
The travel time is a huge reason why many of those skills see no useage in PvP (along with other issues) or in the main case of strife and frags are a huge reason why the offence of magsorc and magnb are too unreliable and then get overbuffed for zerging as the damage when the projectile hits gets increased when the issue is hitting them in the first place when you're solo.
Question related to this for the developers and/or those who can PTS:
Psijic Order
Concentrated Barrier: Re-enabled this passive, and removed the shield recharge visual effects that would appear every 10 seconds of not blocking.
I'm not entirely clear on what this means. Is this intended to convey that there was a bug causing this animation to loop repeatedly every 10 seconds even if you had recharged the barrier? Or does this mean there is now no visual cue for when the barrier has recharged? I'm hoping it's not the second one, because the visual cue for the recharge time is really useful.
HEY what the heck is up with the stun on the 2nd hit of D-Swing!?!? It's just a generic stun - what happened to that sexy ragdoll thrash
I was so pumped when I read the notes but now only disappointment and sadness
Werewolf bugs I found so far.
1. corpses no longer have any graphic above them of they are able to be devoured.
2. Werewolf Pounce was reverted to the old High pathing, slow speed leaping. Seams to have gotten the Dk leap speed nerf.
vesselwiththepestle wrote: »Many aoe abilities got their cost reduced, not so Ash Cloud and its morphs (especially Eruption). I don't understand why, it is very expensive and should get the same treatment.