Maintenance for the week of September 29:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 29, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
· PlayStation®: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
The maintenance is complete, and the PTS is now back online and patch 11.2.2 is available.

PTS Update 25 - Feedback Thread for Combat & Classes

  • SodanTok
    SodanTok
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    Yes @mpicklesster sustain is and always was like that :D I mean you talk about one regen glyph. Thats nearly 150 magicka/sec (with 80% multiplier) or around 21k magicka total just in your parse
  • TheBonesXXX
    TheBonesXXX
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    Buff Rapids/Bloodthirst and make bleeds ignore armor again.

    You gutted pressure builds to appease crybabies.
  • Siohwenoeht
    Siohwenoeht
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    Buff Rapids/Bloodthirst and make bleeds ignore armor again.

    You gutted pressure builds to appease crybabies.

    I'm fine with that as long as they restore snares if they buff rapids again.

    Totally agree on pressure builds being subpar now.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    *dumps PvP magwarden into hole*

    Look ZOS, I give up. I don't play healer, and I don't want to be an unkillable tank that hits like a wet noodle.
    Without a stun, Deep Fissure does not land in 1v1, Cliff Diver goes to everything that isn't a player, even if I have the player tab-targeted (which is rare in PvP). Woo, maim on Swarm...which doesn't even keep NB's from cloaking out and repeatedly stunning me. Sorcs still stun me repeatedly AND get to dash away. DKs stun me repeatedly and then jump once my stam is gone. Templars... well let's just not go there, it's embarassing.

    I got nothing, spent the last week and a half experimenting. Flame Clench isn't going to cut it, neither is Arctic Blast, nor will Drain. I can get why Necros aren't allowed a stun, they have a hugely damaging ult! I have... a uselss bear, trees that need to be cast for a full 5 seconds before I heal from them or a storm that only works on large groups and players without a cloak/streak or low on stamina. I'm a MAGICKA warden, want to guess how often I drain a STAM players stamina bar?

    Get stuck in a 1v1? Yeah, dead. Sure, I can make myself unkillable and run away, but that's not my style. Guess this warden I've spent millions of gold outfitting and months playing is dead until you GIVE WARDEN A REAL STUN.

    I'm tired of being told how to play my favorite class, because your developers can't fathom that players want to be a DAMAGE DEALING WARDEN.

    Note: this rant is for NoCP PvP. Sure, it would be great to have CP, makes magden a viable PvP class! Take Thaumaturge away and what do you have? Nothing.
    Edited by CaffeinatedMayhem on January 29, 2020 5:56AM
  • relentless_turnip
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    SodanTok wrote: »
    Yes @mpicklesster sustain is and always was like that :D I mean you talk about one regen glyph. Thats nearly 150 magicka/sec (with 80% multiplier) or around 21k magicka total just in your parse

    I'm looking at one recovery glyph and crying... I have 2 reduced cost and one infused recovery glyph on my magdk :lol:
    This is the combination I seem to get the most out of...
  • ecru
    ecru
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    Buff Rapids/Bloodthirst and make bleeds ignore armor again.

    You gutted pressure builds to appease crybabies.

    yep. even master dw is mediocre now. rending without master dw is a total joke.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Cinbri
    Cinbri
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    A. Changes to thorn skills are mostly against original functionality of those skills:
    1. Spiked Armor - it was indeed weird that aoe return damage was unlimited range but why make it 7m that is less than melee range which is 8m? So enemies with 8m attacks will simply ignore damage return and along with 10-12m aoe users. I suggest to make it affected by passive so 7m will turn into 8-9m or decrease it to base 6m so with passive final radius will be 8m that is melee range.
    2. Spiked Bone shield - same problem as above. So make it at least 8m.
    3. Living Dark - so original role of snare was to help deal with range attackers after skill became self buff instead of debuff with long range. Yet now it has 7m that is means it wont help to lower mobility of range attackers to get close to them nor it will help with kiting as it wont proc on range attacks, having it strictly melee where templar already can snare by jabs is pointless especially given it cooldown, so original functionality is simply vanished. And this making problem is snare being uneffective on skill even brighter. It need to be changed, either into actual original "thorn" mechanic i.e. damage return like scales of crystal shield or completely different effect, for example reverted snare - major speed.

    B. Change to Sacred Ground is nice but having mitigation on block is exact copy of dk Iron Skin, i.e. homogenized effect. Would suggest to change it into block cost reduction instead of mitigation, as it would help with serious problem of templars being only "stand-your-ground" class that don't have passive that boosting stamina sustain. However it bring another problem:
    Originally Spear Wall was changed into completely different effect because block effect wasn't working with offensive channel-charge skills. But same goes for new effect of Sacred Ground as Rite of Passage that creates own area of sacred ground effect is channel so you cant block while using ultimate that creating own source "holy ground" zone during channel. That lead that effect contradict ultimate ability.
    1. It either need to swap effect into something else that not contradict in pvp but worth to have for pve tanks like moderate healing bonus or another moderate/minor buff like heroism/vitality as having already 2 minor buffs already disrupting possibility to use sets that grants it like Naga Shaman(as we have minor mending) or Indomitable Fury(as we have minor protection), so having 3rd one wont make it even worse.
    2. As said for loong already - update Rite of Passage from channel into non-channel effect.
    Edited by Cinbri on January 29, 2020 11:53AM
  • TelvanniWizard
    TelvanniWizard
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    Please, give stamsorc an overload morph.
  • relentless_turnip
    relentless_turnip
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    Cinbri wrote: »
    Changes to thorn skills are mostly against original functionality of those skills:
    1. Spiked Armor - it was indeed weird that aoe return damage was unlimited range but why make it 7m that is less than melee range which is 8m? So enemies with 8m attacks will simply ignore damage return and along with 10-12m aoe users. I suggest to make it affected by passive so 7m will turn into 8-9m or decrease it to base 6m so with passive final radius will be 8m that is melee range.
    2. Spiked Bone shield - same problem as above. So make it at least 8m.
    3. Living Dark - so original role of snare was to help deal with range attackers after skill became self buff instead of debuff with long range. Yet now it has 7m that is means it wont help to lower mobility of range attackers to get close to them nor it will help with kiting as it wont proc on range attacks, having it strictly melee where templar already can snare by jabs is pointless especially given it cooldown, so original functionality is simply vanished. And this making problem is snare being uneffective on skill even brighter. It need to be changed, either into actual original "thorn" mechanic i.e. damage return like scales of crystal shield or completely different effect, for example reverted snare - major speed.

    I'm pretty sure this is more about reducing calculations done by the server than any sort of balance...
  • Cinbri
    Cinbri
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    Cinbri wrote: »
    Changes to thorn skills are mostly against original functionality of those skills:
    1. Spiked Armor - it was indeed weird that aoe return damage was unlimited range but why make it 7m that is less than melee range which is 8m? So enemies with 8m attacks will simply ignore damage return and along with 10-12m aoe users. I suggest to make it affected by passive so 7m will turn into 8-9m or decrease it to base 6m so with passive final radius will be 8m that is melee range.
    2. Spiked Bone shield - same problem as above. So make it at least 8m.
    3. Living Dark - so original role of snare was to help deal with range attackers after skill became self buff instead of debuff with long range. Yet now it has 7m that is means it wont help to lower mobility of range attackers to get close to them nor it will help with kiting as it wont proc on range attacks, having it strictly melee where templar already can snare by jabs is pointless especially given it cooldown, so original functionality is simply vanished. And this making problem is snare being uneffective on skill even brighter. It need to be changed, either into actual original "thorn" mechanic i.e. damage return like scales of crystal shield or completely different effect, for example reverted snare - major speed.

    I'm pretty sure this is more about reducing calculations done by the server than any sort of balance...
    Ye, but as result it affected balance in negative way.
  • mb10
    mb10
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    Mag NB is in a dire place atm in solo and group play PVP

    Sap essence needs to get buffed and there really needs to be some form of resistance or healing buff as you simply cannot rely on invisibility or the other weak morph that gives minor protection
  • relentless_turnip
    relentless_turnip
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    Cinbri wrote: »
    Cinbri wrote: »
    Changes to thorn skills are mostly against original functionality of those skills:
    1. Spiked Armor - it was indeed weird that aoe return damage was unlimited range but why make it 7m that is less than melee range which is 8m? So enemies with 8m attacks will simply ignore damage return and along with 10-12m aoe users. I suggest to make it affected by passive so 7m will turn into 8-9m or decrease it to base 6m so with passive final radius will be 8m that is melee range.
    2. Spiked Bone shield - same problem as above. So make it at least 8m.
    3. Living Dark - so original role of snare was to help deal with range attackers after skill became self buff instead of debuff with long range. Yet now it has 7m that is means it wont help to lower mobility of range attackers to get close to them nor it will help with kiting as it wont proc on range attacks, having it strictly melee where templar already can snare by jabs is pointless especially given it cooldown, so original functionality is simply vanished. And this making problem is snare being uneffective on skill even brighter. It need to be changed, either into actual original "thorn" mechanic i.e. damage return like scales of crystal shield or completely different effect, for example reverted snare - major speed.

    I'm pretty sure this is more about reducing calculations done by the server than any sort of balance...
    Ye, but as result it affected balance in negative way.

    I'm not sure I'll miss the small amount of damage... Our dots our out healed by most heals.

    I was more worried about them slowing down leap and only being able to do one flame lash every 22 seconds 😂
  • MincVinyl
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    Overload is still bugged beyond belief:
    To cut it short, I discovered this chain of bugs at the start of elsweyr and did about 60+ hours of testing on it. Here are my notes I kept(????? means I still can't pin down what is happening or the proc condition). Also I will include a vid showing all of the bugs within my notes step by step. Testing this pts patch the only thing that changed is the stacking animation bug which seems to not be activating anymore(I will mark with XXXXXXX). Also I will include recaps and short clips of these events happening in old bgs.

    It would be nice to have an inclass ult that wont get me banned. I have reported this bug multiple time on pts cycles. I have also brought it up in multiple threads(most of which get watered down by people making random opinion threads on the testing forums)
    enter Double hit bug =?????get one tick OL heavy + dodge (sometimes active upon login)
    {
    lose weapons = get one tickworth and heavy hit a target

    enter snare bug = get one tickworth and heavy hit a target
    = get two tickworth and heavy a target

    leave snare bug = dodge on the tick of a heavy hitting a target {timing intense}
    = heavy 1 tickworth hitting no target

    Double heavy = atleast 2 tick worth, can only do one double per refresh
    {refresh: run out OL, or heavy and hit no target}

    XXXXXX stack Animation = snared get one tickworth heavy dodge {timing intense}
    XXXXXX = get two tickworth and heavy a target

    Lose Animations = teleport to new zone
    = relog

    regain weapons = ??????no snare appears at high ult

    }
    exit Double hit bug =?????(regain weapon, high ult then tap heavy, then hold heavy)
    =?????(seems to be attached to using alot of ult possibly?)
    https://www.youtube.com/watch?v=IddN8akiH80&t=3s
    Stacking animation bug(now inactive on PTS)
    0evc4c8if1qv.png
    o7l2g72ac208.png
    bg: showing double hit, stacking animation, movement slow

    https://gyazo.com/6de37454c696d14108a9d6d0fa8f6643
    Death recap
    f1aty2ca4le0.png
    Time stamps: showing double a double hit event in a normal combo
    dtuozzry7bam.png
    Edited by MincVinyl on February 4, 2020 3:27AM
  • Noxavian
    Noxavian
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    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.

    Hi. I would really like for the blastbones magicka morph to not literally do nothing like it currently does on the PTS.

    This is a very big issue Im surprised wasn't touched in today's patch. The morph. Does. Not. Work.
  • MincVinyl
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    Another alarming bug, this time involving cc break and a random ghost heal.
    From what I can tell whenever a player gets stunned, they are granted some amount of health as shown in the video.
    around (25%)

    This seems to go off when you do not have cc immunity and are stunned.
    -like in the video sometimes it went off by itself during my stun
    -sometimes it would go off when i break free

    After i already made the video I just went back and died to the mobs. When I went to get stunned again to keep testing I would no longer get the heal by itself, it would require me to cc break to get the heal.

    Another test I just did, I took every possible buff off of my character, all skill points/food/attribute/gear/cp and the bug still persisted.
    https://www.youtube.com/watch?v=uw_KjMQ73dE
    Combat metrics showing neither instance of a heal after both of these stuns
    p62yjo4phvww.png
    Edited by MincVinyl on February 4, 2020 5:29AM
  • Thraben
    Thraben
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    Templar:

    After testing the last year's healer changes for months:

    Healing Ritual and its morphs need to be reverted to its old state, i.e. 1 second cast time but half the magicka costs.

    It just can't compete with the dirt cheap Budding Seeds of the Warden.

    The old Iteration was powerful, but could be interrupted, which made it interesting counterplay-wise.

    Please also change its morph Hasty Prayer, which has become redundant. A lingering HoT would be useful to activate certain healer support sets.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Mayrael
    Mayrael
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    No love for NBs, especially for magblades? :F :F Shame on you! :(

    Magblade needs some reliable source of major sorcery. Would be also nice to move major expedition from path somewhere else, ground based effect and buff made to make you more mobile doesn't synergize to good - stay in one place to move faster, lol :D
    Edited by Mayrael on February 4, 2020 12:16PM
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • MincVinyl
    MincVinyl
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    @Mayrael as it stands path gives one of the best forms of major expedition in the game. Not only does it apply to group members aswell, but it gives you roughly 8+seconds of major expedition compared to 4 seconds from most sources. On top of that if you are cc'ed in any way the path still remains. Which means that you wont have to waste another gcd and resources for movement. This is the last thing you want removed from nb.

    If anything you should be asking for your proc bow to be heavily nerfed or removed. Nb as it stands pretty much only has this ability for burst. It is bad enough that I guarantee you that anytime a nb stuns you either the bow or incap is coming next. I'd even say fighting the surprise attack spammers was more interesting, atleast they could fake you out after a stun and follow up with it.
  • Mayrael
    Mayrael
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    MincVinyl wrote: »
    @Mayrael as it stands path gives one of the best forms of major expedition in the game. Not only does it apply to group members aswell, but it gives you roughly 8+seconds of major expedition compared to 4 seconds from most sources. On top of that if you are cc'ed in any way the path still remains. Which means that you wont have to waste another gcd and resources for movement. This is the last thing you want removed from nb.

    If anything you should be asking for your proc bow to be heavily nerfed or removed. Nb as it stands pretty much only has this ability for burst. It is bad enough that I guarantee you that anytime a nb stuns you either the bow or incap is coming next. I'd even say fighting the surprise attack spammers was more interesting, atleast they could fake you out after a stun and follow up with it.

    Mhm its so amazing source of major expedition that nobody uses it. Except of giving major expedition it almost does nothing. Maybe for zergballs its "amazing" skill, but for solo player its terrible. If you take damage morph it will pull you out of stealth. Health morph is worse than rapid regen and forces you to stay at fixed location which is death sentence in most cases for magblade. We used to have major expedition built in one of our single target DoTs as a secondary effect, back in the days this was one of the strongest dots that also gaved major expedition, it felt awesome to have it like that and nobody, literaly nobody complained about that.

    But well... I guess NBs especially magblades are in such great spot (worst or 2nd worst class for PvP) that all we need is more nerfs. Yup, you must be really pro player :)
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • MincVinyl
    MincVinyl
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    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.
  • WreckfulAbandon
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    Please look into reverting some heavy handed NB nerfs to make them a viable Necro counter since I don't have much faith the P2W class is going to be adjusted any time soon.
    PC NA

    All my comments are regarding PvP
  • Mayrael
    Mayrael
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    MincVinyl wrote: »
    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.

    Srsly no other skill? Templars ritual? Damage + healing + snare + negative effects removal + minor mending + way bigger area? Path used to heal and deal damage to... And I really don't understand your logic. So you say NBs should want to get nerfed even more, so we could have more hope for buffs? Why don't we nerf sorcs even more then, you know so they can get buffed in the future? :trollface:

    PS. During first year of the game I was runing hybrid mag-stam NB and it was pretty awesome, such shame they removed softcaps :F
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Xvorg
    Xvorg
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    Mayrael wrote: »
    MincVinyl wrote: »
    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.

    Srsly no other skill? Templars ritual? Damage + healing + snare + negative effects removal + minor mending + way bigger area? Path used to heal and deal damage to... And I really don't understand your logic. So you say NBs should want to get nerfed even more, so we could have more hope for buffs? Why don't we nerf sorcs even more then, you know so they can get buffed in the future? :trollface:

    PS. During first year of the game I was runing hybrid mag-stam NB and it was pretty awesome, such shame they removed softcaps :F


    TBH, one of the low blows given to NBs was the removal of 2 of their 3 sources of major exp. Those 3 sources gave you lots of build chances: ranged Hit and run (with cripple), dmg melee heal (with path) or even semi tank melee hit and run (DT).

    None of them made NBs unkillable, but they allowed them to play the archetype much better than now... now is just a meme of an assassin with 0 mobility and, of course 0 tankiness.

    It's just like removing major exp and minor exp from boundless and hurricane since Sorcs have a mobility option in bolt escape.
    Edited by Xvorg on February 4, 2020 8:37PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Abyssmol
    Abyssmol
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    Mayrael wrote: »
    MincVinyl wrote: »
    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.

    Srsly no other skill? Templars ritual? Damage + healing + snare + negative effects removal + minor mending + way bigger area? Path used to heal and deal damage to... And I really don't understand your logic. So you say NBs should want to get nerfed even more, so we could have more hope for buffs? Why don't we nerf sorcs even more then, you know so they can get buffed in the future? :trollface:

    PS. During first year of the game I was runing hybrid mag-stam NB and it was pretty awesome, such shame they removed softcaps :F

    Templar ritual does not have the snare anymore. Keep crying and maybe ZOS would remove something else from ritual...
  • MincVinyl
    MincVinyl
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    Mayrael wrote: »
    MincVinyl wrote: »
    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.

    Srsly no other skill? Templars ritual? Damage + healing + snare + negative effects removal + minor mending + way bigger area? Path used to heal and deal damage to... And I really don't understand your logic. So you say NBs should want to get nerfed even more, so we could have more hope for buffs? Why don't we nerf sorcs even more then, you know so they can get buffed in the future? :trollface:

    PS. During first year of the game I was runing hybrid mag-stam NB and it was pretty awesome, such shame they removed softcaps :F

    path is the highest density major expedition buff in the game (Aoe maj exp for up to 16 seconds) Most classes are subjected to pressing a 4s speed buff(which realistically less than that with the cast taking up a gcd)

    Comparing the damage or healing of path is not so simple since path has an overall better healing tooltip or damage tooltip depending on the morph chosen. Without comparing the meta bis builds for each and going off tooltips, ritual shows to have roughly 250 stats/sec and path has 210 per sec (will change with modifiers, possibly towards either side)

    ritual no longer provides the snare(which was on the patch notes if you read them)(now grants block mit, good Qol change for anyone that isn't a templar)

    The only thing left to compare is the best source of purge in the game vs the best source of major exp in the game, but good luck quantifying those. Even if you could the range of scenarios each ability can be used in differs heavily. Then there are things to consider like path going through floors. I tested this recently and you could gain major exp and heals from a 1 floor difference in a resource tower.(feel free to go test ritual)
    In terms of my call to the bow "nerf", i'm by no means asking for nb to be nerfed. What I am trying to make you understand is that nb really only has bow to build around for damage output. For instance reverting back to give grim focus berserk again and cut its damage by 8%. Changes like this allow nbs to get away from the easy to counter proc gimmick they have been subjected to for a long time and build other sources of damage. Right now it feels like nbs can only close out kills with bow landing, at no point have I felt pressure from anything else in nbs kit. I can't even remember the last time a nb surprise attack spammed me since it lost fracture. Bow hardly needs to be touched, more or less it is everything that nb has lost that has left everyone to rely on the only strong nb damage ability left.
    Maybe give some ideas, like giving exp to blur morphs again to have a better inclass Rat which could compare to dk wings. Almost anything would be better than nb being stuck as a boring light attack proc build.
  • Moloch1514
    Moloch1514
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    Feedback: Combat team has taken most of the fun out of this game over last 2 years. Shield nerf, Iceheart nerf, DOTs, AOE....all add up to NO FUN
    PC-NA
  • kaithuzar
    kaithuzar
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    Not that there isn’t enough forum threads on the topic, but since this is the more official thread...
    Buff nightblade, especially magicka nightblade. It’s basically the weakest class in pvp & has been nerfed into absolute garbage. If you want to know “how” it’s weak or what should be buffed, please visit any of the recent nightblade threads on this forum; thanks
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  • Xvorg
    Xvorg
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    MincVinyl wrote: »
    Mayrael wrote: »
    MincVinyl wrote: »
    No need to turn to insults, I am not saying magblade is the best class. I am a dizzy stamsorc main and I would say magblade has been in the bottom of the gutter for a long ass time. Like I said it has pretty much been reduced to a gimick proc. If bow proc was nerfed, more bonuses would be pushed across the class either through damage like it used to.

    Before there was not only ranged light attack magblades, ( I used to run a dw melee nb for the first year of the game). There are many possible playstyles that you could greatly benefit an aoe long lasting form of major expedition. Even now there are dark cloak builds that can utilize path fully, and nothing from any other class really can give you this buff+duration.

    Srsly no other skill? Templars ritual? Damage + healing + snare + negative effects removal + minor mending + way bigger area? Path used to heal and deal damage to... And I really don't understand your logic. So you say NBs should want to get nerfed even more, so we could have more hope for buffs? Why don't we nerf sorcs even more then, you know so they can get buffed in the future? :trollface:

    PS. During first year of the game I was runing hybrid mag-stam NB and it was pretty awesome, such shame they removed softcaps :F

    path is the highest density major expedition buff in the game (Aoe maj exp for up to 16 seconds) Most classes are subjected to pressing a 4s speed buff(which realistically less than that with the cast taking up a gcd)

    Comparing the damage or healing of path is not so simple since path has an overall better healing tooltip or damage tooltip depending on the morph chosen. Without comparing the meta bis builds for each and going off tooltips, ritual shows to have roughly 250 stats/sec and path has 210 per sec (will change with modifiers, possibly towards either side)

    ritual no longer provides the snare(which was on the patch notes if you read them)(now grants block mit, good Qol change for anyone that isn't a templar)

    The only thing left to compare is the best source of purge in the game vs the best source of major exp in the game, but good luck quantifying those. Even if you could the range of scenarios each ability can be used in differs heavily. Then there are things to consider like path going through floors. I tested this recently and you could gain major exp and heals from a 1 floor difference in a resource tower.(feel free to go test ritual)

    Ok, no.

    Why would a NB slot path. I mean is an assasin class that relies on hitting hard and running, right?

    So, using path is counter intutive for the class because path takes you our of stealth. It cannot be used for approaching the guy, neither to get away.

    So, you are forced to use a pot or RaT. You don't need path unless you are playing a brawler NB (which currently is bad) or a healer NB (which is meh due to cast time on soul syphon).

    When exp was available on cripple and double time you didn't have problems aproaching and getting away from your victim and it was OK. Now it feels wrong.
    Edited by Xvorg on February 4, 2020 11:50PM
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  • Vahrokh
    Vahrokh
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    ✭✭✭
    Moloch1514 wrote: »
    Feedback: Combat team has taken most of the fun out of this game over last 2 years. Shield nerf, Iceheart nerf, DOTs, AOE....all add up to NO FUN

    You forgot sustain.

    For some reason, ESO developers believe that making people spam heavy attacks (that hit for nothing) is the apex of fun.

    Newsflash: it isn't. It's boring and action breaking AF.
  • universal_wrath
    universal_wrath
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    Any love for stamina sorcerer?

    1- class spammable or excute?
    2- class stamina ultimate? Air atronach? Aegis caller?
    3- non pet heal beside intureptable unreliable dark deal heal that does not scale with weapon dmg or max stamina or magicka or HP?
    4- Longer hurricane buff? Or hurricane dmg increase?
    5- Class passives rework so I can actualy use all 12 or 11 passives instead of only 7-8 passives. I benefit from weapons passives more than I do from my class passives, no class passive left unused unlike my class passives. Still have spare 12 skill points for class passives and class ulti when they get reworked.
    6- can you make streak targetable? Or option for that as I don't want to move 15 meters away from someone I want stun and kill. Also, maybe remove penalty per target hit? Or when targeting a player as supposed to streak away non targeting anyone?
    7- more class buffs or debuffs as this class is most lacking all, I have yet to see any spec of sorc stamina, magicka, healer and most tank benefit from the major vitality in class, and I think most people don't even know we have that buff due to how it is provided.
    8- Healing modifiers?
    9- pet clanfear easily die. Also,1 bar pet (toggle or time) ? Pet clanfear scaling with weapons? Currently clanfear only scale with max stamin like its magicka counterpart matriach and scamp. Increase dmg? Clanfear monster set is doing about twice as much dmg as sorc clanfear while it is unkillable as a bonus. Clanfears of dmg output and is unreliable as healing source due to it being easliy killed by anything, even a regular mobs 30k HP can kill it before the pet can kill the mob.
    10- more class variety skills, currently most of not all stam sorcs only use 3-4 class skills and very rarely use a class ultimate. Only vaible class ultimate fir pvp is dmg negate with very well coordinated groups a d greater atronach for pve. Only skill used in dark magic skill line is dark deal that does not activate any dark magic passive beside mainor prophicy passive that is super useless from stam sorc and it might benefit magicka specs if playing with magicka teammate specs. Negate only proc blood magic once. It is almost impossible to keep procing blood magic on cooldown due to the nature of skills in the dark magic line unless if you keep spamming hard cast crystal shards.
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