Roleplay should not influence balance decisions. Drop the skill if it offends your sensibilities.
Skills with multiple effects are the keystones of eso combat. Templar jabs gives minor protection, heals or gives major savagery, and is aoe. Sorc steak acts as a mobility tool + aoe stun, dk whip acts a strong self heal and damage skill. Etc etc.
Roleplay should not influence balance decisions. Drop the skill if it offends your sensibilities.
Skills with multiple effects are the keystones of eso combat. Templar jabs gives minor protection, heals or gives major savagery, and is aoe. Sorc steak acts as a mobility tool + aoe stun, dk whip acts a strong self heal and damage skill. Etc etc.
This has little to do with role play. This has to do with skill balance, specifically comparing skills from different trees that fill the same role.
Sorc steak
Roleplay should not influence balance decisions. Drop the skill if it offends your sensibilities.
Skills with multiple effects are the keystones of eso combat. Templar jabs gives minor protection, heals or gives major savagery, and is aoe. Sorc steak acts as a mobility tool + aoe stun, dk whip acts a strong self heal and damage skill. Etc etc.
This has little to do with role play. This has to do with skill balance, specifically comparing skills from different trees that fill the same role.
You said and I quote " I want to drop this skill so bad because I loathe the way it looks"
Your dislike for the visuals of a skill and wanting it nerfed for that reason is entirely due to roleplay reasons
Your post is clearly about roleplay preferences over actual balance. Wardens and other classes require skills like those to function at a high level. Wasting a GCD per buff is unreasonable.
You can drop netch and use 2h spammable over jabs. You can clear any content in the game with those choices as long as you compensate
Sorc steak
Delicious.
On a more serious note, warden was introduced during morrowind, therefore has morrowind elements. Don't want netch? Your problem. Heavy attack more.
Templar is using weapon for jabs, since it is part of the "aedric spear" skill line.
While I do believe some balance changes to make classes feel more unique, and templar jabs are indeed over preforming, your take on it is subjective and based on how you "feel" like playing, which everyone has a different take on. Therefore, nope.
Specifically spammables, and major buffs.
One thing I love about this game is the character and build customization. Making a combo of sets and skills to tweak a character how you want it. However, in some cases, your skill balance is so poor that it forces us into choices we don't want to take.
For example... my main is a templar. Originally, I envisioned him as a warrior knight who basically used all weapon skills with some group support skills like ritual, echoing vigor etc. But due to how poorly skills in this game are balanced, I cant use weapon spammables. The amount of damage and buffs I would lose by using 2 handed skills over biting jabs is INSANE. Not only does jabs deal more base damage, it also deals splash damage! It also procs minor protection for me, it also procs major savagery for me, and it also procs burning light, a class passive, making the damage gap even more ridiculous.
Another example... I recently made a warden. And I wanted to play him as a sort of ranger with a bear who uses dual wield skills, bow skills, his bear, and maybe a few nature themed abilities. Well as it turns out.. the netch, the creepy laser beam bug jelly thing native to MORROWIND, (my character is nord btw) is not only my main recovery skill, it also provides cleanses, a free heal, and major brutality... I want to drop this skill so bad because I loath the way it looks, but I cant. It's just too good. The weapon skill sources of major brutality just dont compare.
I'm not even looking at this from a min/max point of view. I have no problem sacrificing SOME performance to enjoy my characters theme. But some skills are just too good, and some too poor.
To summarize, you need to do a lot better job at looking at your skills in a vacuum, looking at the passives they interact with, and making sure that every skill line has upsides to it that make it at the very least a competitive option to class skills. Also, some class skills are simply bonkers. I love this game and all the skill options we have, please let us actually use them!
Specifically spammables, and major buffs.
One thing I love about this game is the character and build customization. Making a combo of sets and skills to tweak a character how you want it. However, in some cases, your skill balance is so poor that it forces us into choices we don't want to take.
For example... my main is a templar. Originally, I envisioned him as a warrior knight who basically used all weapon skills with some group support skills like ritual, echoing vigor etc. But due to how poorly skills in this game are balanced, I cant use weapon spammables. The amount of damage and buffs I would lose by using 2 handed skills over biting jabs is INSANE. Not only does jabs deal more base damage, it also deals splash damage! It also procs minor protection for me, it also procs major savagery for me, and it also procs burning light, a class passive, making the damage gap even more ridiculous.
Another example... I recently made a warden. And I wanted to play him as a sort of ranger with a bear who uses dual wield skills, bow skills, his bear, and maybe a few nature themed abilities. Well as it turns out.. the netch, the creepy laser beam bug jelly thing native to MORROWIND, (my character is nord btw) is not only my main recovery skill, it also provides cleanses, a free heal, and major brutality... I want to drop this skill so bad because I loath the way it looks, but I cant. It's just too good. The weapon skill sources of major brutality just dont compare.
I'm not even looking at this from a min/max point of view. I have no problem sacrificing SOME performance to enjoy my characters theme. But some skills are just too good, and some too poor.
To summarize, you need to do a lot better job at looking at your skills in a vacuum, looking at the passives they interact with, and making sure that every skill line has upsides to it that make it at the very least a competitive option to class skills. Also, some class skills are simply bonkers. I love this game and all the skill options we have, please let us actually use them!
Sorc steak
Delicious.
On a more serious note, warden was introduced during morrowind, therefore has morrowind elements. Don't want netch? Your problem. Heavy attack more.
Templar is using weapon for jabs, since it is part of the "aedric spear" skill line.
While I do believe some balance changes to make classes feel more unique, and templar jabs are indeed over preforming, your take on it is subjective and based on how you "feel" like playing, which everyone has a different take on. Therefore, nope.
How can you agree that jabs are over performing and then call it subjective? It's literally fact....
"Another example... I recently made a warden. And I wanted to play him as a sort of ranger with a bear who uses dual wield skills, bow skills, his bear, and maybe a few nature themed abilities. Well as it turns out.. the netch, the creepy laser beam bug jelly thing native to MORROWIND, (my character is nord btw) is not only my main recovery skill, it also provides cleanses, a free heal, and major brutality... I want to drop this skill so bad because I loath the way it looks, but I cant. It's just too good. The weapon skill sources of major brutality just dont compare."
Originally, I envisioned him as a warrior knight who basically used all weapon skills with some group support skills like ritual, echoing vigor etc.
You could get by without jabs and use dizzy swing. It’s not like you’re downgrading to poop fist or something.
ooook roleplayer, this is why most of the community dislike you, you refuse to play the game as an mmo and still believe balance and entire game should be designed and balanced around your own rp perspective
SidewalkChalk5 wrote: »Brace for incoming Jabs nerf. Thanks, Stx.
Virtually everyone playing this game tends to think that class skills should be a bit superior to generic skills, including weapons. That gives us a reason to choose them over the bland, boring stuff every other toon has equal access to. Otherwise, why even have classes? That's not just a rhetorical question: I've tried it, and even had a "Classless vMA" run with zero class skills or passives. Playing without class skills is kinda fun for a day or two, but then it starts to feel like dry humping a cardboard box. The combat devs have already spent the last few years sucking the fun out of our skills. Don't encourage them any more, please.
We can expect that ZOS will nerf Puncturing Strikes & morphs someday.
This ability is a bit overperforming.
It can be even more noticeable in a more challenging content, such as: veteran dungeons/PVP.
Roleplay should not influence balance decisions. Drop the skill if it offends your sensibilities.
Skills with multiple effects are the keystones of eso combat. Templar jabs gives minor protection, heals or gives major savagery, and is aoe. Sorc steak acts as a mobility tool + aoe stun, dk whip acts a strong self heal and damage skill. Etc etc.