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Everything wrong with balance in ESO
Zos has been working towards the goals of balance and class identity very hard over the course of the lifetime of the game.
However I would like to share pain points that myself and many others around me as I am writing this have as we have all played for multiple years. And have a deep understanding of the combat system and balance between classes.
A few ideas I would like to mention before I get in to the specifics.
I believe each classes 'counter-play' option should be in its weakest points
For example DK has wings in order to relieve pressure from Ranged attacks to enable the class to move within melee range to achieve stronger healing and sustain where the class should shine.
balance should be calculated with Bar space in mind for example it takes 3 skills on a warden / necromancer to kill most opponents excluding ultis
Whereas on a StamDK it can take up to 6 skills with pure offensive potential to achieve a similar offensive result in DPS.
DRAGONKNIGHT as a class is recognised as the Attrition class with the Pressure melee playstyle it survives by keeping in melee range.
SORC as a class is recognised as a mobility class that relies on timied burst to kill its opponent with large aoe CC capability.
NIGHTBLADE is recognised as a stealthy class with high speed and damage based off surprise burst.
TEMPLAR is recognised as the support class it has access to purge and strong healing.
WARDEN is recognised as the class of nature and balance (ironic)
NECROMANCER is recognised as the class of the manipulation death the idea of it starting slower and gradually becoming more lethal sounds good
Dragon knight
If DK is the pressure based playstyle with its toolkit. let it pressure. its counter play tools should mitigate / reflect ranged projectiles while slowly moving towards the target to out pressure the opponent and out sustain them. and the weakness of the DK should be defile / ranged classes or countering their healing through means of distance.
From my several tests Currently burst classes are Doing = or more DPS vs a dummy with 3 damage skills than DK can do with 6 offensive skills and bash cancelling. DK pressure should see
A Stamina Necromancer with the exact same sets can pull off 18k DPS on a dummy. a STAMDK can pull off 16k DPS. this is not attrition this is labour with no reward. DK should be rewarded more for keeping in position and keeping up buffs.
In melee range the DK should be performing MORE DPS than any other class. while they are locking down an opponent They are locked themselves they have to invest time into achieving a kill. while this concept of gameplay is unique. it is severely under-rewarding.
I understand that If delayed burst classes are nerfed too harshly the killing potential drops off significantly which is why I am not calling for nerfs on the damage that warden and necromancer can deal so much
I think the DK toolkit should get a 20% buff on dot intensity.
corrosive should scale on dots for physical pen also to match the playstyle that the DK embodies Make it say 80% penetration rather than 100% so its not quite so overbearing.
magma shell is useless at its current state let it do spell pen and become a magic variant of corrosive.
also the cost of the skills excluding ultimate's should be reduced by at least 10-15% all around.
This is since DK's need to invest in more sustain than any other class to achieve a kill. being forced to invest into MORE sustain than other classes while STILL doing less DPS Then an AOE burst classes.
Having played all classes this class is not displaying Attrition its more so the opposite.
Sorcerer
Stamsorc needs its burst reworked. its currently relying on its passives in combination with dizzy and ultimate to secure a kill
I think a stamina morph of curse would be fitting as opposed to Daedric Prey with damage equivalent to roughly 75% of the current blast bones tooltip in live
Besides viable options for playstyle sorcerer is in a relatively good spot at the moment.
Night blade
For a class that is supposed to be about stealthy kills and surprise burst its one of the classes with the most mitigation at the moment.
night blade is in a bit of an identity crisis. While I think that all classes should be able to play various playstyles nightblade is capable of achieving major evasion minor maim minor protection and further mitigation giving it some of the Tankiest class toolkits available. something isn't right here zos...
Apart from this the class also is relatively okay.
Templar.
One of the biggest complaints I hear about templar is the purge. Purge is the counter play tool for the templar allowing it to relieve pressure and heal allies instead of arguing for a large nerf on this skill I think the DOTS being too weak are the bigger problem making this off heal seem strong.
Imagine if Purge was changed to single target and reduced the damage of negative effects by 50% for 6 seconds...…. this would be awful for templar. a huge nerf. however this is exactly what wings does right now. wings used to be a tool to allow for reduced stamina sustain and tankiness to push for the sustain and damage due to reduced CC's incoming from range just like templar purge works as an off heal a group heal and strong counter play all in one skill.
Make wings reflect again and level the playing field. Or at very least an absorb not like damage mitigation I mean like complete ignorance of ranged attacks and effects for 4 projectiles. or 3 seconds.
Templar also is in a similar position to DK regarding dots. due to the nerfs of the dots and the change of jabs scaling. it benefits direct damage playstyles tremendously. making stamplar one of the strongest classes to play right now.
Make puncturing sweeps scale off Dot CP
Make Biting jabs scale off Direct damage.
Bring Up the class dots by 20%
This will allow both variants of the class able to access the tactician passive should they choose so. slightly reducing the gap between stamplar and magplar.
Warden.
Warden is probably one of the most overbuffed classes at the moment at least for stamina I look at warden almost like a bomber it has snare immunity and expedition to allow for fast movement and a huge burst kit.
why does warden need major mending.
why does warden need minor protection.
let minor mending be applied to the accelerated growth passive to keep it in line with other class passives.
perhaps let ice fortress give minor resolve / ward to make it less overtuned.
Necromancer.
Um yeah blastbones snares without saying it remove this it even snares through mistform.
defile doesn't belong on a tanky burst playstyle. it covers to broad of an area of offense with one skill... I think necro would manage just fine without it.
I think it hits a little too hard maybe a 10% damage reduction would be acceptable..
in all honesty there are many various nerfs that could be made to blastbones but only one should be necessary.
another idea for blast bones is to make it almost stack. say every blast bones becomes gradually more dangerous in burst rather than basically instantly killing you. at the moment it feels like a warden rework. the class could be far more balanced AND interesting like this.
15% increased damage on dots and dot mitigation is excessive in comparison to the mitigation other classes have available.
I don't imagine necromancer being tanky by nature. more so the damage and pressure being strong with good sustain. at the moment its basically a complete package in PVP even worse than the warden its like 2x more powerful than any meta build in the past at the moment.
Edited by LordSkruff on April 15, 2020 10:11PM