PTS Update 28 - Feedback Thread for Combat & Classes

  • ExistingRug61
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    Can we make ghastly eye bowl a food instead of a drink or just un-nerf drinks; don't punish an item, punish the set using the item.

    It isn't actually a simple blanket case of drinks being nerfed vs food (although that is the case for some specific drinks, like spring loaded infusion vs tri-food).

    The case you are talking about with Ghastly Eye Bowl is actually that all the blue recipes from Witches and Jesters Festivals (including the food ones) are simply weaker that the standard for blue food, either normal in game recipes or the blue recipes from the new life festival.
    ie:
    All blue recipes from Witches and Jesters Festivals have 4592 if its a stat and 459 if its a regen, regardless of whether they are food or drink. Conversely, all blue recipes from New Life Festival (which includes Lava Foot which is the obvious comparison for Ghastly eye bowl), and all generic blue recipes from normal gameplay, use values of 4936 if its a stat and 493 if its a regen. [Edit: have only listed the values relevant to mag/stam, health and health regen are different but suffer from the same effect]
    This may also be the case for the other recipes from these Festivals, but I haven't checked them and some don't have something to provide a direct comparison.

    I would also love to see this be addressed, that is, bring the recipes from Witches and Jesters Festival in line with all the others.
    Witches Festival is coming up, now is the time!

    The other question is: why do foods and drink not follow the SBE, where 1096 stat = 129 regen, or a ratio of ~8.5 to 1? Instead all food drink seems to follow a ratio of 10:1, hence meaning it is comparatively less efficient to get regen from food/drink than other sources. Seems odd, especially since mundus stones were recently changed to actually give a better regen vs stat ratio than the SBE, yet this food/drink remains the other way.
  • honey_badger82
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    I am sure someone has already mentioned this but so far way too many posts here to read at the moment. If they drop the critical chance for CP passives... this is a horrible idea. 6% might not seem like a lot but when my 2hander DPS has fully golded out gear and 45% crit chance I now dip to just 39% which is horrid. There is no way to bring this characters crit chance up without changing gear and there is already so many elements that must be balanced. I have a few dps who sit at 42% so it will be worse for them. This on top of minor and major berserk being crushed will be a huge DPS loss for all of my builds.

    This is truly a low blow from ZoS. I have not read one thread where players were like "you what we have too much of? crit chance, I think it should be nerfed"
    When I read the changes I honestly thought and still do that I don't want to play this game anymore. Everything I have been working towards the last 2 years in the game is being destroyed. Every single one of my dps builds will feel this harshly and for absolutely no good reason. My dps stamdens losing major fracture, PoL getting nerfed last patch and then to add insult to injury nerfed again this patch! As if stamplars didn't have way to few class skills in their toolkit already.
    This was so disheartening to read that even the new equipment reconstruction system is not enough to make up for the heavy blow these proposed changes will bring. I 100% know ZoS will bring these live no matter having a unanimous voice on the forums against it.

    post thought... they are going to have to give slimecraw monster set something else because this patch will make it hands down the most useless monster set.
  • BohnT2
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    Feedback on Magicka Necromancer:

    Here's an explanation on the offensive issues magnecro faces since it has been launched:
    It is widely agreed on that magicka necromancer has the worst offensive toolkit of any spec by far.
    This goes so far that any set or tool that makes magnecro able to kill enemies can be seen as overperforming.
    Be it Dots during scalebreaker, harmony pre nerf, OF and procs since greymoor.

    When going through the toolkit it's no suprise why magicka necromancer is as bad as it is.

    Riccochet Skulls: deal the same damage as other spammables but have a higher minimum traveltime than skills like force pulse (250ms) or elemental weapon (<200ms due to ranged LA minimum traveltime).
    It's secondary effect is also very weak, 20% additional damage on every third cast along with a useless AoE isn't worth it.
    Additionally the secondary effect stops working after you've been hit by a guard's eclipse and the only way to fix it is relogging.

    Stalking blastbones have no secondary effect for 6 months now and even if you get the whole 50% damage increase you're dealing half the damage you could have dealt if the skill had properly worked. Additionally the skill often doesn't work at all, the bomber will take way too long to start moving, doesn't explode when reaching the target or doesn't deal any damage because the target simply walked away.

    Graveyard: after the needed nerf to harmony graveyard went from a 20 second cooldown high burst ability to a 20 seconds wait for a 4k hit. There really isn't a point using this skill anymore.

    Skeleton arcanist: Dots in general offer 2 things in eso, first additional damage outside of the ability you've used in that gcd and secondly they allow you to deal damage to dodging targets if your other skills are dodgeable and stays on a target that you can't attack right now be it via LoS or that they've ran out of your range. Well this isn't the case for this walking cotton ball thrower. Enemies walking away won't be damaged by it as it can't catch up, you can't control which target to attack, if there's an enemy with 60k hp right next to you and someone with 500hp 5m away it will never attempt to hit the guy with low Hp even though that's the target you'll want to focus.

    Shock Siphon: not only does this skill deal pitiful damage to begin with, no it's also the skill in the game with the highest requirements to ever land a hit. First you have to have a body on the ground, any LoS between you and the body will break it, the target has to be between you and the body. And if you manage to do all that the skill hits for 5k damage over 12 seconds max.

    And that's it, there's no other offensive skills a necromancer could use.
    Scythe? Deals pitiful damage and has no offensive debuff/ buff.

    You also don't have access to an offensive stun as grave grasp is not only extremely unreliable no it also doesn't deal any damage.

    When looking at passives that could be a saving grace you'll be disappointed.
    Having an "execute" that gives you additional crit chance when slotting skills from a skill line that you don't want to slot because they're dead weight doesn't help at all.
    To make matters worse crits in PvP don't deal meaningful damage unless you build for them.
    Everyone else will run procs and malacath because it results in basically a 100% crit chance while also buffing procs that couldn't crit to begin with.

    Having a passive that increases your dot damage done by 15% sound great doesn't it? Well too bad that the only skills that counts as a dot for necromancer is graveyard and the tether we have already established that neither of those skills are worth using or that 15% extra damage would make them viable.

    The only passive that actually increases your damage gives you 1.5k penetration that is a ~2.3% damage increase but it doesn't really matter because your damage is trash to begin with.

    There is also no hope for magnecro to compensate those short comings with non class skills:
    Using flame clench to have an offensive stun will give you the great experience of knocking enemies out of the range of your bombers resulting in them dealing 0 damage.

    Hoping to get an execute next patch with impulse? Nope even against an enemy with 1% hp impulse deals only about 50% additional damage while doing minor damage to begin with.

    Also there is no cheap ultimate that you could use on necromancer, the cheapest one you have access to is Dawnbreaker at 125ult cost but it doesn't benefit from light armor penetration or most of your CPs.
    The next one is soul assault which is far from good unless you're pushing it to broken levels with a certain set.
    Followed by meteor, delayed damage but you have no chance of forcing a hit and you can't really couple it with any damage because you can't rely on your bomber to hit the target in time or to hit the target at all, which will lead to you wasting 3 gcds and 200 ult and the enemy just holding block with no risk of dying.

    Magicka Necromancer desperately needs to have itself freed from the slaver that is the idea of having 1 damage, 1 tanking and 1 healing skill lines.
    The Class needs an actual execute on a skill that executes on demand and doesn't require you to sacrifice the blood of 13, 90 year old virgins that have performed the chicken dance prior to the ritual while singing "God save the Queen" in Swahili.

    Mag necro needs an actual offensive rotation in PvP that consists of more thing than weak spammable - weak spammable - weak spammable -waiting for bomber to finally explode - weak spammable - bomber - weak spammable - waiting for 200+ ult.

    All tanking and healer needs can be satisfied via morphs there is no reason to dedicate full skills to either of those archetypes when a single morph can do the job just as well.

    And here are some rework proposals to make Magnecro a fun, powerful and well rounded class
    Blastbones should no longer be considered a pet as this already comes as disadvantages for many things as it's not seen as your own damage.

    Arcanist should be changed to apply a defiled corpse directly to an enemy which deals dot damage every 2 seconds (just like it does now but is now target based) applying this skill grants major sorcery/ brutality. Stamina version keeps the current effect. Magicka version could be change to only deal damage every 4 seconds but with double the damage per tick.

    Tether should be reworked to be between you and the target (like zaan, vate destro).
    In order to keep a corpse mechanic the tether now consumes up to 3 corpses over the duration that are in the tether.
    Detonating siphon instantly deals the AoE damage.
    Mystic siphon creates an ground AoE that deals damage for 4 seconds while restoring 100 mag/s.

    Scythe gets reworked to an execute that scales the same way as executioner and becomes a single target ability.
    Stamina version deals poison damage and applies poisoned status effect.
    Magicka version becomes ranged (compare 3rd boss in Castle Thorn) with a 250m minimum traveltime and deals ice damage and creates a body every 3rd cast (which then synergizes with the reworked tether)

    Remote totem gets changed to be an equivalent of the necromancer talons from the last boss in UG meaning it sends out talons in a straight line, when they hit an enemy they deal damage and explode after 0.5 seconds for the AoE damage standard in a 6m range dealing magic damage. Enemies hit are affected by minor vulnerability.

    Grave grasp gets reworked completely:
    Ghostly embrace sends out skeleton hands that pull an enemy off his feet stunning him through block but not dodge and dealing the same damage as reverb/clench do to him.
    Edited by BohnT2 on September 24, 2020 11:34PM
  • BohnT2
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    With skills being standardized across the board it's very important to standardize everything about them.
    Having all skills of one category deal the same damage have the same cost to balance them is fine however it's important that skills aren't held back by differences that aren't mentioned in the tooltip.

    The biggest offender here is minimum traveltime and traveltime in general.
    skills like strife or the extreme case of cliffracers are at a huge disadvantage when compared to other spammables.

    Strife has a 450ms minimum traveltime and cliffracers take 1.2 seconds! from when the game registers your button press to when the skill actually hits while other skills like elemental weapon or force pulse hit their target in less than 250ms when standing at point blank range.

    This is extremely punishing in PvP and there is no reasonable argument to keep this the same way after a whole year of standardisation.
  • Cronopoly
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    Unsubbed. Taking a break. Too many changes too fast. As soon as I had made a viable build, nerfed onto uselessness. Been playing MMOs since beta of DAOC decades ago and used to change.

    Here we have received multiple ping pong changes back to back to back as though there is no one at the wheel.
  • Celestro
    Celestro
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    I am sure someone has already mentioned this but so far way too many posts here to read at the moment. If they drop the critical chance for CP passives... this is a horrible idea. 6% might not seem like a lot but when my 2hander DPS has fully golded out gear and 45% crit chance I now dip to just 39% which is horrid. There is no way to bring this characters crit chance up without changing gear and there is already so many elements that must be balanced. I have a few dps who sit at 42% so it will be worse for them. This on top of minor and major berserk being crushed will be a huge DPS loss for all of my builds.

    This is truly a low blow from ZoS. I have not read one thread where players were like "you what we have too much of? crit chance, I think it should be nerfed"
    When I read the changes I honestly thought and still do that I don't want to play this game anymore. Everything I have been working towards the last 2 years in the game is being destroyed. Every single one of my dps builds will feel this harshly and for absolutely no good reason. My dps stamdens losing major fracture, PoL getting nerfed last patch and then to add insult to injury nerfed again this patch! As if stamplars didn't have way to few class skills in their toolkit already.
    This was so disheartening to read that even the new equipment reconstruction system is not enough to make up for the heavy blow these proposed changes will bring. I 100% know ZoS will bring these live no matter having a unanimous voice on the forums against it.

    post thought... they are going to have to give slimecraw monster set something else because this patch will make it hands down the most useless monster set.

    I dunno. Their sentiment behind the critical strike lies in trying to minimize how easy it is for most to get critical chance, which is true. I cant necessarily see the larger issue for or against such a change but personally I've never been too fond of it being so high just from being accustomed to other games having those values (including critical damage) lower without specialization and the like.

    Speaking of Slimecraw, I was wondering if they were planning on throwing Major Berserk on it after the standardization of Minor and Major buffs. Considering Mighty Chudan has a Health bonus and permanent Major Resolve which adds up to a 5 piece bonus if Im not mistaken, it seemed par for the course I suppose. Its definitely horrid right now though.
  • Firstmep
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    The nerf to cp crit passive is problematic.
    In pvp, if anyone wants to play crit based setups, they will have to invest even more into crit chance now.
    Problem is, Beacuse there aren't many modifiers to critical healing this just means those ppl will be even squishier.
    Meanwhile you you can throw on heavy armor, malacath, build for pure non crit stats and ignore your opponents crit resistance completely.
    IMHO we need more sources of critical healing, to encourage more ppl to play crit based setups.
    This would also not upset the intended nerf to critical strike chance in Pve.
  • Chilly-McFreeze
    Chilly-McFreeze
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    If they drop the critical chance for CP passives... this is a horrible idea. 6% might not seem like a lot but when my 2hander DPS has fully golded out gear and 45% crit chance I now dip to just 39% which is horrid.

    Just a very little solace: major savagery/ prophecy gained 2%, so you'll be sitting at 41%. But still, I feel you.
  • Firstmep
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    I also find it wierd that the team wants to up the damage of people with bad buff management, but then they remove 6% passive crit and give 2% back on a buff.
    Same goes for minor breach, which got more than doubled.
    Meaning people without these buffs/debuff will lose damage(aka unorganized setups).
    Also with the changes to minor recovery buffs, this would be a good time to revisit repentance/radiant aura.
    Would be nice if we could gain/give these buffs to allies upon activating the skill, like you know an actual aura.
    Edited by Firstmep on September 25, 2020 7:36AM
  • Saubon
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    Firstmep wrote: »
    I also find it wierd that the team wants to up the damage of people with bad buff management, but then they remove 6% passive crit and give 2% back on a buff.
    Same goes for minor breach, which got more than doubled.
    Meaning people without these buffs/debuff will lose damage(aka unorganized setups).

    Minor breach will be much easier to get, any tank will apply it just by taunting a mob. And major crit buffs are easy to get aswell, you don't need organised group just to use a potion
  • Firstmep
    Firstmep
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    Saubon wrote: »
    Firstmep wrote: »
    I also find it wierd that the team wants to up the damage of people with bad buff management, but then they remove 6% passive crit and give 2% back on a buff.
    Same goes for minor breach, which got more than doubled.
    Meaning people without these buffs/debuff will lose damage(aka unorganized setups).

    Minor breach will be much easier to get, any tank will apply it just by taunting a mob. And major crit buffs are easy to get aswell, you don't need organised group just to use a potion

    I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
    Trust me plenty of players don't use these buffs/debuffs.
  • Saubon
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    Firstmep wrote: »
    I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
    Trust me plenty of players don't use these buffs/debuffs.

    I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
    And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
    They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer
  • katorga
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    Saubon wrote: »
    Firstmep wrote: »
    I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
    Trust me plenty of players don't use these buffs/debuffs.

    I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
    And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
    They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer

    Interesting point. In most pug DLC runs I'm doing to farm gear that is suddenly good, I notice at the end of a fight, the Sorc atro is sitting there with the berserk synergy unused, for example. I don't know if it because the content is so easy it just isn't worth the effort, or they new players don't know about it.
  • Jodynn
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    katorga wrote: »
    Saubon wrote: »
    Firstmep wrote: »
    I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
    Trust me plenty of players don't use these buffs/debuffs.

    I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
    And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
    They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer

    Interesting point. In most pug DLC runs I'm doing to farm gear that is suddenly good, I notice at the end of a fight, the Sorc atro is sitting there with the berserk synergy unused, for example. I don't know if it because the content is so easy it just isn't worth the effort, or they new players don't know about it.

    That always makes me cry, I run half way across a fight to synergize an atro, now it's barely worth it sadly... but also the other reason could be that synergies sometimes don't work period; I've spammed it like 30 times which on a controller isn't super easy, which by then the atro crumbles along with my hopes and dreams of major berserk.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Jodynn
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    If you use the ring of pale order and use the super annoying skill called frenzy then you can get a nice parse with infinite sustain and seemingly no health reduction until you get past 20 stacks.

    Not my best by far because my controller is half broke and I was lagging profusely.

    pz3ctsb6b5ug.png

    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • techprince
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    Magicka steal and Executioner passive from Assassination ability should not have been touched. If nightblades were doing high damage then Master Assasin passive change is justifiable.

    Consider changing values of all the Major and Minor buffs from 5%-10% to 8%-16%. Current values are way to low.
    Edited by techprince on September 25, 2020 6:54PM
  • ArtOfShred
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    Since Major/Minor buff & Empower handling has been changed I'd like to make a few suggestions related to that.

    - Normalize Off-Balance: So it uses just one shared abilityId as well when applied. I'm not sure if this might also help performance, I doubt it, but it'd be consistent and probably helpful for the addon API to have it setup this way.

    - Create New Icon Art for Major/Minor Slayer, Aegis, Courage, and Toughness: Currently these buffs are just using, basically random icons. The other major/minor debuffs have a sort of consistent style in their art and have a purplish backdrop. There's a few unused Major/Minor buff icons now with the changes so could even re-use some of those. Slayer would look really cool with some huge sword dude icon, Aegis as a shield, Courage could be made from a modified ability_healer_019, and Toughness could be like a carapace looking icon.

    - Some possible thoughts on Empower: Due to this becoming a permanent buff, maybe tone down the boost to Light/Heavy Attack damage to 25% from 40% - but increase the duration. Something like the Empower from the Mages Guild skill line lasting 3 seconds could be changed to be like 5-6 sec if the boost to damage was reduced slightly. Also Empower could possibly be split into a Minor/Major Empower (10-15% / 20-30% Light + Heavy Attack damage) and have a much higher uptime from certain buffs that could be provided by a larger group in Trials.

    - Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.
    Edited by ArtOfShred on September 25, 2020 9:23PM
  • katorga
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    katorga wrote: »
    Saubon wrote: »
    Firstmep wrote: »
    I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
    Trust me plenty of players don't use these buffs/debuffs.

    I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
    And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
    They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer

    Interesting point. In most pug DLC runs I'm doing to farm gear that is suddenly good, I notice at the end of a fight, the Sorc atro is sitting there with the berserk synergy unused, for example. I don't know if it because the content is so easy it just isn't worth the effort, or they new players don't know about it.

    That always makes me cry, I run half way across a fight to synergize an atro, now it's barely worth it sadly... but also the other reason could be that synergies sometimes don't work period; I've spammed it like 30 times which on a controller isn't super easy, which by then the atro crumbles along with my hopes and dreams of major berserk.

    Well yeah, now it is definitely not worth it. 10% I can get almost anywhere.
  • Apox
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    sorc storm atro synergy should effect multiple people or allow x number of synergy activations since the buff it gives is getting nerfed.
  • Firstmep
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    ArtOfShred wrote: »
    Since Major/Minor buff & Empower handling has been changed I'd like to make a few suggestions related to that.

    - Normalize Off-Balance: So it uses just one shared abilityId as well when applied. I'm not sure if this might also help performance, I doubt it, but it'd be consistent and probably helpful for the addon API to have it setup this way.

    - Create New Icon Art for Major/Minor Slayer, Aegis, Courage, and Toughness: Currently these buffs are just using, basically random icons. The other major/minor debuffs have a sort of consistent style in their art and have a purplish backdrop. There's a few unused Major/Minor buff icons now with the changes so could even re-use some of those. Slayer would look really cool with some huge sword dude icon, Aegis as a shield, Courage could be made from a modified ability_healer_019, and Toughness could be like a carapace looking icon.

    - Some possible thoughts on Empower: Due to this becoming a permanent buff, maybe tone down the boost to Light/Heavy Attack damage to 25% from 40% - but increase the duration. Something like the Empower from the Mages Guild skill line lasting 3 seconds could be changed to be like 5-6 sec if the boost to damage was reduced slightly. Also Empower could possibly be split into a Minor/Major Empower (10-15% / 20-30% Light + Heavy Attack damage) and have a much higher uptime from certain buffs that could be provided by a larger group in Trials.

    - Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.

    To be fair major fracture is getting removed from it, and from a pve perspective this is a good change.
    Wardens are taking some heavy hits since they had easy access to a wide variety of minor/major buffs that pretty much all getting nerfed.
  • Beffagorn
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    Ah ***, here we go again. More indirect nerfs to Stamdks and not a single change.

    Now that i think of it, 99% of the time stamdks have been looked at the class has gotten worse so maybe that's a good thing that ZoS doesn't even remembers what stamdks are.
    Edited by Beffagorn on September 26, 2020 1:23PM
  • Jodynn
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    I recently looked over all the passives of every class and active abilities, and ALL need rebalanced, but these are my feelings on MagDK specifically and want to say three major things we lack are damage buff passives, resource increase passives and resource sustain passives.

    Through testing on Dunmer I can say sustain is terrible unless you use parse food which isn't exactly great for actual content since you have 11k health; without parse food it just feels like spell symmetry is your Spammable. I can also say I am doing substantially less damage than before, as expected by the nerfs but this doesn't feel balanced due to stam being better off than they were even if stamDK is one of the worst stam classes in PvE.

    I know you've said
    We have not done a full pass on class abilities since the SBE system is generally meant to be designed for non-abilities; that said, we will keep a close eye on class functionality in PvE and PvP due to these changes.
    But it's going to have to happen @ZOS_GinaBruno

    Draconic Power.. The Tank or PvP skill line. It needs to do something useful in PvE for MagDK; Be a great area for damage/resource/sustain passives
    Passives
    • Iron Skin is tank
    • Burning Heart is tank or Pvp
    • Elder Dragon is tank or Pvp EXCEPT the range, which is greatly appreciate except it still doesn't affect trap beast.
    • Scaled armor is tank or pvp.

    Active
    • Volatile Armor is pure PvP; Make it do fire damage and not terribly low damage. Make the other morph something useful.
    • Burning Talons is useless without elfbane; Make it 10 seconds long
    • Coagulating blood is pure PvP, but on that subject is should have something other than Health Recovery Major Buff, absolutely useless to have considering most magDKs use tri pots in pvp and health recovery in PvE is laughable at best; Make it have a purge for one negative effect
    • Protective Scales are tank and PvP; this skills is great for both things.
    • Inhale, good for PvP, it would be nice to see inhale have a better use in PvE, maybe increase damage based on enemies.

    Ardent Flame, our most defining part
    Passives
    • Combustion doesn't give near enough sustain even with a charged staff ( around 300 per second, without building it's around 150 per second ), the buffs to intellect help elsewhere but it doesn't help much ( only like 100 or so regen which is taken away from magickasteal by double ) unless you use parse/sustain food which then you have to sacrifice even more damage for health if you want it to be viable
    • Warmth is only sort of useful in PvP or support
    • Searing heat should have a secondary effect, it just buffs skills that should have it innately.
    • World in Ruin should affect poison AoE too, it's not like there are that many poison AoEs anyways.

    Active
    • Molten whip seething stacks should make it cost less per stack, 20, 40, and 60% less.
    • Burning Embers, you took away my damage morph
    • Engulfing Flames is in a good spot
    • Fiery grip is a tank/pvp thing, Neither morph should really be touched even if I never use it.
    • Inferno, I wish I could have both morphs in PvP and arenas; flames of oblivion should burst into an AoE on impact instead of flying two random fireballs.

    Earthen Heart, what should support
    Passives
    • Eternal Mountain should do something other than extend duration as this should be innate to the skills
    • Battle roar needs an increase and a cap to balance it.
    • Minor Brutality is my class buff, doesn't help me, whatever; Ultimate gen should be on cast OR damage done, only ability magDK uses is Eruption, every 18 seconds, a 6 seconds cooldown on this passive.
    • Helping hands is great for tank and PvP; but for PvE it doesn't provide anything.

    Active
    • Stonefist.. Not a mag dps thing but.. Obsidian Shard should not need a target it should just heal to make healers actually somewhat viable. Stamfist shouldn't have a cast time period, it should just all be instant.
    • Molten Armaments', and Igneous weapon, this skill really tilts me because it has so much potential and all it does it provide major sorcery/brutality that is best found elsewhere, or heavy attack damage which in PvE both are basically useless. It looks so cool and is such a nice concept, but it's delivery is terrible. It should give more damage/sustain/fire/poison light attack damage/SOMETHING
    • Obsidian Shield; StamDK and Tanks relied on this buff to stay alive, you nerfed Major Mending to a point of disregard, it needs compensation. One morph should be a Magicka Based shield with mendnig as well.
    • Petrify; Shattering rocks is pretty.. dumb, Fossilize is the best cc in PvP.. leave it alone as it's defining and I'm willing to have this be a pure PvP skill given it's power.
    • Eruption; The radius should be wider for Healers, only complaint is the passives for this skill, it works pretty well other than that even if it costs an arm and a leg.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Firstmep
    Firstmep
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    Beffagorn wrote: »
    Ah ***, here we go again. More indirect nerfs to Stamdks and not a single change.

    Now that i think of it, 99% of the time stamdks have been looked at the class has gotten worse so maybe that's a good thing that ZoS doesn't even remembers what stamdks are.

    Be glad, ZOS remembered templars and hit the them with some fat nerfs last patch.
  • Sahidom
    Sahidom
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    This is the closest feedback forum to post this,

    Consider readdressing proc sets where the tool tip numbers are NOT modified by resource pools, spell or weapon damage, or champion points.

    Designate proc sets, as independent sources that strictly offer bonus effects, damage or healing. A separation and stand-alone effect without the fore mentioned modifiers to their tool-tip effects.

    Separate offense resource pools, spell or weapon damage, and champion points to to strictly benefit the character class and non-class skills; it makes no logistical sense where these attribute improve an item set. Plus, ZOS can compartmentalize the effects and adjust them independently.

    Other modifiers such as m/M buffs would be the type of sources to increase their effects.
    Edited by Sahidom on September 26, 2020 4:36PM
  • MincVinyl
    MincVinyl
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    Movement in eso is still a chore and feels terrible.....been this way since murkmire because of the issues with swift jewelry and the poor decision to make every movement based buff short durations......then swift eventually got nerfed after the damage to movement was already done.

    Main issue is how snare/root immunities are so short and hard to come by. Compared to how we see random snares tied to every other ability in the game even in aoe/ground form. Sometimes they have both snare and root and aoe.....like why?
    Shuffle with 7 medium is the only way to feel fluid movement like the old days of the game. Running a setup like this is terrible though because not wearing 5/1/1 is terribly inefficient these days due to triglyph and tristat food meta. On top of that medium armor has been trash compared to heavy for years, generally converting two builds stats into equivalent recovery will put heavy armor ~600 recov ahead of medium when the builds are balanced out to meet general pvp thresholds.
  • universal_wrath
    universal_wrath
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    please make cast time spammable skills instant. Skills like stone fist (first tick), crystal blast, snipe, dark flare...etc, using these skills in PvP is high risk- low reward. All of them are easy to dodge, slow, and most importantly interuptable. Maybe 5% damage decrease to make them instant as they are strong right now in tooltip. It does not matter how far you try to distance your self it cast these skills, a lot of people with little combat knowledge with interupt you while casring them. Fighting force pulse spammers is free stun on cooldown. Fighting melee players they dodge roll or gap close and interupt you. Interupt was and still was of the most annoying stuns in the game, it takes to long to break free and in some instance you can be double stunned by it. I had many instance where I could be stunned by interupt and stuned again by dizzy or down breaker while I'm still stuned by interupt.

    If they stay as they are as cast time skill, atleast make them uninteruptable. Very little people use these skills becauae of how unforgiving interupt is.
  • Skjaldbjorn
    Skjaldbjorn
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    ArtOfShred wrote: »
    - Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.

    Well, PVPers may save my favorite class. I actually hate the change from a PVE perspective, too. I think it makes an already clunky rotation much clunkier. It lines up like garbage with the terrible off-balance birds, too. I'd much rather see a stacking buff/debuff effect which increases the damage of future Subs. This allows the damage ramp to be dodged/avoided in PVP, but maintained in PVE. It'd be a pretty strictly PVE buff.
  • BohnT2
    BohnT2
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    ArtOfShred wrote: »
    - Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.

    Well, PVPers may save my favorite class. I actually hate the change from a PVE perspective, too. I think it makes an already clunky rotation much clunkier. It lines up like garbage with the terrible off-balance birds, too. I'd much rather see a stacking buff/debuff effect which increases the damage of future Subs. This allows the damage ramp to be dodged/avoided in PVP, but maintained in PVE. It'd be a pretty strictly PVE buff.

    you think people don't hit their subs in PvP?
  • Jodynn
    Jodynn
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    BohnT2 wrote: »
    ArtOfShred wrote: »
    - Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.

    Well, PVPers may save my favorite class. I actually hate the change from a PVE perspective, too. I think it makes an already clunky rotation much clunkier. It lines up like garbage with the terrible off-balance birds, too. I'd much rather see a stacking buff/debuff effect which increases the damage of future Subs. This allows the damage ramp to be dodged/avoided in PVP, but maintained in PVE. It'd be a pretty strictly PVE buff.

    you think people don't hit their subs in PvP?

    It's not about that it's about losing fracture is a PvP nerf but PvE buff because it's get another effect instead.

    But I mean everyone going to run pierce armor so it won't matter.

    So sick of this PvP/PvE feud.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • ArtOfShred
    ArtOfShred
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    A few notes / suggestions for Nightblades:

    Malevolent Offering has a spammy debuff: The un-removable DoT this applies on the player when cast doesn't stack but rather creates a new instance of a debuff. This can get rather spammy if you're casting it in succession. Most likely you'd never actually be doing it but it might be used a few times in order to get the tank up when they're low or something.

    I think this would be better implemented as a stacking debuff when cast (although this would increase the self-damage it does in certain cases, like casting it right as the debuff was about to fade, it's relatively a minor penalty to have as a tradeoff for cleaner implementation IMO).

    https://www.youtube.com/watch?v=-hSRbtsPE14

    Surprise Attack & Minor Breach: With Minor Breach being buffed a decent amount (50% of the major value) I think it might be nice to attach this back onto Surprise Attack (and maybe drop the 5% unique pen buff that doesn't really fit in very well). There was an argument to be made that having Major Fracture on this ability was a bit overloaded/too much back in the day, but I think the balance pendulum has swung back the other way far enough that putting a bit more power back on this ability would be fine. Minor Breach gives a great opportunity to do so.
    Edited by ArtOfShred on September 27, 2020 9:32AM
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