llBlack_Heartll wrote: »llBlack_Heartll wrote: »Atherakhia wrote: »Tommy_The_Gun wrote: »Item sets and passives that generate Ultimate now require you to be in combat to activate, to help reduce their ability to continuously enter a fight at full Ultimate.
May I ask, what is the problem of being able to enter combat at full (or partialy full) ultimate, aka open a fight with an ulitmate ability ???
As far as I can tell it was always a thing. Why all of the sudden it is an issue ? Certain classes and playstyles even are ment to opretate in that way (gain ulti outside of combat). Some classes are ment to gain more ulti while in combat like (DK or Warden) and other - outside of combat, as a pre-buff. I think the prime example is NB with its potion passive. It is an "assasin" archetype. Class was designed for being able to open a fight with an ultimate.
Now, this tiny change will affect the whole game ecosystem. People will save their ulti for later or even - ignore the whole ultimate system to some degree and slot ultimates mostly for passive.
I have tested it on PTS and it is pretty harsh. New players and solo players will struggle the most, while in group enviroment - it won't be noticable this much.
I have tested this change and it was mostly noticeable on a NB, as it has pretty much no other sources of ulti gain (other than soul harvest that is, but it is still there mostly for passive, and "in combat"). As someone in this thread have already said NB's Catalyst passive is kinda useless currently on PTS. I mean as far as I can tell, this passive was never an issue and was not changed since like... game launched, back in 2014...
If I were to give an advise / suggestion / feedback, I would limit this "only in combat" ultimate gain to sets only, and leave passives as they are. Otherwise, you will have to re-do a lot of passives & abilities, as some classes tend to relay more on passives, and other on abilities. Necromancer is a good example here as this class will still be able to gain ultimate outside of combat (Necrotic Potency).
When every fight starts with 8 meteors and a colossus it's a problem. This change is inconsequential. Yes, it makes these sets useless outside of trash pulls. They're hardly the only sets that will be useless. I honestly don't understand the complaint with this.
Looks like another PvP nerf that PVE suffers for.
Actually it's aimed at pve more so than pvp.
He was referring to every boss fight starting with 8 meteors.
Arkasis genius made it kinda dumb to generate ult outside of combat.
I don't know many that use Meteor as an ulti in PvE, its normally there for stats. Its more used in PvP for the stun attached. that's why I assumed he was talking PvP.
llBlack_Heartll wrote: »llBlack_Heartll wrote: »Atherakhia wrote: »Tommy_The_Gun wrote: »Item sets and passives that generate Ultimate now require you to be in combat to activate, to help reduce their ability to continuously enter a fight at full Ultimate.
May I ask, what is the problem of being able to enter combat at full (or partialy full) ultimate, aka open a fight with an ulitmate ability ???
As far as I can tell it was always a thing. Why all of the sudden it is an issue ? Certain classes and playstyles even are ment to opretate in that way (gain ulti outside of combat). Some classes are ment to gain more ulti while in combat like (DK or Warden) and other - outside of combat, as a pre-buff. I think the prime example is NB with its potion passive. It is an "assasin" archetype. Class was designed for being able to open a fight with an ultimate.
Now, this tiny change will affect the whole game ecosystem. People will save their ulti for later or even - ignore the whole ultimate system to some degree and slot ultimates mostly for passive.
I have tested it on PTS and it is pretty harsh. New players and solo players will struggle the most, while in group enviroment - it won't be noticable this much.
I have tested this change and it was mostly noticeable on a NB, as it has pretty much no other sources of ulti gain (other than soul harvest that is, but it is still there mostly for passive, and "in combat"). As someone in this thread have already said NB's Catalyst passive is kinda useless currently on PTS. I mean as far as I can tell, this passive was never an issue and was not changed since like... game launched, back in 2014...
If I were to give an advise / suggestion / feedback, I would limit this "only in combat" ultimate gain to sets only, and leave passives as they are. Otherwise, you will have to re-do a lot of passives & abilities, as some classes tend to relay more on passives, and other on abilities. Necromancer is a good example here as this class will still be able to gain ultimate outside of combat (Necrotic Potency).
When every fight starts with 8 meteors and a colossus it's a problem. This change is inconsequential. Yes, it makes these sets useless outside of trash pulls. They're hardly the only sets that will be useless. I honestly don't understand the complaint with this.
Looks like another PvP nerf that PVE suffers for.
Actually it's aimed at pve more so than pvp.
He was referring to every boss fight starting with 8 meteors.
Arkasis genius made it kinda dumb to generate ult outside of combat.
I don't know many that use Meteor as an ulti in PvE, its normally there for stats. Its more used in PvP for the stun attached. that's why I assumed he was talking PvP.
Shooting star with the ultimate return is often used to open on trash fights.
Either way if you are doing endgame trials you should already know about pre buff sets, and arkasis is kinda bonkers for that.
Sadly Zos decided to once again blanket nerf instead of fixing the one set that was causing issues.
Btw arkasis is still heavily.going to be abused in pvp group play as ppl can actually afford to wear it.
llBlack_Heartll wrote: »llBlack_Heartll wrote: »Atherakhia wrote: »Tommy_The_Gun wrote: »Item sets and passives that generate Ultimate now require you to be in combat to activate, to help reduce their ability to continuously enter a fight at full Ultimate.
May I ask, what is the problem of being able to enter combat at full (or partialy full) ultimate, aka open a fight with an ulitmate ability ???
As far as I can tell it was always a thing. Why all of the sudden it is an issue ? Certain classes and playstyles even are ment to opretate in that way (gain ulti outside of combat). Some classes are ment to gain more ulti while in combat like (DK or Warden) and other - outside of combat, as a pre-buff. I think the prime example is NB with its potion passive. It is an "assasin" archetype. Class was designed for being able to open a fight with an ultimate.
Now, this tiny change will affect the whole game ecosystem. People will save their ulti for later or even - ignore the whole ultimate system to some degree and slot ultimates mostly for passive.
I have tested it on PTS and it is pretty harsh. New players and solo players will struggle the most, while in group enviroment - it won't be noticable this much.
I have tested this change and it was mostly noticeable on a NB, as it has pretty much no other sources of ulti gain (other than soul harvest that is, but it is still there mostly for passive, and "in combat"). As someone in this thread have already said NB's Catalyst passive is kinda useless currently on PTS. I mean as far as I can tell, this passive was never an issue and was not changed since like... game launched, back in 2014...
If I were to give an advise / suggestion / feedback, I would limit this "only in combat" ultimate gain to sets only, and leave passives as they are. Otherwise, you will have to re-do a lot of passives & abilities, as some classes tend to relay more on passives, and other on abilities. Necromancer is a good example here as this class will still be able to gain ultimate outside of combat (Necrotic Potency).
When every fight starts with 8 meteors and a colossus it's a problem. This change is inconsequential. Yes, it makes these sets useless outside of trash pulls. They're hardly the only sets that will be useless. I honestly don't understand the complaint with this.
Looks like another PvP nerf that PVE suffers for.
Actually it's aimed at pve more so than pvp.
He was referring to every boss fight starting with 8 meteors.
Arkasis genius made it kinda dumb to generate ult outside of combat.
I don't know many that use Meteor as an ulti in PvE, its normally there for stats. Its more used in PvP for the stun attached. that's why I assumed he was talking PvP.
Shooting star with the ultimate return is often used to open on trash fights.
Either way if you are doing endgame trials you should already know about pre buff sets, and arkasis is kinda bonkers for that.
Sadly Zos decided to once again blanket nerf instead of fixing the one set that was causing issues.
Btw arkasis is still heavily.going to be abused in pvp group play as ppl can actually afford to wear it.
ZOS should have known better than to put Arkasis in the game. The logic response is remove it from the game and replace with a new set, not wreck everything else.
There is no balance among classes and magicka/stamina in end game DPS
Stamden 114k
Stamplar 112k
Stamblade 105k
Stamcro 105k
StamDK 101k
Stamsorc : 100k It feels awful and no conclusive report, maybe if air atro or crystal weapon wasn't so... terrible.
MagDK 95k
I don't have any evidence for the other Magicka classes and haven't tested them personally, just magDK, stamsorc, stamDK and stamblade.
My class, magDK, feels very weak..
No execute
Terrible passives
Terrible sustain, Parse food is unrealistic and even then I still have sustain problems WITH a charged staff ( gives more sustain because burning from combustion )
Many skills that seem nice but in use are only usable with sets ( elfbane x burning talons ) or only useful in niche, weird builds ( molten armaments and AoE Heavy Attack Builds with a Lightning staff, Major sorc/brutality is useless in most cases as well )
What I enjoy about end game PvE DPS is comparing my skill to other players, if my baseline DPS is so far off from other classes, it doesn't feel good being weaker just because of class choice, it doesn't feel competitive or like a fair comparison.
ExistingRug61 wrote: »I have a couple of concerns regarding the changes to buffs and how they affect magicka vs stamina sustain.
Firstly, the availability of minor intellect vs minor endurance. The value of these buffs have been increased to 20%, so the importance and value of them to builds has increased. However, minor endurance is readily available to all classes via weapon/guild skills, notably momentum, whereas minor intellect is only available to some classes via class skills, and even then perhaps not on a skill as commonly used even by those classes as momentum is by stam builds. As such it seems like almost all stamina builds will gain a sustain buff from this change, whereas this is not the case for magicka builds.
Perhaps minor intellect could be made more readily available via multiple weapon/guild/world skills like minor endurance is to balance this issue.
Secondly, the reduction in the value of minor magickasteal obviously also is a change that only affects magicka sustain, whereas stamina sustain is unaffected (sure there is no equivalent minor staminasteal, but stamina gets a generic cost reduction on all skills, which is unchanged, and this somewhat balances magickasteal). It seems like if sustain was currently balanced in the live version between magicka and stamina, then this change will mean it no longer is. Is there something else that could be done make up for this loss of sustain that only affects magicka builds?
It may be that sustain is simply not an issue anymore given that major intellect and major endurance are now 40% leading to everyone having enough sustain anyway, but if not then it seems like there is now an imbalance.
There is no balance among classes and magicka/stamina in end game DPS
Stamden 114k
Stamplar 112k
Stamblade 105k
Stamcro 105k
StamDK 101k
Stamsorc : 100k It feels awful and no conclusive report, maybe if air atro or crystal weapon wasn't so... terrible.
MagDK 95k
I don't have any evidence for the other Magicka classes and haven't tested them personally, just magDK, stamsorc, stamDK and stamblade.
My class, magDK, feels very weak..
No execute
Terrible passives
Terrible sustain, Parse food is unrealistic and even then I still have sustain problems WITH a charged staff ( gives more sustain because burning from combustion )
Many skills that seem nice but in use are only usable with sets ( elfbane x burning talons ) or only useful in niche, weird builds ( molten armaments and AoE Heavy Attack Builds with a Lightning staff, Major sorc/brutality is useless in most cases as well )
What I enjoy about end game PvE DPS is comparing my skill to other players, if my baseline DPS is so far off from other classes, it doesn't feel good being weaker just because of class choice, it doesn't feel competitive or like a fair comparison.
There is no balance among classes and magicka/stamina in end game DPS
Stamden 114k
Stamplar 112k
Stamblade 105k
Stamcro 105k
StamDK 101k
Stamsorc : 100k It feels awful and no conclusive report, maybe if air atro or crystal weapon wasn't so... terrible.
MagDK 95k
I don't have any evidence for the other Magicka classes and haven't tested them personally, just magDK, stamsorc, stamDK and stamblade.
My class, magDK, feels very weak..
No execute
Terrible passives
Terrible sustain, Parse food is unrealistic and even then I still have sustain problems WITH a charged staff ( gives more sustain because burning from combustion )
Many skills that seem nice but in use are only usable with sets ( elfbane x burning talons ) or only useful in niche, weird builds ( molten armaments and AoE Heavy Attack Builds with a Lightning staff, Major sorc/brutality is useless in most cases as well )
What I enjoy about end game PvE DPS is comparing my skill to other players, if my baseline DPS is so far off from other classes, it doesn't feel good being weaker just because of class choice, it doesn't feel competitive or like a fair comparison.
They really need to find a great balance with the combustion passive so that sustain is a little better but not OP broken how it was when it was bugged.
Really the hardest part is to add something fun about magdk. Its just lay down all my AoE/DoTs and then whip/force pulse endlessly, especially with elfbane. I understand that this is asking alot but having choices in the rotation makes me feel dialed in.
December7854 wrote: »I would like to point out the level 41 level up tip, where the game tells you how to light attack weave.
No. Its not an accident or poor programming. Its part of the design.
December7854 wrote: »I would like to point out the level 41 level up tip, where the game tells you how to light attack weave.
No. Its not an accident or poor programming. Its part of the design.
It was (it wasn't part of the original design per se), but it was one they were unable to resolve and is now part of the game.
It has however caused a vast amount of problems over the years.
December7854 wrote: »I would like to point out the level 41 level up tip, where the game tells you how to light attack weave.
No. Its not an accident or poor programming. Its part of the design.
It was (it wasn't part of the original design per se), but it was one they were unable to resolve and is now part of the game.
It has however caused a vast amount of problems over the years.
No it doesn't cause problems only for people who want this game to be wow style combat...
Animation canceling is possible Beacuse we have reactive blocking dodging bar swapping and light/heavy attacks are manual and not automatic.
It's part of the game and after 6 years ppl should accept it.
December7854 wrote: »ExistingRug61 wrote: »I have a couple of concerns regarding the changes to buffs and how they affect magicka vs stamina sustain.
Firstly, the availability of minor intellect vs minor endurance. The value of these buffs have been increased to 20%, so the importance and value of them to builds has increased. However, minor endurance is readily available to all classes via weapon/guild skills, notably momentum, whereas minor intellect is only available to some classes via class skills, and even then perhaps not on a skill as commonly used even by those classes as momentum is by stam builds. As such it seems like almost all stamina builds will gain a sustain buff from this change, whereas this is not the case for magicka builds.
Perhaps minor intellect could be made more readily available via multiple weapon/guild/world skills like minor endurance is to balance this issue.
Secondly, the reduction in the value of minor magickasteal obviously also is a change that only affects magicka sustain, whereas stamina sustain is unaffected (sure there is no equivalent minor staminasteal, but stamina gets a generic cost reduction on all skills, which is unchanged, and this somewhat balances magickasteal). It seems like if sustain was currently balanced in the live version between magicka and stamina, then this change will mean it no longer is. Is there something else that could be done make up for this loss of sustain that only affects magicka builds?
It may be that sustain is simply not an issue anymore given that major intellect and major endurance are now 40% leading to everyone having enough sustain anyway, but if not then it seems like there is now an imbalance.
Perhaps minor intellect on ele drain.
December7854 wrote: »I would like to point out the level 41 level up tip, where the game tells you how to light attack weave.
No. Its not an accident or poor programming. Its part of the design.
It was (it wasn't part of the original design per se), but it was one they were unable to resolve and is now part of the game.
It has however caused a vast amount of problems over the years.
No it doesn't cause problems only for people who want this game to be wow style combat...
Animation canceling is possible Beacuse we have reactive blocking dodging bar swapping and light/heavy attacks are manual and not automatic.
It's part of the game and after 6 years ppl should accept it.
Onefrkncrzypope wrote: »Lol. Remember guys. Class balance is once a year at the end of the year... We also skipped it last time.
Onefrkncrzypope wrote: »Lol. Remember guys. Class balance is once a year at the end of the year... We also skipped it last time.
You really can't rebalance the classes as long as ZOS completely changes the underlying mechanics ever 3 months.
Whatever you do is already out of date by the next DLC. Take health-based heals, for example, that are a current nerf-thread topic. They are only useful in THIS meta. Prior, they were meh. In the future they may be meh. In isolation they are neither good/nor bad, they are completely dependent on the proc meta that allows players to sacrifice damage for health. Remove that and they are not great.
Skjaldbjorn wrote: »RE: Stamina Warden Shalks (Subterranean Assault)
Having parsed a few times now;
- This change feels completely uninspired from top to bottom. It fails to address the biggest pains of Stamina Warden in any meaningful way. This feels like a PVP change exclusively to take away fracture, with no earthly idea how to add anything meaningful back to PVE.
- This takes an already clunky as hell rotation thanks to the awful birds change some patches ago, and adds 200% more clunk. Now you have to remember, after god knows how many patches, that your sub isn't every 3 skills, it's every 6. No one asked for this. Yes, we gain a global. It also wrecks sustain even harder, as Shalks is our cheapest "spammable" and birds is overpriced for what it does outside of Off-Balance.
- This change fails to address the lack of group utility Stamden has. It's their central pain. We bring nothing to a group outside of *** poor damage, and this change fails to resolve either of those issues. It won't be a meaningful DPS gain, as it's simply gaining a global every 3s at the cost of sustain.
- I continue to feel as though no one in the actual dev/balance team has any idea how Stamden works, what makes them interesting/compelling to the player, and why they are such a meme in PVE. We finally get a change, and this...this is it? This is what we waited so long for? It's heartbreaking, disappointing and just pitiful.
- A much, much more meaningful change would have been to cap bird bleed stacks and unchain them from Off-Balance. It would have provided consistent, reliable damage for Stamden that doesn't crack our sustain in the skull even more, and give us a reason to slot birds again over Wrecking Blow.
I don't mean to be an ass, but unless you're willing to listen to people that actually play the class in PVE, just delete it.