Merlin13KAGL wrote: »Nightblade HEMMORAGE should include Majory Prophecy.
Most other class/weapon passives affect Mag and Stam equally, this should be the same.
The flat 15% mitigation and the push to base stats Are both too high and should be halfed.
Tommy_The_Gun wrote: »I have been testing Argonian racial changes on PTS and I have found something interesting that should be looked at.
Resourceful now restores 3125 (down from 4000 on live server).
I wanted to see how much you can "min-max" this passive. As you know, with infused jewellery with Glyph of Potion Speed, you can get down to 21 seconds of potion cool-down (8 + 8 + 8 = 24 second less from default 45) . This means that:
3125 resources restore translates to 297 recovery.
(3125 / 21 = 148 per second, so 148 x 2 = 296 per 2 seconds)
However, if one would decide to use Glyph of Prismatic Recovery on infused jewellery, that means you get 402 recovery.
(134 + 134 +134 = 402)
So basically, you restore less, even though you have a "kiss-curse" effect, as you have to drink potions that have an actual gold cost and are limited... That is kinda weird, right ? Doesn't it feel um... kinda wrong ? ? ?
I mean, even if we compare live server values of Resourceful passive (4000) it is still less recovery:
4000 / 21 = 190 per second, so 190 x 2 = 380 per 2 seconds)
On live server however this makes sense since those values come closer together (380 vs 402) so you can be flexible and use different types of potions to supplement your build. But still, I think that the fact that you need a potion that is consumed in a 1st place should be counted too into this (Resourceful) passive strengths & weakness.
So, comparing new (PTS) values of this passive vs using Glyphs of Prismatic Recovery we get even worse result:
296 vs 402
^ I think it should be the other way around. Active gameplay & using consumables in a strategic moment should be rewarded more, than just having a passive recovery that works in the background.
My feedback:
With the Resourceful passive changes it will be no longer beneficial to use this type (potion based build) play-style, as it will be way more efficient to run 3x Prismatic Recovery glyphs. Those two dont even come close together anymore.
Glyph of Potion Speed should be updated to new standards, with a slight increase of effectiveness,or:Resourceful passive should be re-evaluated to provide current "live server" values (or possible stronger) recovery, since it has a kiss-curse effect.
Since there´s no specific thread for the werewolf changes I´ll use this thread for feedback since I find it to be the most approriate one. My feedback is mainly from a PvP perspective as these adjustments made on PTS barely have any effect on the PvE aspect of werewolf.
The overall issue with werewolf is that they´re defensively overstacked. Damage wise there´re much scarier specs out there, but but in terms of potential survivability, werewolf is easily top 3.
Good to see that werewolf is getting adjusted in the defensive department. However, giving werewolf Major Resolve is a huge mistake as it removes the need for them to run MIghty Chudan in PvP. This gives them the option to slot other defensive options such a Troll King, Malubeth or Pirate Skeleton, which in the grand scheme of things makes them even tankier and harder to kill on PTS compared to live. And with stats from the previous CP stats being added to the "base levels", werewolfs will have more HP (which means even more potent heals than before), more magicka (more Hircine´s Fortitude) and more max stam.
My suggestion regarding the resistance passive is to simply cut it in half to 5k and not changing it to Major Resolve.
The #1 issue with werewolf still isn´t adressed, which is the HP scaling heal. Hircine´s Bounty needs to scale of anything esle than your max HP. In the past you could argue that the heal cost a lot of magicka to sustain and it had trade offs, but with sets like Eternal Vigor added to the game paired with the buffs to recovery stats (major fortitude, intellect and endurance), that argument is no longer valid. Sustaining Hircine´s Bounty (including morphs) isn´t an issue anymore.
Change the heal to scale of max stamina and weapon damage (can continue to cost magicka). Werewolf shouldn´t be tanks in PvP. And Before the PvE crowd jumps on me, if something is crossly overtuned in one aspect of the game, it doesn´t justify not changing it for the sake of a super nisched playstyle in the other.
If nothing is adjusted werewolf will be even harder to kill and even more defensively overtuned next patch than they already are. Werewolf should be about dealing good damage, not being a tool to avoid dying in PvP.
Agree on that. But at this point, argonians are not shoehorn into anything at all really. PTS passives make them kinda bad for pretty much all roles...They would prob have a better time with Argonians passives if they would of made them the classes they should be. Going all the way to Arena mains stats, Intelligence, Agility, and Speed and later games a handicap in Endurance/HP. I see magic and stamina, what I don't see is heavy armor wearing tanks with high HP. They should of been healers, magic/stam dps, no wonder they are having a hard time. They want them to be tanks, when they are mostly healers, mages, assassins, and thieves.
Tommy_The_Gun wrote: »Agree on that. But at this point, argonians are not shoehorn into anything at all really. PTS passives make them kinda bad for pretty much all roles...They would prob have a better time with Argonians passives if they would of made them the classes they should be. Going all the way to Arena mains stats, Intelligence, Agility, and Speed and later games a handicap in Endurance/HP. I see magic and stamina, what I don't see is heavy armor wearing tanks with high HP. They should of been healers, magic/stam dps, no wonder they are having a hard time. They want them to be tanks, when they are mostly healers, mages, assassins, and thieves.
My feedback:
- Resourceful - this passive should retain its "live server" values (4000). Lowering it THIS much (3125) severely impacts sustain, on a race that was always know to have decent sustain, no matter the build. On top of that, Argonian potion passive has a quite big disadvantage - it requires a consumable potion to work, meaning that it has an actually gold cost and this imho should be treated as a "kiss - curse" effect when calculating its "mathematical" power budget.
Also races that have passive recovery can take advantage of recent changes to recovery buffs (40%, easily available from potion) but Argonians, that use raw resource restored rather than passive recovery can not use this buff effectively.
- Live Mender - this passive focuses only on one thing - healing. While other races get universal bonus (like weapon / spell dmg or crit bonus, that boost both dmg & healing) - Argonians have pretty much nothing to boost their offensive potential. Therefore, since this bonus focuses only on one thing (healing) - it should boost it more. 6% is very low and does not feel impactful at all (like I have said, I can re-allocated my skill points out of this passive and I can barely notice any difference).
Important thing to notice is that set bonus that was used to determine this passive value was changed. 2% healing set bonus was buffed to 4%, shortly after racial rebalance as this bonus was underperforming heavily when compared to other bonuses (crit, spell / weapon dmg or max stam / mag etc). But Argonian passive remained unupdated. Simply put - "mathematically" this passive is below current standards and needs to be re-evaluated.
- Stamina bonus - it is nice addition, but since "mathematically" (not game-play wise) Argonians seem to have reached its "power budget" (and therefore sustain was reduced by wayyy to much) - maybe simply change the 1K magicka & stamina bonus to only boost one resource at the time - depending on which is the highest. So if magicka is your highest offensive stat - then you would get 1K magcika. If Stamina is your highest offensive stat - then you would get 1K stamina.
This would still allow the flexibility & freedom of building your character, but would not affect the power budget, so potion passive could retain its values (4000). Also, it would even fit lore as Argonians are know for their adaptiveness.
- Poison resistance - it is very good change to have instead of disease immunity. Having those two resistance (poison & disease) is nice addition and also fits lore quite nicely.
Summary so far (PTS v6.3.0):
Pros:
- I like the resistance changes (both poison & disease), probably best change so far in Argonian racial passives. Love it.
- I like that you are trying to give Argonians some kind of stamina bonus (Argonians in lore are not only healers, they are also hunters, rouges, thieves, assassins, warriors etc.)
Cons:
- Changes to Resourceful potion passive are horrible, sustain is way too hard. I can no longer build around potions effectively, compared to standard "passive" recovery builds. Build diversity will suffer.
- Live mender passive was not touched at all and is still too low to be relevant. One can even argue that "Amphibian" swimming speed bonus is more impactful game-play wise.
Tommy_The_Gun wrote: »My feedback:
With the Resourceful passive changes it will be no longer beneficial to use this type (potion based build) play-style, as it will be way more efficient to run 3x Prismatic Recovery glyphs. Those two dont even come close together anymore.
Glyph of Potion Speed should be updated to new standards, with a slight increase of effectiveness,or:Resourceful passive should be re-evaluated to provide current "live server" values (or possible stronger) recovery, since it has a kiss-curse effect.
echo2omega wrote: »I think you need to double down on the armor changes...
Light armor should be about mobility and penetration. Move lightning fast, hit hard at the risk of being caught. Meant to pierce thought the heaviest or armor.
2% move speed (not just sprint speed) per armor piece. (this also effects stealth move speed)
3% Reduced the cost of roll dodge per piece
1% reduction in magic damage per piece.
1% INCREASE in martial damage per piece.
469/939 Spell Penetration AND Martial penetration per piece.
363/726 Spell Resistance per piece.
Medium armor is about being difficult to pin down live by the crit, die by the crit.
1% move speed (not just sprint speed) per piece of armor.
3% reduction in break free cost per piece.
2% damage reduction when immune to crowd control
234/469 [completely made these number up] martial AND spell critical chance per piece
2% martial AND spell critical damage per piece.
Heavy armor. Meant to take the big hits, maximum protection but at the cost of mobility and damage. Durable against medium armor builds, but light armor builds are equipped to pierce right through it.
(note: no move speed bonus, no penalty either. Net end result slower than the other armor options.)
2% Block cost reduction per piece
2% Bash cost reduction and damage increase per piece
1% healing received per piece
2%/4% resources returned on fully charged heavy attack per piece.
1% reduction in martial damage per piece.
1% INCREASE in magic damage per piece.
114/229/343 armor per piece
Something alone these lines offers incentive for players to opt for light and/or medium armor playing either a magicka or stamina dps build. Also further opens the door for hybrid builds.
MerguezMan wrote: »I'm on console and can't test properly, but feel concerned about the upcoming changes.
- On armor, could you tweak the native passive perks so the "take X% more damage from Y source" condition would apply to player-sourced, instead of just magic/physical type (so that fits for pvp balance without hurting pve builds) ?
Magnecro still has the worst PvP offensive toolkit of any class by far and needs major adjustments. Here's why:
- Harmony was nerfed, nuking the already niche and somewhat clunky burst build for mag necro
- Major vuln is only 10% now and the initial hit of the Colossus ult (though already telegraphed and not instantaneous) doesn't stun. Compare that to Dawnbreaker of Smiting which on top of also being AOE, costs 100 less ult, does more initial damage, stuns instantly, applies a high-damage DOT, gets buffed by 20% vs vampire and werewolf players from Fighters Guild passives, and is usable by any class/build since it's a guild skill.
- Mag blastbones essentially has no secondary effect since the damage modifier doesn't work now that blastbones doesn't run to the target. ZOS even acknowledged this a few patches ago but hasn't changed it to something useful DESPITE stam blastbones applying AOE major defile, which is one of the best PvP debuffs in the game. This is on top of the skill still being a bit clunky/buggy and sometimes having targeting issues.
- Mag skulls is a very slow spammable and has inferior secondary effects compared to other spammable options such as Force Pulse, Elemental Weapon, and even the stam skulls.
- The Skeletal Arcanist deals incredibly low damage after battlespirit and doesn't target who you're immediately trying to kill. It will ignore the 10% hp player that is trying to run away in favor of a full hp target that is closer to you, even though you're targeting the low health player with all of your other skills. The best way to make the skelly mage viable imo is to increase the damage and have a similar skill to sorc's Daedric Curse, where the pet will target whoever has the curse on them.
- Mystic siphon is completely useless in PvP. It requires a corspe, does low damage, has a small AOE, the tether can be cancelled by LOS, and it is generally pointless to use in PvP, where both the caster and enemy players dynamically move around. This skill would be much better as a single target DOT that would trigger Skeletal Arcanist targeting.
- Hungry Scythe from the Bone Tyrant tree just doesn't do enough damage to warrant using.
- Despite having a DOT damage passive, mag necros don't have a single viable DOT for PvP in their class trees and generally have to utilize proc sets to put out any significant amount of damage.
- Mag necros have no class access to major sorcery OR major prophecy.
This is on top of mag necros having the worst mobility out of any class (templars and DKs have on-demand gap closers, wardens have vines and portals), a general lack of debuffs, no damage-dealing secondary effects from other skills (Boundless storm dealing passive lightning damage for example), no execute skill, and no "free" passive damage like Burning light.