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PTS Update 29 - Feedback Thread for Combat & Classes

  • Merlin13KAGL
    Merlin13KAGL
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    Nightblade HEMMORAGE should include Majory Prophecy.

    Most other class/weapon passives affect Mag and Stam equally, this should be the same.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • YandereGirlfriend
    YandereGirlfriend
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    Nightblade HEMMORAGE should include Majory Prophecy.

    Most other class/weapon passives affect Mag and Stam equally, this should be the same.

    Each of the original 4 classes has its own unique buff - this the unique buff of Nightblades.

    Yes, it is better for solo stamBlades than magBlades but it is what it is.
  • stefj68
    stefj68
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    actosh wrote: »
    The flat 15% mitigation and the push to base stats Are both too high and should be halfed.

    i tested with a few chars, and honestly with my dps cut in half, if i have to put stats into my mitigation, i will still be doing even less dps...

    i don't think thats a good idea

    stam and magicka seems at a right spots
    health maybe 3-4k to high

  • Qbiken
    Qbiken
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    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.
  • MudcrabAttack
    MudcrabAttack
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    So crit% dropped by a lot, but Necromancers still get 100% while hitting the final 25% health of a target by simply swapping a different skill onto the bar. Is that cool? Ok? Ok...
  • MerguezMan
    MerguezMan
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    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) ?
  • Sandman929
    Sandman929
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    Seems like a good enough place to say Undaunted Orbs synergies still don't work in PVP, and everyone is still stuck in combat. Will we ever hear anything about stuck in combat again?
  • Tommy_The_Gun
    Tommy_The_Gun
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    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.
  • Ascarl
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    I agree to Tommy the gun. In general all the "honorable mention" races have been nerfed, while the BIS like High Elf and Orc have even been buffed.
    This seems wrong to me. Aside from race balance the patch seems to be interesting (the CP system needs some serious polish & shine though).
  • Twohothardware
    Twohothardware
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    MagDK and Magplar both need to be looked at because they’ve been falling behind in DPS especially compared to MagNB and Magcro. Most of the tests I’ve seen show MagDK around 10-15K dps behind the top.

    Sustain is also bad on MagDK and has been ever since the nerf to resources returned on ultimate use because the skills are so expensive. The Combustion 500 magicka return passive is too little return for how often it procs and DK gets no recovery bonuses.
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    Twin blade and blunt swords passive needs to increase weapon and spell damage. #makedualswordmagickagreatagain
  • Urvoth
    Urvoth
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    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.
  • SgtNuttzmeg
    SgtNuttzmeg
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    Crimison still feels really overturned.
    Legions of Mordor Core

    Cold0neFTBs
  • ExistingRug61
    ExistingRug61
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    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.

    This analysis is missing a couple of important factors:
    1) In the case of using potion recovery glyphs, the glyphs also provide benefit in getting the actual potion effect more frequently, ie: if using tripots you are getting more resources over time from potions themselves (but using more potions)
    2) In the case of using tri-recovery glyphs, its missing the fact that you would still be getting the argonian passive every 45 seconds (base potion cooldown)
    3) The tri-glyphs effect can be modified by recovery bonuses

    This all means its a bit hard to compare. I'm pretty sure that if you do all of the above I think the potion recovery glyphs will come out worse. But that isn't necessarily indicative of the argonian passive being weak, it just means the potion glyphs are weak. And really, the potion glyphs should really be valid for all races, not just argonian, and then be a bit stronger than normal on argonian.

    A simpler comparison would be the argonian passive vs other races recovery passives
    So:
    Argonian: 3125/45 = 69.444 of each resource per sec. So equivalent to 138.88 of each recovery, total 416.66, unaffected by recovery passives.

    Compare to Khajiit: 100 health + 85 mag and stam. Total 270. Can be affected by recovery passives, so probably something like +60-80% gives 432-486. Note that this requires the use of tri-pots on cooldown as well to get the +40% recovery buff.

    Or Wood elf: 258 stamina. So with +60-100% (max bonus is a bit higher here as its easier to stack bonuses to one recovery than all three in the case of Khajiit) gives 412-516. Again, also requires some form of stamina pot on cooldown for the +40% recovery buff.

    So argonian does seem a little on the low side given it seems to be approximately the same as others assuming only +60% recovery bonuses, which is likely on the lower end of the spectrum. As stated, the use of potions is a moot point at this level as they are also needed for the other races to get the major recovery buffs. However there is the fact that if you aren't optimising, and not using potions as frequently or at all, then the other races only lose some of there bonus (due to losing the uptime on the major recovery bonus) whereas argonian's passive effectiveness gets severely dimished or completely removed if not using potions at all.

    Edited by ExistingRug61 on January 29, 2021 11:28PM
  • Thraben
    Thraben
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    Please increase the maximum targets of Radiant Regeneration to 4, but disable its ability to stack when casted by multiple persons.

    Reason: Healing should require skill, foresight, placement and quick reactions. Instead, we have 10 people pressing Vigor and Radiant Regen no matter what in the current PvP Meta.
    Edited by Thraben on January 30, 2021 2:53PM
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Starlock
    Starlock
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    From the first patch notes:

    Slimecraw: Reduced the 1-piece bonus of Critical Chance to 771, down from 833. This is higher than the normal bonus due to the 2-piece bonus being a Minor buff which you may already have access to.

    Wouldn't it make more sense to set the 1-pc bonus to the standard bonus and add extra crit chance as part of the 2-pc bonus? That way folks have to use the entire monster set to get the higher than normal bonus.
  • Firstmep
    Firstmep
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    Qbiken wrote: »
    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.

    I dunno, extreme resist stacking with Alessian was wws perhaps biggest pull.
    And that's getting nerfed on both ends.
    Hp based heals should definetly be adjusted tho.
    More options for monster helm for wws is not a bad thing IMHO.

    On the Templar side:
    This dark flare change makes no sense to me.
    Templars already have a spammable, we don't need another one.
    There are multiple ranged options out of class already, especially with solar barrage in mind.
    No one in their right mind will use dark flare as a pve spammable, when the other morph gives the easiest 100% uptime of empower in the game.
    In pvp, this was a precast burst skill, and it's losing that aspect even more.
    Dark flare should receive an instant cast proc option instead, I suggest after using 2-3 dawns wrath abilities your next dark flare is instant cast.
    This keeps it as an option as a precast burst skill, while giving it another identity as a followup burst skill

    Again we don't need another spammable on templars, and. 2 second less cast time will still leave us wide open to get interrupted anyway.
  • Koronach
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    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.
  • ExistingRug61
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    I mentioned this in another thread but thought I’d put it in an official one, and this seems like the best choice.

    The 15% damage reduction seems really arbitrary and tacked on. It adds another layer to the damage calculation that doesn’t need to be there and also obfuscates the system a bit for new players.

    An alternative would be to add base armour, say 9900 (15%) and then change the cap from 33000 to something like 39600 (60%). This would mean with no armour you now have 15% reduction, and being at the cap now potentially means a relative reduction of 20% (changing from 50% reduction to 60%).

    Basically achieves a very similar thing, but works within the existing systems, is clearly visible on the stat screens to is obvious, is a flat boost instead of a multiplier, and doesn’t add another layer of calculation over the top that’s just an arbitrary band aid.
    Edited by ExistingRug61 on January 30, 2021 11:01PM
  • Tommy_The_Gun
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    Koronach wrote: »
    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.
    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...

    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.
    Edited by Tommy_The_Gun on January 31, 2021 1:20PM
  • ecru
    ecru
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    The Stalking Blastbones morph still doesn't do anything.

    The fix for Unstable Wall of Storms not hitting the Shade of the Grove boss in Vateshran Hollows isn't in the patch notes. I don't know if this has been fixed or not, but last I checked the ground aoe does not hit the boss at all on Live.
    Edited by ecru on January 31, 2021 1:41PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Koronach
    Koronach
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    Koronach wrote: »
    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.
    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...

    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.

    Yeah that's pretty much why I think they should just give Argonians an overhaul. Being tanks is stupid compared to the rest of the series. The Pact already has the Nords and they do tanking better, I can understand healer but not tanks. If a race is gimp in PVE because of PVP then obviously they didn't do it right and need to do better. I just wanted to add I think them trying to go against what they are supposed to be class wise, is just messing it up. They shouldn't have a ton of HP because they never did. So they are too tanky in PVP and gimp in PVE because they can't make them stronger without being OP in PVP. So imo the whole tank thing just needs to go.
    Edited by Koronach on January 31, 2021 8:31PM
  • umagon
    umagon
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    Bolstering Darkness cost and function needs to be revaluated. The snare is not very useful in pve or pvp as it only effects a small area and its useless against boss class npcs. In pvp it can easily be avoided or removed. The whole stand in the area for a synergy heal is eclipsed by soul siphon, not only is soul siphon’s heal value greater it has 28 meter range and lower cost.

    And with major protection being lowered which was the main benefit of using Bolstering Darkness, the overall utility of the skill for 200 ultimate is low in comparison to how other classes defensive based ultimates function.
  • stefj68
    stefj68
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    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.

    when i block on my tank i don't get stam recovery while i block, so its a no go with the prismatic recovery and the nerf is really bad...

    but ya they should reconsider

  • ACamaroGuy
    ACamaroGuy
    ✭✭✭
    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.

    The problem with all these changes to the light, medium and heavy armor sets is that it may or may not work well for hybrid builds in the PvP style of play but it ruins the PvE game play. ZoS needs to separate the two game plays altogether. They are completely different, in all ways imaginable. This is a PvE game with an option to play in the PvP setting, not the other way around.
    Edited by ACamaroGuy on February 1, 2021 2:27PM
    For the Empire
  • ACamaroGuy
    ACamaroGuy
    ✭✭✭
    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) ?

    Exactly...
    For the Empire
  • ExistingRug61
    ExistingRug61
    ✭✭✭✭
    Has battle levelling been adjusted to account for the addition of base stats and linearly increasing base weapon/spell damage with level?

    Or will low level characters now be comparatively weaker even with battle levelling, due to now lacking additional weapon/spell damage? Potentially with ramifications or lowbie BG and Cyro, as well as general accessibility of the game for low level characters vs level 50 characters.
  • Jman100582
    Jman100582
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    Templar still has only 3 dmg abilities with stam morph if you include empowering sweep being an ulti. How does this promote build diversity?
  • QuinnTheWolf
    QuinnTheWolf
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    the crit decreases are horrible, base dps will be too low for most vet trial content

    this speceficaly affects the khajiit since theyre crit orriented, and building towards crit chance with these changes in both the cp tree and all the gear sets is pretty much impossible

    either revert these horrible changes or change feline ambush's crit bonus to 258 weapon and spell damage
  • CaptainVenom
    CaptainVenom
    ✭✭✭✭✭
    Urvoth wrote: »
    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.

    This. We told ZOS so many times... yet nothing.
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
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