silver1surfer69 wrote: »
Also i read patch notes as a buff for stealth and invisibilty. That are already the most powerfull stats in the game imo, this will be detrimental to balance even more imo.
Tommy_The_Gun wrote: »I just wanted to point something out. I am sure that combat team probably looked at it, but, since TTK (Time to kill) is too low, then maybe instead of making battle spirit changes to take 55% less dmg (instead of 44%) , maybe just revert 50% health recovery nerf with Battle Spirit ? I mean it all started with that nerf to health recovery. TTK got too low.
Maybe it needs to be looked at as a possibility.
Right now everyone will get flat 11% less dmg taken without any effort or drawback.... which is lets just say kinda bad idea...
monkidb16_ESO wrote: »I hope you can also take a look at hybridising the minor buffs the core classes can give out to their team.
Namely:
- Mountain's Blessing
- Hemorrhage
- Exploitation
- Illuminate
YandereGirlfriend wrote: »monkidb16_ESO wrote: »I hope you can also take a look at hybridising the minor buffs the core classes can give out to their team.
Namely:
- Mountain's Blessing
- Hemorrhage
- Exploitation
- Illuminate
These are meant to be group buffs not selfish buffs.
They encourage you to include those classes in your raid if you want to have their benefits. Hybridizing them would completely defeat the point.
I threw on some gear on my magplar test toon for pts:
The new blacklash has some okay scaling, definetly lower than expected, however the fact that its 50% dmg copied will definetly makes it worth.
For reference: with 6.2k spell damage it had a maximum value of around 22k. Thats decent, and it will allow magplars to focus more on spell damage and still scale this skill well.
But the big winner here is stampar. I cant remember the last time i had more than 25k stam on any of my stamplar builds, and so this is a huge power up, both for pve and pvp.
Tommy_The_Gun wrote: »I just wanted to point something out. I am sure that combat team probably looked at it, but, since TTK (Time to kill) is too low, then maybe instead of making battle spirit changes to take 55% less dmg (instead of 44%) , maybe just revert 50% health recovery nerf with Battle Spirit ? I mean it all started with that nerf to health recovery. TTK got too low.
Maybe it needs to be looked at as a possibility.
Right now everyone will get flat 11% less dmg taken without any effort or drawback.... which is lets just say kinda bad idea...
monkidb16_ESO wrote: »YandereGirlfriend wrote: »monkidb16_ESO wrote: »I hope you can also take a look at hybridising the minor buffs the core classes can give out to their team.
Namely:
- Mountain's Blessing
- Hemorrhage
- Exploitation
- Illuminate
These are meant to be group buffs not selfish buffs.
They encourage you to include those classes in your raid if you want to have their benefits. Hybridizing them would completely defeat the point.
No, it's just archaic design from a time where most DK/NB were Stamina and most Templars/Sorcs were Magicka.
A class never being able utilize a Passive at all is just poor design and it's a good thing they are starting to fix it.
And by the way, by Hybridising I don't mean make them all the same, just make them all usefull for everyone.
For example:
DK -> Sorcery+Brutality
NB -> Force
Templar -> Vitality
Sorc -> Prophecy+Savagery
Alternatively if you really want to keep the same buffs as before you could just do away with the minor Buffs system for class passives and give them a unique buff that buffs both Stamina and Magicka for each class.
These minor buffs were literally given to classes to encourage diversity in groups. Like, literally.
And they're fine.
monkidb16_ESO wrote: »
These minor buffs were literally given to classes to encourage diversity in groups. Like, literally.
And they're fine.
No, having class passives that will never give you even any slightest benefit just because you play the "wrong" spec is not fine.
ZOS is "literally" fixing this with most other Passives (including even Weapon passives) in the most recent patch on the PTS.
Like I said: Either change them to a version every playstyle can benefit from, or implement unique versions of the Buffs.
And let's be honest, nobody brings DK/NB for their minor class buffs, because it's a Magicka meta anyway.
StarOfElyon wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
I like the armor changes (Yay hybrids!). I don't know why Heartland Conqueror and New Moon Acolyte are disabled for no-proc PVP though. And I'm glad The Balanced Warrior passive on Templars and Backlash got fixed! Overall, I'm happy. I'm as excited as I was for when Altmer got a weapon damage bonus (fist pump).
For the crit changes on armor, unless you're playing a stamina nightblade you're probably not going to feel a big loss on crit chance. In my opinion, this will be good to rein Nightblades in some.
ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
Bl4ckR3alm93 wrote: »yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
I had someone tell me the numbers on the PTS and honestly they buffed us especially StamDK lol. We lost 7% crit chance in exchange for 14% crit damage and crit healling. If your wearing the BiS setup which would be 5 Relequan, 5 Tzovgin, 1 slimecraw, and haroonpers kilt with 7 medium, then its a huge buff. In your wearing daggers then your still going to crit over 70% and I think over 80% fully buffed with minor and major savagery. With Two-Handed your still going to crit around 64% and fully buffed 70%. You could also go 1 light and 6 medium for an extra 930 penetration and 1% crit.
At first I was upset about the PTS but now im ok with it. I wouldnt mind ZoS reverting the crit nerf on our CP from 320 back to 640
Also our 14% extra weapon damage from Agility will be buffed to weapon and spell damage so really good for StamDKs and other classes that can utilized hybrid builds
yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
Stam builds now have access to the same levels of penetration as mag builds.
Mag builds have have access to stacking damage like stam builds.
yoo_mr_white wrote: »Bl4ckR3alm93 wrote: »yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
I had someone tell me the numbers on the PTS and honestly they buffed us especially StamDK lol. We lost 7% crit chance in exchange for 7% crit damage and crit healling. If your wearing the BiS setup which would be 5 Relequan, 5 Tzovgin, 1 slimecraw, and haroonpers kilt with 7 medium, then its a huge buff. In your wearing daggers then your still going to crit over 70% and I think over 80% fully buffed with minor and major savagery. With Two-Handed your still going to crit around 64% and fully buffed 70%. You could also go 1 light and 6 medium for an extra 930 penetration and 1% crit.
At first I was upset about the PTS but now im ok with it. I wouldnt mind ZoS reverting the crit nerf on our CP from 320 back to 640
Also our 14% extra weapon damage from Agility will be buffed to weapon and spell damage so really good for StamDKs and other classes that can utilized hybrid builds
I guess if you have a love for crit sets it's a buff but I like kinras. I don't want to give that set up lol. We are already pidgeon holed onto running relequen for single target, now I have to run rele and a crit set?
Bad for diversity imo at the expense of what? And are you really even seeing a noticable buff? What are your new numbers on the dummy now compared to last patch?
Tommy_The_Gun wrote: »I have tested some things on PTS and I have some pain-points that imho should be addressed.
1. Revealing Flare (and morphs) - Ok, I can understand the idea. Give it something that will make it worth slotting so that it would not feel like it is wasting space on your bar when you are not using it. But out of all the minor/major buffs out there you have chosen Major Protection ? Reduces damage taken by 10%. Just by slotting an ability ?! This is insane. It is a very strong buff. Buffs like this should be reserved for things that require more sacrifices and decision making when planning a build. 5 pcs set bonus or Werewolf ulti (Pakc leader has identical effect just for comparison) or maybe class - unique skill. But something that you slot & just have 100% of the time ? Even WW ulti when slotted does not provide something like this. This needs to be re-evaluated. Make it minor buff or replace it with other effect. It is just too good. Everyone will use it, just for having that 10% free dmg mitigation. PvP tanks, PvP gankers, ball groups, PvE tanks, PvE DPS, PvE healers... everyone. It won't be used to counter invisibility, but to have passive buff.
2. Inner Beast - this skill now gives 15% damage taken bonus on the target. I mean, again it is something too strong to get casually from casting one ability. Even NBs Mark Target (which is meant to be a class-source debuff) does not give this kind of dmg boost. And on top of that Inner Beast does not give just a minor or major de-buff. It is a unique de-buff, meaning that it can stack with other de-buffs. Also it is a taunt. A taunt. Something that Tanks use. But now, PvE DPS will run it too so they could deal more dmg in a process, and they will also effectively taunt the boss and take agroo...
Again, too good for a one skill. Everyone will use it. PvP tanks, PvP gankers, Ball groups PvE dps... Solo overland PvE... I don't even know why this skill received such a buff. Developer comment doesn't say much about it. It seems very overturned.
yoo_mr_white wrote: »yoo_mr_white wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Could the developers or someone who PvPs explain their reasoning for removing crit chance on medium armour? I assume this is done to balance Stam in PvP as many have postulated?
Isn't crit chance useless in pvp? Especially if you are someone who runs malacath, this is actually a buff for them since they will crit less and when they do crit it will be hitting for harder.
It seems to me an inconsequential change for Stam in PVP (and perhaps a buff in some cases) and a nerf to build diversity for them in PvE (which was already lacking diversity compared to mag).
I'd love to be proven wrong in any assumptions above since I might learn something about the game.
Stam builds now have access to the same levels of penetration as mag builds.
Mag builds have have access to stacking damage like stam builds.
I disagree. You have access to this if you run a crafted set yes but I don't want to run a crafted set in trials.
Unless they plan to make sets drop in all weights (yuck) I'd rather they find a way to make crit chance available on both armour weights.
Or maybe make it so they do drop in all weights but both armours give you mag and Stam recovery. As a Stam dk you won't ever catching me wearing light armour so I can lose even more sustain I struggle to have.