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PTS Update 31 - Feedback Thread for Combat & Classes

  • Sedare38
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    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.

    you're kidding right? Cloak especially can be completely dismantled. Those who miraculously are able to stay invis even though they're next to you and you have a pot, mark, sentry, etc going are doing something in addition to just using invis pots or cloak or vamp running. The PTS notes actually mentions that and fixes it. How the remaining changes to hidden works, will remain to be seen.
  • clearly
    clearly
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    revert any hybridization related changes from the past two years. somehow ruined class balance and identity more than the standardisation for the sake of a few roleplayers who can now increase their dps from 4k to 4.5k in random normal dungeons
  • Tommy_The_Gun
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    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...
  • techyeshic
    techyeshic
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    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...

    It's a wild swing, for sure. Going to have problems in the other direction.
  • monkidb16_ESO
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    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
    YandereGirlfriend
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    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.
  • jrgray93
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    While I have not tested the damage values yet, moving backlash to scale off of spell and weapon damage is another baffling change. As has been stated countless times since the proc set scaling was introduced on the PTS, magicka players do not stack spell damage in the same way stamina players stack weapon damage. This could not be more clear, and yet we keep seeing changes that heavily favor stamina. There is a reason stamina is dominating BGs and everyone runs the same few procs, yet mag players run none. Even if mag players gain damage from this change, this is further pushing the divide between stam and mag. The game has never been designed for mag players to favor spell damage or to be able to achieve the levels stamina players can. Please stop doing this.

    Also, why are class skills not scaling on both 'damage' stat and the associated resource pool to begin with? Why is anything in the game made to scale on +damage OR +resource, and not a combination of the two? This just limits variety.

    Balanced Warrior change is a win. Thank you for this one.

    The first half of the new sets seem pretty cool. I like them, for the most part.

    Removing critical from medium armor is a bad idea. The justification of adding weapon critical to light armor makes absolutely zero sense. Stam players do not run light armor. 5-1-1 and 5-2 setups were fine. The game does not need to be more complex and confusing for new players, and forcing some weird mix of armor types without clear and distinct purposes is not going to help.

    Light armor still has a martial damage penalty. Light armor already has this inherent in its armor values. This is inexcusably bad design and should have never made it live, let alone been here for multiple patches.

    While we're at it, most of the armor penalties do little to help the game and do a lot to make it less fun. Nobody wants a slow tank that can't sustain. Nobody wants a mag character that dies in .25 seconds to stam procs.

    Making it harder to pull people out of stealth seems odd. Ever fought a nightblade in a tower? It's an exercise in futility. If I understand correctly, you can no longer do any kind of area denial without a flare or very specific abilities, and this is just lame. It would be less lame if I wasn't already getting hit for 14k spectral bows while wearing 3 pieces of heavy and a Sithis helm. Fix light armor.

    Battle spirit damage reduction isn't necessary. Time to kill might be low because you have ruined light armor and buffed stam procs for some unfathomable reason. There are still plenty of unkillable builds out there, and they do not need further baseline damage resistance.

    Give Rite of Passage the same treatment with the unique damage reduction buff, rather than Major Protection.

    Loving this game is like being in an abusive relationship.

    EP: Slania Isara : Harambe Was an Inside Job
  • jrgray93
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    Oh, and to add to that...

    Nobody needs the 150 to 90 tri-restore nerf on the slotted CP star. Sustain is not a problem right now. This is another anti-fun change nobody wants.
    EP: Slania Isara : Harambe Was an Inside Job
  • monkidb16_ESO
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    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.
    Edited by monkidb16_ESO on July 13, 2021 11:08PM
  • WaltherCarraway
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    Corrosive Armor ignores Spell and Physical resistance but the change is not in patch notes.
    Back from my last hiatus. 2021 a new start.
  • virtus753
    virtus753
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    Firstmep wrote: »
    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.

    On my stamplar, the cap for PotL went from 20220 to 21912. No matter how big a percentage PotL copies, it won't exceed that cap value, which was only adjusted for scaling. So while I appreciate the fixed scaling, the increase from 20% to 50% copied is a *much* bigger help in PvP, as the patch notes states, than in PvE, where we were already reaching cap without an issue.
  • katorga
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    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...

    Ironically, the class that most benefits from the new mitigation? Mag Sorc.

  • Firstmep
    Firstmep
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    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
    monkidb16_ESO
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    Firstmep 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.
  • Elo106
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    Make Inner Beast only work in PVE and leave Battle Spirit as is on live, the new CP stuff will already increase tankyness.

    Please do something about DKs, MagDKs could use better sustain, delayed damage, execute or mobility.

    Change deepbreath give us a no healing damage morph similar to blast bones.
    Add Major expedition to Wings, or let us reflect again a limited amount if need be.
    Add a explosion mechanic to dots when the target is at low health or when we use a specific skill. Or just increase dot damage at low health.
    Sustain needs a fix on magDK, either from passives or just reduce the cost on skills.

    At this point I would be happy with one of those points, just throw us a bone :(
  • Firstmep
    Firstmep
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    Firstmep 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.

    But they do benefit from those passives.

    They buff their allies who might need those buffs.

    Not every passive has to be beneficial to the player itself, some group buffs like this one are fine as is.
  • Ragnaroek93
    Ragnaroek93
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    Can you start giving some love to classes which aren't Templar please? Like why does Total Dark scale with max hp or dmg (depending on which is higher) but other hp based heals do not? Why does Dark Cloak get nerfed instead of allowing it to scale with weapon and spelldmg on damage builds? Doesn't make any sense, you even said in the patch notes that you want non meta builds to be good and yet the opposite is the case.

    Like Templars ult is undodgeable, their spammable is undodgeable, power of the light is both undodgeable and unblockable and hits for 10k on PTS meanwhile everything a Nb has is both dodgeable, blockable and has a cast/min travel time on all meaningful damage skills...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • yoo_mr_white
    yoo_mr_white
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    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.

    Don't night blades have more sources of crits from their class passives than any other class? I really am curious how you arrived at this conclusion. Maybe Necro has slightly more crit chance but afaik NB has historically been the crit class.

    And not for nothing but they should make a class change then if you think this change is targeting a specific class.
    Edited by yoo_mr_white on July 14, 2021 1:28PM
  • Thraben
    Thraben
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    Nightblades need a buff, but allowing them to cloak away that easily is probably not the right one.

    I would think stuff like:

    a) a skill that scales with the victims' resistances

    would be more thematic.

    Also,

    b) Nightblades need a non- ultimate synergy for group play, something that provides both utlity and AoE damage.


    c) Lastly, I would change the VD set and give its old benefits as a class passive or a side- effect of Impale to the Nightblades. Obviously, numbers here would have to be looked at.
    Edited by Thraben on July 14, 2021 2:29PM
    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.
  • yoo_mr_white
    yoo_mr_white
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    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.

    Edit:

    I'd like to add that I think the combat team has done a brilliant job so far this year making balance changes and has taken massive strides.
    Edited by yoo_mr_white on July 14, 2021 3:43PM
  • Bl4ckR3alm93
    Bl4ckR3alm93
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    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
    Edited by Bl4ckR3alm93 on July 14, 2021 2:49PM
  • katorga
    katorga
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    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
    yoo_mr_white
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    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

    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?
    Edited by yoo_mr_white on July 14, 2021 2:57PM
  • yoo_mr_white
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    katorga 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.
  • Bl4ckR3alm93
    Bl4ckR3alm93
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    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?

    I'm on console so cant do the numbers but someone in another thread posted their numbers and it was a buff by like 5k DPS. Now for sets that are not BiS, yes these changes are kind of a nerf but not noticeable because of the extra 7% crit damage especially if you stack with minor force, and Fight Finesse ( could also throw in backstabber for even more damage ). Thats why I recommend ZoS bumping the crit chance on CP back up to 640. That way were only loosting 4% instead if 7%. I agree with you and prefer build diversity instead and the lost of crit chance because it does kinda ruin it I do agree.
  • DrSlaughtr
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    Battle spirit damage change is insane. Everyone begged for the tank meta to go. Now you're bringing it back and why? Because casual PVPers complained about nightblades.

    Giving majority protection for revealing flare "to give them a reason to slotb it" is absurd. There's already a reason to slot it. If it doesn't do a good enough job as is, make the reveal better.

    Giving major protection after break free in cp is equally absurd. Once again to reward people for complaining about NBs during MYM. Meanwhile you just made ball groups even harder to kill.

    TTK is fine how it is. It's not my fault people run into MYM with 20k health wearing pve gear.
    Edited by DrSlaughtr on July 14, 2021 3:59PM
    I drink and I stream things.
  • ESO_Nightingale
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    Frost Reach is a superb step towards the goal of making frost dps more acceptable. Thank you!
    But, as always there should still be more work done with the frost versions of impulse and elemental rage as they have near useless specific effects currently, along with adjusting the tri focus passive to be less harmful, and additionally even just looking at the differences between all of the elemental walls with shock wall being in a sad state and unstable wall of frost feeling weirdly out of place as a damage morph with supportive elements, while the flame wall continues to dominate. a future patch focusing on this issue would be great to see.

    also, in this regard, warden specifically would really benefit from a damage type change for deep fissure, from magic damage to frost for more aoe chilled application, inter-class synergy and set interaction.
    Another hope (though, less pressing) of ours is to be able to use the arctic blast morph in a legitimately offensive capability in the future as well as it currently is far too expensive and messily split in several different directions of focus, but a lot more work would need to be done with warden's self healing on green balance and then the skill itself specifically in regards to the stun. which would likely take a long time.

    Edited by ESO_Nightingale on July 14, 2021 3:14PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
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  • Tommy_The_Gun
    Tommy_The_Gun
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    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.
    Edited by Tommy_The_Gun on July 14, 2021 6:08PM
  • Firstmep
    Firstmep
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    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.

    Highly doubt any decent dd would run inner beast for the dps boost.
    A dead dps is no dps and that's what happens when you taunt a boss as a dd.
  • YandereGirlfriend
    YandereGirlfriend
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    katorga 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.

    My solution for this is to allow you to reconstruct known set pieces from your Sticker Book in any weight.
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