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.
YandereGirlfriend wrote: »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.
My solution for this is to allow you to reconstruct known set pieces from your Sticker Book in any weight.
Tommy_The_Gun wrote: »One thing that came to my mind. It is not really a rocket since. I just compared "revealing" abilities:
1. Expert Hunter - Major Savagery buff for slotting - increase your Weapon Critical rating by 2629.
2. Magelight - Major Prophecy buff for slotting - increase your Spell Critical rating by 2629.
3. Revealing Flare - Major Protection buff for slotting - reduces dmg taken by 10%.
Am I the only one seeing it ? That one of those buff is drastically stronger than the others ?
This is very inconsistent. Why 2 revealing abilities give similar buff when slotted, but the other 3rd skill (Revealing Flare) power level is very over-tuned ? Does not make much sense tbh.
Simple Example:
In order for it to be consistent Expert Hunter & Magelight should give 10% more physical / magical dmg done (but then again it would be too strong), or Revealing Flare should give 10% less critical dmg taken.
Joy_Division wrote: »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.
As a magplar that does not have any passives that are conducive to staking magicka, but does have two that stack spell damage, I'd rather have Power of the Light scale to spell damage. I'm fine if Stamplars get a little more value from this change. It's way better for magplars than it is now and historically stamplars have struggled because the Templar class was designed to be a magicka healer
This entire post is related to PvE Magplars. I have no knowledge of how PvP works as I don't PvP. This is from an endgame perspective. This is also from a dps perspective.
Thank you so much for buffing magplars, it was a much-needed buff and it has helped magplars become much better than they were for the last year, our damage has shot up quite a bit thanks to it.
They are still slightly less under tuned. In an endgame group, as a raid lead's perspective in picking up players, magplars while now doing decent damage thanks to the buffs, are still quite far behind other classes.
If you want Single Target damage, why would you bring anything but a magblade (with the god tier execute which is much have in a lot of raids where *** hits the fan during execute and their path outdamages RoR too which is literally magpalrs most expensive and hardest hitting aoe that we can barely sustain) or a magsorc (highest st in the game)? Similarly, if you want cleave, magcro and magden are the king of cleave and still out damage magplars while providing amazing buffs to the group.
Magdks don't outdamage plars this pts, but still provides good buffs to the group as a dps and thus are needed.
Magplar dps don't really provide anything to the group. A plar healer can run minor sorc so that's out of the window. Nova is not needed anymore as a lot of mitigation has already been introduced to the game. Historically, the places that always required nova, such as HoF last boss, even that doesn't need nova anymore, thanks to the mitigation added. So plars don't really provide anything to the group.
I understand adding another tool that makes a dps magplar a bit more rewarding to the group will take a significant portion of time, so I assume tuning the damage a bit.
With that holding into account magplars can use a slight damage bump. Maybe something like blazing spear's damage can be increase to match that of the wall, or a bit higher? The AoE damage after the initial hit on it is underwhelming, and can help give that extra edge to the plar. Meanwhile, in pvp it shouldn't really affect too much as the the initial hit remains the same, and the range of the aoe is so small two side steps should be enough to take you out of the damage zone?
Similarly, beam can use a damage bump. Yes, it is a really hard hitting execute, but it has it's problems.
1. It's channeled, so you can't block cast it. Let's say sunspire where say you have to block an attack from a boss or dodge roll it, it will cancel the beam. Unlike blades for example, which can hold block and keep impaling. It doesn't have the reliability as an execute, so at-least increasing the damage a little bit would compensate for it. Also it slows you down when you are casting it so avoiding aoes is very hard when beaming unless you dodge roll which cancels it.
I am not asking for plars to be better than magsorcs or magblades, but I'd love it if they are behind they are only a little behind in dps, compared to now.
There's probably other things you guys might think is a better idea. I am just throwing somethings from top of my mind here, I don't know anything about designing combat in games, but this is just some feedback from my side.
But yes, this way magplars are only a little behind hardest hitting ST classes (blades and sorcs), but slightly ahead of classes with very high aoe damage, so a raid lead would be like, yea plars aren't the best, but hey, if this guy wants to play plar in our score pushing group, he can join, his dps isn't going to be a detriment to our score as it balances out due to combination of aoe and st damage.
I really liked how it was in greymoor, there were score pushing group with every class in the game simply because they were all so close together, like you'd see a warden, a plar, a blade, a dk, and a sorc in the group, simply because they all did great damage, and were so close to each other it didn't matter what class you brought as some did better aoe, some did better ST so it all kind of balanced itself, I wish we returned to that era.
We can probably also use a ranged spammable, I know fixing burning light to proc on all templar AoEs is going to take a whole lot of time so maybe instead could make something like javelin ranged and hit 4 times with increased damage. The animation doesn't need to be changed it's a very cool looking spell, but can just deal damage 4 times when hit, I am sure the tooltip can be changed to make an explanation for that animation like, "Spear hits enemy, places a bomb that explodes to deal xyz damage 4 times". So yay no new animation, just need to adjust the damage proc.
And for pvp players who use it, the current version can just be moved to the base morph, and the the other version I propose will have same dps as weeps, but absolutely no heals, and no pushback. If it hits as hard as sweeps it'll make plar players viable in endgame pve groups again. Yes, there's groups still running it even this patch before this pts came, but I am just sick of people grumbling oh why are you playing a healer class, and I have been outright refused once to run in a group simply because I was a plar despite meeting their parse reqs and clear reqs. The new damage buffs are amazing, and thank you!, but still some tuning can help them become better without requiring extensive class reblalancing, which may cost you guys a lot of time.
I do play other classes yes, but my plar is my main, and it's just sad to see that happen when you can't run with groups because of that.
The ranged spammable can be done anytime you guys want, I know there's a lot of work to be done, so there's no rush, but this is my honest feedback.
But again, thank you for the current buffs, it has significantly helped plars, and it was an amazing aid.
Our dk brothers can use some love too, hopefully something Q4 pts for them too
Thank you for reading all this text, and I hope you have a great day.
This entire post is related to PvE Magplars. I have no knowledge of how PvP works as I don't PvP. This is from an endgame perspective. This is also from a dps perspective.
Thank you so much for buffing magplars, it was a much-needed buff and it has helped magplars become much better than they were for the last year, our damage has shot up quite a bit thanks to it.
They are still slightly less under tuned. In an endgame group, as a raid lead's perspective in picking up players, magplars while now doing decent damage thanks to the buffs, are still quite far behind other classes.
If you want Single Target damage, why would you bring anything but a magblade (with the god tier execute which is much have in a lot of raids where *** hits the fan during execute and their path outdamages RoR too which is literally magpalrs most expensive and hardest hitting aoe that we can barely sustain) or a magsorc (highest st in the game)? Similarly, if you want cleave, magcro and magden are the king of cleave and still out damage magplars while providing amazing buffs to the group.
Magdks don't outdamage plars this pts, but still provides good buffs to the group as a dps and thus are needed.
Magplar dps don't really provide anything to the group. A plar healer can run minor sorc so that's out of the window. Nova is not needed anymore as a lot of mitigation has already been introduced to the game. Historically, the places that always required nova, such as HoF last boss, even that doesn't need nova anymore, thanks to the mitigation added. So plars don't really provide anything to the group.
I understand adding another tool that makes a dps magplar a bit more rewarding to the group will take a significant portion of time, so I assume tuning the damage a bit.
With that holding into account magplars can use a slight damage bump. Maybe something like blazing spear's damage can be increase to match that of the wall, or a bit higher? The AoE damage after the initial hit on it is underwhelming, and can help give that extra edge to the plar. Meanwhile, in pvp it shouldn't really affect too much as the the initial hit remains the same, and the range of the aoe is so small two side steps should be enough to take you out of the damage zone?
Similarly, beam can use a damage bump. Yes, it is a really hard hitting execute, but it has it's problems.
1. It's channeled, so you can't block cast it. Let's say sunspire where say you have to block an attack from a boss or dodge roll it, it will cancel the beam. Unlike blades for example, which can hold block and keep impaling. It doesn't have the reliability as an execute, so at-least increasing the damage a little bit would compensate for it. Also it slows you down when you are casting it so avoiding aoes is very hard when beaming unless you dodge roll which cancels it.
I am not asking for plars to be better than magsorcs or magblades, but I'd love it if they are behind they are only a little behind in dps, compared to now.
There's probably other things you guys might think is a better idea. I am just throwing somethings from top of my mind here, I don't know anything about designing combat in games, but this is just some feedback from my side.
But yes, this way magplars are only a little behind hardest hitting ST classes (blades and sorcs), but slightly ahead of classes with very high aoe damage, so a raid lead would be like, yea plars aren't the best, but hey, if this guy wants to play plar in our score pushing group, he can join, his dps isn't going to be a detriment to our score as it balances out due to combination of aoe and st damage.
I really liked how it was in greymoor, there were score pushing group with every class in the game simply because they were all so close together, like you'd see a warden, a plar, a blade, a dk, and a sorc in the group, simply because they all did great damage, and were so close to each other it didn't matter what class you brought as some did better aoe, some did better ST so it all kind of balanced itself, I wish we returned to that era.
We can probably also use a ranged spammable, I know fixing burning light to proc on all templar AoEs is going to take a whole lot of time so maybe instead could make something like javelin ranged and hit 4 times with increased damage. The animation doesn't need to be changed it's a very cool looking spell, but can just deal damage 4 times when hit, I am sure the tooltip can be changed to make an explanation for that animation like, "Spear hits enemy, places a bomb that explodes to deal xyz damage 4 times". So yay no new animation, just need to adjust the damage proc.
And for pvp players who use it, the current version can just be moved to the base morph, and the the other version I propose will have same dps as weeps, but absolutely no heals, and no pushback. If it hits as hard as sweeps it'll make plar players viable in endgame pve groups again. Yes, there's groups still running it even this patch before this pts came, but I am just sick of people grumbling oh why are you playing a healer class, and I have been outright refused once to run in a group simply because I was a plar despite meeting their parse reqs and clear reqs. The new damage buffs are amazing, and thank you!, but still some tuning can help them become better without requiring extensive class reblalancing, which may cost you guys a lot of time.
I do play other classes yes, but my plar is my main, and it's just sad to see that happen when you can't run with groups because of that.
The ranged spammable can be done anytime you guys want, I know there's a lot of work to be done, so there's no rush, but this is my honest feedback.
But again, thank you for the current buffs, it has significantly helped plars, and it was an amazing aid.
Our dk brothers can use some love too, hopefully something Q4 pts for them too
Thank you for reading all this text, and I hope you have a great day.
Updated RE on this, yea definitely need a bit more tuning, magocro's are hitting 114k while being much superior to plar in everyway (cleave, ST). While our best parses for plar's are no where even close to that. Could use some more tuning here.
Fighter´s and Mage Guild
its ok and maybe a cool think adding spelldmg for fighter guild skills
but i think then in example mage light and mage guild passives giving stam and stamina recovery aswell
Magplar Buff´s
The Backlash Buff its probabley to high from 20% to 50% its a 150% buff
The Balanced Warrior and Beam Changes are cool
Mage Changes
make the Execute comperable to other Execute´s the based dmg than a scaled % increase
give sorc dps a good way do equal dps with out pets
DK Changes ( here i would have the most probabley im a bit disapointed that there is really no changes)
Scaled Armor it is compare to the Magplar balanced warrior a weak passive only 300 more resistances but not dmg increase
u should rename to something and give the dk at least 3 or 4% weapon and spell dmg to
battle roar passive i think its only fair that the restore Mag Stam and Health not get caped on the Ult costs so give them 46 points each for EVERY ultimate point the dk have ( example a balliste with 300 ult poitns give the same restore like a standart of might with 300 ult points because dk´s lagging out on sustain compare to other classes no really incrases revovery or cost reducation passiva)
what zos should do about dk´s in the future DK´s Mainly seen as Tank or DD Support not really that much as a REAL DPS
both stam and mag dk needing some love Stonegiant should be buffed as spammable to compare more againt´s rapid strikes or wrecking blow maybe increas the stagger buff to 100 per stack 300 (full) but depens on dmg stats ( and there should be than that high that only a dd with dps sets etc will reach the max power) same for Noxthious breath the inital hit and dot dmg its fine compare to other dots but i feel compare to engulfing no really benefit from it Major breach get applied by so many things now anyway alone from caltrops probabley what stams mostly useing now after the buff from caltrops - zos giveing this ability some unique win like engulfing maybe just for poision and desiase dmg or increase the dot dmg of a level from venomus claw
spiked armor and explosive armor it should be reworked it get maybe used in pvp i dont know that actually anymore but for pve its useless the dmg is pretty *** ( look hurricance oder the storm from a sorc that do pretty good dmg to)
Fighter´s and Mage Guild
its ok and maybe a cool think adding spelldmg for fighter guild skills
but i think then in example mage light and mage guild passives giving stam and stamina recovery aswell
Magplar Buff´s
The Backlash Buff its probabley to high from 20% to 50% its a 150% buff
The Balanced Warrior and Beam Changes are cool
Mage Changes
make the Execute comperable to other Execute´s the based dmg than a scaled % increase
give sorc dps a good way do equal dps with out pets
DK Changes ( here i would have the most probabley im a bit disapointed that there is really no changes)
Scaled Armor it is compare to the Magplar balanced warrior a weak passive only 300 more resistances but not dmg increase
u should rename to something and give the dk at least 3 or 4% weapon and spell dmg to
battle roar passive i think its only fair that the restore Mag Stam and Health not get caped on the Ult costs so give them 46 points each for EVERY ultimate point the dk have ( example a balliste with 300 ult poitns give the same restore like a standart of might with 300 ult points because dk´s lagging out on sustain compare to other classes no really incrases revovery or cost reducation passiva)
what zos should do about dk´s in the future DK´s Mainly seen as Tank or DD Support not really that much as a REAL DPS
both stam and mag dk needing some love Stonegiant should be buffed as spammable to compare more againt´s rapid strikes or wrecking blow maybe increas the stagger buff to 100 per stack 300 (full) but depens on dmg stats ( and there should be than that high that only a dd with dps sets etc will reach the max power) same for Noxthious breath the inital hit and dot dmg its fine compare to other dots but i feel compare to engulfing no really benefit from it Major breach get applied by so many things now anyway alone from caltrops probabley what stams mostly useing now after the buff from caltrops - zos giveing this ability some unique win like engulfing maybe just for poision and desiase dmg or increase the dot dmg of a level from venomus claw
spiked armor and explosive armor it should be reworked it get maybe used in pvp i dont know that actually anymore but for pve its useless the dmg is pretty *** ( look hurricance oder the storm from a sorc that do pretty good dmg to)
The backlash buff from 20 to 50% doesn't matter. There's still a damage cap on backlash that you can't go beyond. It's just a bit easier to reach that cap now. It just makes it easier to reach in PvP. With the tank meta the upcoming pvp is, and magplars just not having enough damage, the 50% will keep pvp plars viable due to all that mitigation added. For PvE it's easy to reach the cap even with 20% as you don't have to worry about said mitigation on bosses.
MagDks need a full rework at this point. They did well due to bug with asylum and b4b in greymoor, but with that gone I don't think small changes is going to improve the situation much tbh. I assume that's the reason it wasn't updated yet as it'll require an entire pts to improve on it.
Also other stam dps might disagree, I don't think stam needs anymore damage/recovery improvements. Sustain is already top tier sustain wise, and damage is also top tier. What zos needs to do is make stam groups more viable by making support sets hybrid. The itemization for stam is just not there yet due to lack of support sets so that's what is needed to be work upon, which is why endgame stam groups aren't a thing because it's plain impossible to optimize for stam.
With how the hybridization is going, I feel the idea is for zos to start making other sets hybrid, which we will probably see Q4 DLC, that'll move the meta to a really nice spot with both magicka and stam groups equally viable.
I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
Agree, there was no reason for that 2 % nerf and this will hurt the DPS for stamDK's aswell who uses the deadly strike and maelstroem DW combination. With this combination the DW ultimate "Rend" actually becomes viable and the best option in a lot of PVE content. Therefore, the 2% nerf is going to hurt all aspects of this DoT build with no compensation which is really sad considering the state of stamDK's.
shrekt4303 wrote: »Vamp passive needs to only take effect starting at below 30% hp. Imperial getting to trade 6% reduced cost for strong damage mitigation.
WrathOfInnos wrote: »I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
Agree, there was no reason for that 2 % nerf and this will hurt the DPS for stamDK's aswell who uses the deadly strike and maelstroem DW combination. With this combination the DW ultimate "Rend" actually becomes viable and the best option in a lot of PVE content. Therefore, the 2% nerf is going to hurt all aspects of this DoT build with no compensation which is really sad considering the state of stamDK's.
Doesn’t it buff Standard of Might now?
WrathOfInnos wrote: »I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
Agree, there was no reason for that 2 % nerf and this will hurt the DPS for stamDK's aswell who uses the deadly strike and maelstroem DW combination. With this combination the DW ultimate "Rend" actually becomes viable and the best option in a lot of PVE content. Therefore, the 2% nerf is going to hurt all aspects of this DoT build with no compensation which is really sad considering the state of stamDK's.
Doesn’t it buff Standard of Might now?
universal_wrath wrote: »WrathOfInnos wrote: »I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
Agree, there was no reason for that 2 % nerf and this will hurt the DPS for stamDK's aswell who uses the deadly strike and maelstroem DW combination. With this combination the DW ultimate "Rend" actually becomes viable and the best option in a lot of PVE content. Therefore, the 2% nerf is going to hurt all aspects of this DoT build with no compensation which is really sad considering the state of stamDK's.
Doesn’t it buff Standard of Might now?
Flames of oblivion and soul trap too
universal_wrath wrote: »WrathOfInnos wrote: »I dislike the nerf to Deadly Strikes. I do not understand why it was done either. If it was because of Stamplar in PvP, then all the other changes to damage mitigation should already be plenty, but it hurts stamplar in PvE as well.
If it was done because of PvE, then this will negatively impact PvP for no reason.
Agree, there was no reason for that 2 % nerf and this will hurt the DPS for stamDK's aswell who uses the deadly strike and maelstroem DW combination. With this combination the DW ultimate "Rend" actually becomes viable and the best option in a lot of PVE content. Therefore, the 2% nerf is going to hurt all aspects of this DoT build with no compensation which is really sad considering the state of stamDK's.
Doesn’t it buff Standard of Might now?
Flames of oblivion and soul trap too