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PTS Update 31 - Feedback Thread for Combat & Classes

  • Joy_Division
    Joy_Division
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    jrgray93 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
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • yoo_mr_white
    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.

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

    I don't like the idea that I have to wear light armour at all though. I will lose mobility on a Stam toon which is just obnoxious. It's already hard enough to play Stam in end game PvE now I have to wear light armour to get some damage back?

    I say this as a spirit slayer with all the vet dungeon skins/personalities on my stam dk. So I am fairly competent with my class and this games mechanics.
  • virtus753
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    Since the patch notes did not attempt to specify at all, as far as I can tell, would someone be able to say what exactly were the “positive effects” that failed to apply to the explosion from Backlash before this update and which will apply now?
  • Sluggy
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    Not a big fan of the changes to the various traps. Trap Beast, Fire Runes, etc. The reduction in time they can remain idle is too low to actually make them function as traps! Instead they are now just relegated to generic, awkward-feeling, in-combat-only buffs.

    This is exactly the kind of thing that spreadsheet balancing does when you use it as the primary means for determining how skills should ultimately function rather than as a simple base line for where to start before branching out. Unnecessary, uninspired, generic, boring and undesired are all words I would use to describe these kinds of changes.
  • FrancisCrawford
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    The templar changes will do little to encourage me to play DPS magplar in PvE. I use the healing morph of Jesus Beam, and the cap on Purifying Light is too low to impress.

    Since it also has a heal, I might slot Purifying Light again if I did play DPS magplar at all. Maybe I would. But the skill isn't nearly good enough to make up for the mediocrity that magplars have become.

    That's because the cap is too low at spell power under 4000, which is where I'm likely to be.
  • shrekt4303
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    Power of the light should be closer to 33%.

    Inner beast damage increase should only work against taunted enemies, making it useless in pvp.

    Revealing flare should give 10s of major protection on skill use.

    Battle spirit should be closer to 50%.

    With magicka classes becoming more viable I think tankier builds will be countered effectively.

    Vamp passive needs to only take effect starting at below 30% hp. Imperial getting to trade 6% reduced cost for strong damage mitigation.

    There you go. I fixed it.

  • vesselwiththepestle
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    The changes to Brawler and Cleave make me wonder:

    Stamina Dragonknight is lacking a bit of sustained dps in PVE and of being able to actually pressure in PVP. Might you consider to buff Noxious Breath by increasing the angle of the cone like you did for Brawler? And maybe increase the damage over time? Noxious Breath starts to feel lackluster and the difficulties to hit someone with Noxious Breath have been discussed a long time. If increasing the angle of the cone is an option, this should be done.

    Similar with Venomous Claw. It is the strongest dot of a Stamina Dragonknight. I noticed the mechanic of Plaguebreak and maybe you might consider adding a similar effect to Venomous Claw.

    As it is Stamina Dragonknight seems to have difficulties to wearing enemies down. This will be only harder in the upcoming pvp meta with increased damage mitigation.
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • Tommy_The_Gun
    Tommy_The_Gun
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    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.
    Edited by Tommy_The_Gun on July 16, 2021 8:58AM
  • DrSlaughtr
    DrSlaughtr
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    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.

    You're not the only one. A vast majority of posts on this forum are angry about the combination of battle spirit and stacking major protection with it, plus all he other news CP mitigation slotables that are aimed at nerfing NBs into the ground but will ALSO bring us into Revenge of the Tank Meta.
    I drink and I stream things.
  • cro25519
    cro25519
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    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 :smile:

    Thank you for reading all this text, and I hope you have a great day.



  • jrgray93
    jrgray93
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    You reduced Radiant Oppression damage by about 15% and falsely claimed it retained its power. You say this reduced micro management, but nobody worth their salt had sustain issues while beaming. In execute range, templars have their best sustain.

    You buffed Backlash, distributing more DPS into this spell, making magplar DPS require more micro management, as it has a 6 second duration.

    Magplar DD is now harder to keep consistent, and is, at best, breaking even on damage output.

    Could you just increase the base damage of oppression by 15% and retain 480% scaling? This would make your initial statement true and get the change you desired. It will require less micromanagement and retain around 96% of its power on live. It would help people with poor sustain without crippling us who can sustain.
    Edited by jrgray93 on July 17, 2021 3:08PM
    EP: Slania Isara : Harambe Was an Inside Job
  • jrgray93
    jrgray93
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    jrgray93 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

    It's a problem in pvp, where the gap between stam and mag is huge. I would be fine with stam getting more value on this. I'd also not care about this specific spell as much if radiant wasn't getting a nerf, as this is what sets magplar apart.

    The real problem is a global shift in scaling. There is no reason stuff shouldn't scale on both resources and damage stats. Resource stats count for less because they boost your pool. That always made sense. Limiting scaling to pure damage stats is asinine and shows a lack of understanding of the foundations of the game.

    Two spell damage boosts on magplar does not change the fact that most of our sets favor magicka over spell damage, our weapon skills don't allow nearly the same numbers as DW, or our guild line boosts magicka instead of spell damage.

    Even dual wielding on mag, my stamplar has 2k more weapon damage than my mag has. Mag is below the 1:1 scaling for procs that was introduced last patch, using full gold gear that is at least close to BiS. If our skills go the same direction, we won't compete.

    Even if this particular change is a buff for allowing damage boosting buffs to increase the damage cap, this is bad design creeping its way into more spells.
    EP: Slania Isara : Harambe Was an Inside Job
  • cro25519
    cro25519
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    Doesn't magicka convert 10.5 mag into spell damage? It seems to be hitting plenty hard in pve, like it's game changing change that bumped us quite Hardin pve. The bt scales it really nice, but I guess in PvP it never takes place. It'd make sense if plars were strong PvP side, but idk PvP.

    Is it worse in PvP? I'm not sure how the game works on PvP side.
    Edited by cro25519 on July 17, 2021 9:57PM
  • cro25519
    cro25519
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    cro25519 wrote: »
    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 :smile:

    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.
    Edited by ZOS_Chiroptera on July 18, 2021 12:32PM
  • Bl4ckR3alm93
    Bl4ckR3alm93
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    cro25519 wrote: »
    cro25519 wrote: »
    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 :smile:

    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.

    Thank you for acknowledging Dragonknights underperforming alittle in PVE ( mainly MagDK ). I wasn't here during Greymoor so didnt know that all the classes were close together like that.

    I have to ask, why did ZoS change that?! Sounds like Greymoor PVE was the Golden Age
    Edited by Bl4ckR3alm93 on July 18, 2021 10:24AM
  • cro25519
    cro25519
    ✭✭✭
    @Bl4ckR3alm93 They were just very small changes. If you look at stonethorn PTS you'll see that the changes weren't too big, they fixed a couple bugs and added some new things, but holy *** the game went out of control when they did that. I don't thin they were expecting that either with how small the changes were.

    Like I read the stonethorn pts when it came out and I was like oh nerfs, but shouldn't do too much, and holy ***, nevermind. It completely broke everything.
  • Malmer
    Malmer
    ✭✭✭
    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)

  • cro25519
    cro25519
    ✭✭✭
    Malmer wrote: »
    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.
  • Bl4ckR3alm93
    Bl4ckR3alm93
    ✭✭✭
    cro25519 wrote: »
    Malmer wrote: »
    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.

    Very insightful indeed bro. Honestly now that I think about, that is probably why DK didnt see any changes this patch. They probably are taking time to rework Mag DKs/ Dragonknights in general. Also there needs to be an Execute for magic builds either in the Destruction Staff Tree or Mage Guild Tree for us to use as an option. That way Magic builds will always have access to an Execute like Stam builds do.
  • master_vanargand
    master_vanargand
    ✭✭✭✭✭
    PvP 1v1 battle to never end.
    PvP where no one dies is garbage.
  • Thraben
    Thraben
    ✭✭✭✭✭
    Obligatory reminder:

    Please replace the current Hots with a Minor and Major Regeneration buff. You don't even have to tweak the numbers, as the HoTs standards are already roughly 5% and 10% of the average player's maximum health.

    You can call that a ball group nerf if you will, but even though it is the main consequence, it is not the main point: Healing should be mainly burst, and not 90% Hots, in order to reward skilled gameplay. As long as BORROWED TIMES isn't reworked so that the healing absorbtion works without the CC effect, it's much too easy to just stack 10 Rapid Regen and Vigors to prevent any kind of counterplay.
    Edited by Thraben on July 21, 2021 8:49AM
    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.
  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    This Bosmer was tortured to death. There is nothing left to be done.
  • beer781993
    beer781993
    ✭✭✭✭
    Please take a look at pve sustain. It's really bad for stamina and magicka. You are forced to run ghastly eyebowl as magicka character because you run dry very fast. You are even nerfing rejuvenation. How should I fight in 4 man dungeons or arenas if I constantly have no magicka?

    You have to rely on your healer for ressources but what if you have no healer or a random guy with bad sets? No chance to do anything in longer boss fights. At the moment rejuvenation is giving me OK sustain. I tried to play without it but can't.

    Heavy attacking all day long is not fun for anyone!
  • Callosum
    Callosum
    ✭✭✭
    Ratzkifal 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.
  • WrathOfInnos
    WrathOfInnos
    ✭✭✭✭✭
    ✭✭✭✭✭
    Callosum wrote: »
    Ratzkifal 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?
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    That'd nerf it to worse than it was before they buffed it. (Started scaling at 50% HP) And they buffed it because they seriously increased the debuffs for getting there as stage 3 has 60% reduced HP regen, 8% increased non-vampire ability costs, and 13% increased flame damage taken over the old 25% reduced HP regen, and 20% increased flame damage taken.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Callosum
    Callosum
    ✭✭✭
    Callosum wrote: »
    Ratzkifal 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?

    It does and using that ultimate i think it's gonna be even. My point is that in a lot of content using this build Rend is a better ability to use and under these circumstances its just gonna be straight 2% nerf to all abilities in this build both the spammable, dots and ultimate and its shame because its a cool build and in my opinion the way to get around the "stone giant situation"
    But its a fair point and on a trail dummy using Standard of Might its probably going the even out.
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Callosum wrote: »
    Ratzkifal 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
  • Callosum
    Callosum
    ✭✭✭
    Callosum wrote: »
    Ratzkifal 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

    Soul trap has always been buffed. Its physical damage :smile: Are you sure about Flames of oblivion?
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    Callosum wrote: »
    Ratzkifal 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

    Since it's now boosting all DoTs and channels, there theoretically should be an overall boost to net damage this set provides, and the -2% nerf makes sense. Now, if the WD lines also provided SD and the W.Crit was changed to Crit Chance, it would be a really decent set and would add considerable power to Magicka-cost/damage dots when used by Stamina-focused characters.
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