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PTS Update 32 - Feedback Thread for Combat & Classes

  • therrieur
    therrieur
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    Disparity in crit damage in optimized groups

    I personally feel that a critical damage cap is a healthy choice for the game, however an issue arises when it comes to khajiit NTW (nb/templar/warden), this combination of classes and race gives them 22% critical damage that non-khajiit DSN (DKs/Sorcs/Necros) don't have access to. Therefore optimized groups will still run EC/Brittle/Major Force, the DSN will still have to "dump" a minimal amount of crit damage but the khajiit NTW will have to get rid of an enormous amount of critical damage and go for "inferior" options.

    For class identity and race identity purposes, I understand that simply changing all of these passives and bringing all races and classes to the exact same critical damage would be "boring", as such I suggest the following options (do note that these options are not meant to all be implemented as I do believe only reducing a partial amount of critical damage would be ideal):
    -Change Khajiit passive to a small amount of critical rating; this would make it a lot easier for people who are attached to their Khajiit NTW to manage the excess amount of critical damage while still maintaining class identity
    -Change warden glacial presence passive to: Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increase your spell and weapon damage by 2% for 4 seconds whenever you apply the chilled status effect, this effect can stack up to 3 times. (This would also encourage magicka dps players to run ice staves as the chilled now has to come from you in order to access this passive)
    -Change to nightblade hemorrhage passive to not count towards the 125% cap, even if you need to nerf the critical damage to 8% to do so (Nightblades especially are associated with critical rating and damage and as such, I feel like letting them have the unique ability to go above the cap shouldn't be much of an issue, especially with the well thought changes to grim focus and its morphs
    -Change the templar piercing spear to a separate damage bonus altogether (while the warden glacial presence and the nightblade hemorrhage passives are both thematically fitting, I feel like the piercing spear passive could be reworked entirely without templar losing any bit of class identity.
  • PrinceShroob
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    Let's look at some math using the Iron Atronach trial dummy's innate buffs and debuffs (Major Force and Minor Brittle). While parsing on the dummy isn't "real" content, it is no less "real" to a lot of people who like to practice and improve, and it's widely used to standardize and compare damage numbers.

    Trial dummy has minimum 80% Critical Damage (50% base, Minor Brittle, and Major Force). For stamina, Khajiit in all medium adds 26%. Class passives add 10% -- 116%. Fighting Finesse takes you over, to 126%. With no class passives, Minor Force adds 10%, resulting in 126% regardless.

    For magicka, 80% plus 10% from class passives plus 12% from racials -- 102%. Fighting Finesse or Minor Force gives 10% -- 112%. Kilt can add 12% (from one Medium Armor plus 10%) -- 124% (or 122% with Minor Force/Fighting Finesse and no Kilt; with no class passive Backstabber would take you over, since it's 15%).

    There's no way to hit but not exceed cap with Khajiit, as far as I can tell. Par the course, since the developers apparently love to make sweeping changes but not actually make corrections for any fallout until the following patch.
    Edited by PrinceShroob on September 22, 2021 5:14AM
  • Tannus15
    Tannus15
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    Let's look at some math using the Iron Atronach trial dummy's innate buffs and debuffs (Major Force and Minor Brittle). While parsing on the dummy isn't "real" content, it is no less "real" to a lot of people who like to practice and improve, and it's widely used to standardize and compare damage numbers.

    Trial dummy has minimum 80% Critical Damage (50% base, Minor Brittle, and Major Force). For stamina, Khajiit in all medium adds 26%. Class passives add 10% -- 116%. Fighting Finesse takes you over, to 126%. With no class passives, Minor Force adds 10%, resulting in 126% regardless.

    For magicka, 80% plus 10% from class passives plus 12% from racials -- 102%. Fighting Finesse or Minor Force gives 10% -- 112%. Kilt can add 12% (from one Medium Armor plus 10%) -- 124% (or 122% with Minor Force/Fighting Finesse and no Kilt; with no class passive Backstabber would take you over, since it's 15%).

    There's no way to hit but not exceed cap with Khajiit, as far as I can tell. Par the course, since the developers apparently love to make sweeping changes but not actually make corrections for any fallout until the following patch.

    i don't want to be that guy but .... not slot FF or not use minor force? isn't that the answer you're looking for?
    I mean, slot a different damage CP or don't use trap are pretty easy options.
  • ExistingRug61
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    Tannus15 wrote: »
    Let's look at some math using the Iron Atronach trial dummy's innate buffs and debuffs (Major Force and Minor Brittle). While parsing on the dummy isn't "real" content, it is no less "real" to a lot of people who like to practice and improve, and it's widely used to standardize and compare damage numbers.

    Trial dummy has minimum 80% Critical Damage (50% base, Minor Brittle, and Major Force). For stamina, Khajiit in all medium adds 26%. Class passives add 10% -- 116%. Fighting Finesse takes you over, to 126%. With no class passives, Minor Force adds 10%, resulting in 126% regardless.

    For magicka, 80% plus 10% from class passives plus 12% from racials -- 102%. Fighting Finesse or Minor Force gives 10% -- 112%. Kilt can add 12% (from one Medium Armor plus 10%) -- 124% (or 122% with Minor Force/Fighting Finesse and no Kilt; with no class passive Backstabber would take you over, since it's 15%).

    There's no way to hit but not exceed cap with Khajiit, as far as I can tell. Par the course, since the developers apparently love to make sweeping changes but not actually make corrections for any fallout until the following patch.

    i don't want to be that guy but .... not slot FF or not use minor force? isn't that the answer you're looking for?
    I mean, slot a different damage CP or don't use trap are pretty easy options.

    I think his point is that it is very difficult to get exactly 125% with Khajiit (or stamina in general for that matter).

    Either you hit something like 122% or 124%, and thus don't fully max out your crit damage, or you slightly exceed and hit something like 126%, in which case you have a partially wasted bonus somewhere.
    Either way is not mathematically optimal, and stems from the fact that basically all crit damage bonuses give an even number percentage bonus (except for backstabber and shadow, depending on number of divine pieces) but the cap is an odd number.

    The only ways to get to exactly 125% for a Khajiit or stamina build is to do something involving a non-standard number of medium pieces (which may not be possible depending on the sets you want to run), or doing something weird with shadow (potentially with less than 7 divines pieces) and/or axes to try to get back to a multiple of 10%, then add backstabber to get to something that ends in 5%. But this will likely put you over the cap unless you start also dropping one of the more easily available crit damage sources (like minor force or fighting finesse, or potentially major force). Also, all of these changes to try to get to the exact right crit damage percentage often involve messing with sources that could be crit chance, which is likely to be a better choice.

    So the end result is the 125% bonus value is quite hard to achieve exactly. Which I guess is part of build-craft and understanding the compromises and optimisation, but it does seem a bit obtuse in this case.
  • Jamdarius
    Jamdarius
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    Haven't seen official thread for SETS, so assuming it is combat oriented set I will write few words here about Elemental Succession change, set dropping only in MA and vMA (pls keep it in mind it drops only there along with many other random sets).

    Currently:

    Set bonus
    (2 items) Adds 1096 Maximum Magicka
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 1096 Maximum Magicka
    (5 items) Whenever you deal Flame, Shock, or Frost Damage, you gain 492 Spell Damage for that element for 4 seconds. Each effect can occur every 4 seconds, and multiple effects can be active at once.

    The change in U32 PTS

    Elemental Succession: This set now grants its bonuses randomly per element when you deal any source of Flame, Frost, or Shock Damage, rather than firing each bonus independently per element.
    This change was done to ensure its power is not outright better than the flat bonus versions of these sets, such as Silks of the Sun, as well as to significantly reduce the amount of logic checks being done per second on the backend.


    Congrats, useful set has been remade to be completely useless piece of garbage. Could you give us any valid reason why this change had to be made at all? It was useful set for Frost Wardens, it was useful set for those who did not want to use BSW on MagDK because of it's cool down. It was never really about being better than Silks of the Sun or Ysgramor's Birthright.
    This change is not needed and the bonus randomness makes only 1 skill (and it's morphs) able to profit from it all the time.

    Overland Sets being less powerful being the reason is like saying easy to obtain sets must be more powerful than those given as reward for doing harder content, it makes no sense.
  • jan.denaanb16_ESO
    jan.denaanb16_ESO
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    More DK changes pls!
    More passives need to be changed... Especially Draconic skill line.


    Rethink the Mistform change... How lazy is that fix. I would fire the person who came up with that as a fix for 1 boss fight where it is not used as intended... 1 BOSS FIGHT and completely nerf it to the ground for PVE. rip vamp.


    Consider bumping crit dmg cap to 150%
  • tomofhyrule
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    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.
  • tomofhyrule
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    Another thing I'd love to see — a weapon-neutral ranged interrupt.

    The PvE encounter team has been making more and more mechanically-intensive fights, which is fun. But it does feel that, despite the constant "play as you want" rhetoric we're getting with the hybridization of everything, the group content is leading more and more into "you must play magicka or else."

    I don't like being forced into a certain build just to do content. I do think that certain builds should have a harder time with things if it's not appropriate to the content (e.g. a NB healer with two 2H battleaxes probably shouldn't be as effective as a templar with a resto staff, but they can still do some healing and buffing), but it shouldn't be impossible.

    The Fighters Guild 'Silver Leash' skill was added so characters of any class/weapon could have a pull similar to DK chains. However interrupts are still completely bound to classes or weapons - two classes have melee AoE interrupts, and three weapons have ranged interrupt abilities (Bow, Destro staff, Dual Wield). This means that in situations where a lot of interrupts or interrupts at range are needed, characters are being forced into specific builds.

    The new Deadlands Demolisher set allows any class/weapon to have a melee AoE interrupt, but there's still nothing that gives a ranged interrupt to e.g. a character who uses a sword and board. Can the team consider adding a weapon-neutral ranged interrupt so characters can be able to handle things like the vMA trolls, Taskmaster Viccia, flameshaper adds, etc... without resorting to a specific build?

    My suggestion: Can the 'Inner Rage' morph of Inner Fire get an interrupt as well? Currently its only effect is to make the Radiate synergy be available 100% of the time. If that morph also included an interrupt, that would help a lot of the problems, especially since many groups expect tanks to be the ones doing the interrupting (thus forcing many tanks to have to use staff builds). If the synergy is overpowered in that case, it could be taken back to a 50% proc chance, or even weakened and made a 100% proc chance for all morphs.
  • ESO_Nightingale
    ESO_Nightingale
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    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.

    Warden doesn't even use crystallized slab anyway in most content. It's useful for vMA and is incredibly niche in PvP. Yes. It's a projectile damage shield. But like dk wings it also has another utility morph that is just better. The biggest problem with fire scale and crys slab is that in pvp, the damage is only useful when you're able to use it as pressure otherwise it's just some random projectile that doesn't do a whole lot to it's target. The utility morphs do not care about that at all. They're just defensive and have other effects you don't have to think twice about.
    Edited by ESO_Nightingale on September 22, 2021 2:46PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ESO_Nightingale
    ESO_Nightingale
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    Jamdarius wrote: »
    Haven't seen official thread for SETS, so assuming it is combat oriented set I will write few words here about Elemental Succession change, set dropping only in MA and vMA (pls keep it in mind it drops only there along with many other random sets).

    Currently:

    Set bonus
    (2 items) Adds 1096 Maximum Magicka
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 1096 Maximum Magicka
    (5 items) Whenever you deal Flame, Shock, or Frost Damage, you gain 492 Spell Damage for that element for 4 seconds. Each effect can occur every 4 seconds, and multiple effects can be active at once.

    The change in U32 PTS

    Elemental Succession: This set now grants its bonuses randomly per element when you deal any source of Flame, Frost, or Shock Damage, rather than firing each bonus independently per element.
    This change was done to ensure its power is not outright better than the flat bonus versions of these sets, such as Silks of the Sun, as well as to significantly reduce the amount of logic checks being done per second on the backend.


    Congrats, useful set has been remade to be completely useless piece of garbage. Could you give us any valid reason why this change had to be made at all? It was useful set for Frost Wardens, it was useful set for those who did not want to use BSW on MagDK because of it's cool down. It was never really about being better than Silks of the Sun or Ysgramor's Birthright.
    This change is not needed and the bonus randomness makes only 1 skill (and it's morphs) able to profit from it all the time.

    Overland Sets being less powerful being the reason is like saying easy to obtain sets must be more powerful than those given as reward for doing harder content, it makes no sense.

    Theres still the major lack of frost damage skills to even utilise with ysgramor's birthright and frostbite. While frostbite is more powerful and buffs everything at least a little, ysgram has very little going for it at all. We need more frost damage skills that are actually decent. Frost damage deep fissure would actually give us a reason to use Deep Fissure in pve after the hybrid buffs. Now sub assault is much better even with little investment. Major Breach is a really common debuff and the off stat cost and recast gives both incredible sustain and an extra GCD every 6 seconds, after the hybrid changes it's hands down far better, and even the status effect is better. Poisoned is much more valuable than overcharged when it comes to dps.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ESO_Nightingale
    ESO_Nightingale
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    therrieur wrote: »
    Disparity in crit damage in optimized groups

    I personally feel that a critical damage cap is a healthy choice for the game, however an issue arises when it comes to khajiit NTW (nb/templar/warden), this combination of classes and race gives them 22% critical damage that non-khajiit DSN (DKs/Sorcs/Necros) don't have access to. Therefore optimized groups will still run EC/Brittle/Major Force, the DSN will still have to "dump" a minimal amount of crit damage but the khajiit NTW will have to get rid of an enormous amount of critical damage and go for "inferior" options.

    For class identity and race identity purposes, I understand that simply changing all of these passives and bringing all races and classes to the exact same critical damage would be "boring", as such I suggest the following options (do note that these options are not meant to all be implemented as I do believe only reducing a partial amount of critical damage would be ideal):
    -Change Khajiit passive to a small amount of critical rating; this would make it a lot easier for people who are attached to their Khajiit NTW to manage the excess amount of critical damage while still maintaining class identity
    -Change warden glacial presence passive to: Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increase your spell and weapon damage by 2% for 4 seconds whenever you apply the chilled status effect, this effect can stack up to 3 times. (This would also encourage magicka dps players to run ice staves as the chilled now has to come from you in order to access this passive)
    -Change to nightblade hemorrhage passive to not count towards the 125% cap, even if you need to nerf the critical damage to 8% to do so (Nightblades especially are associated with critical rating and damage and as such, I feel like letting them have the unique ability to go above the cap shouldn't be much of an issue, especially with the well thought changes to grim focus and its morphs
    -Change the templar piercing spear to a separate damage bonus altogether (while the warden glacial presence and the nightblade hemorrhage passives are both thematically fitting, I feel like the piercing spear passive could be reworked entirely without templar losing any bit of class identity.

    2% spell dmg is hilariously tiny for a proc condition like the chilled status effect
    Edited by ESO_Nightingale on September 22, 2021 2:56PM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • prof_doom
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    I think the proc changes are fine... for PVP.
    How about we not change PVE, though.

    I understand getting one-shot in the pvp stinks, but that has nothing to do with the rest of the game.
  • IronWooshu
    IronWooshu
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    People who PVP with Khajiit's will still want crit damage passive, as do Nightblades with Hemorrhage. In PVP not every class has access to all the buffs in PVE to take crit damage over 125%, not to mention we actually need to hit 150% in PVP because every player automatically get -25% to crit damage taken.

    If you remove these or lower these costs just because end game raiders want to min/max right to 125%, you are only hurting PVP.
  • Xebov
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    therrieur wrote: »
    Disparity in crit damage in optimized groups

    [...] Therefore optimized groups will still run EC/Brittle/Major Force, the DSN will still have to "dump" a minimal amount of crit damage but the khajiit NTW will have to get rid of an enormous amount of critical damage and go for "inferior" options.

    [...]I suggest the following options[...]

    I shortened the quote a bit.

    I have a big issue with your approach. All of the argumentation surrounding this topic takes highly optimized players in highly optimized trial groups and tries to construct a problem around this group while this group already is the top end of whats possible and only represents a fraction of the games population. There is no case made and if this is even a problem for less optimized or average players. The same is for the Kajiit "issue". Its a problem that will only appear for highly optimized players in highly optimized group. Thats a group of players that often choses the race based on whats most effective, not what they like best. This looks for me like a requerst to make changes to tailor this to the top tier players.

  • tomofhyrule
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    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.

    Warden doesn't even use crystallized slab anyway in most content. It's useful for vMA and is incredibly niche in PvP. Yes. It's a projectile damage shield. But like dk wings it also has another utility morph that is just better. The biggest problem with fire scale and crys slab is that in pvp, the damage is only useful when you're able to use it as pressure otherwise it's just some random projectile that doesn't do a whole lot to it's target. The utility morphs do not care about that at all. They're just defensive and have other effects you don't have to think twice about.

    This is true. The damage reflected is a pittance, particularly for tanks who aren't expected to output damage in the first place.

    But even for the utility morphs, Warden still outclasses DK. Wardens get 6s of Major Heroism when they absorb a projectile, whereas DKs get snare immunity for 2s. Having an increased warhorn/barrier uptime is great in PvE groups, while there aren't many times snare immunity will come in handy in PvE, particularly for such a short time. I guess you could try to tie it in with some of the CP stars, but that requires sacrifices in those areas.

    In short, it just feels like Protective Scale and its morphs are inferior in almost every way to Crystallized Shield and its morphs, and that's what makes it feel a bit unbalanced. I'm sure there are some niche areas where the DK version is more useful, but just on paper it seems like Wardens have it better.
  • jaws343
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    The cost change to Ash Cloud is an interesting idea. And it really does help to address the cost associated with having to reposition a ground based aoe repeatedly.

    Would be cool to see that same cost change apply to all class based ground aoes.
  • Alexium
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    Don't touch Mist Form! You will make this skill useless.
    Edited by Alexium on September 22, 2021 5:57PM
  • IronWooshu
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    Alexium wrote: »
    Don't touch Mist Form! You will make this skill useless.

    It still has its use in PVP...
  • Jamdarius
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    ...

    Theres still the major lack of frost damage skills to even utilise with ysgramor's birthright and frostbite. While frostbite is more powerful and buffs everything at least a little, ysgram has very little going for it at all. We need more frost damage skills that are actually decent. Frost damage deep fissure would actually give us a reason to use Deep Fissure in pve after the hybrid buffs. Now sub assault is much better even with little investment. Major Breach is a really common debuff and the off stat cost and recast gives both incredible sustain and an extra GCD every 6 seconds, after the hybrid changes it's hands down far better, and even the status effect is better. Poisoned is much more valuable than overcharged when it comes to dps.

    Personally I would also see changes to Bear Morphs, Without Morphing Mag Damage, 1 Morph Stamina and 1 Morph Ice Bear, this way players could spec MagDens into either purely Magic Damage or Purely Ice Damage, I would do the same for shalks, either stays mag damage on basic skill or after morphing it becomes poison stam or frost skill. Also our frost themed skill line should have more damage morphs but I guess that's for the future talk and not on this patch where DK is the main point of concern.

  • Nser
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    Change aratic blast make it scale of max magicka.. Magicka warden need heals..
  • Vevvev
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    IronWooshu wrote: »
    Alexium wrote: »
    Don't touch Mist Form! You will make this skill useless.

    It still has its use in PVP...

    Nerfed in PvP to but to a lesser extent. Cyrodiil and Imperial City have lots of NPCs and Mistform won't mitigate their attacks. A minor issue compared to the juggernaut trying to kill you, but enough NPCs to deal reasonable damage while running could prove troublesome, especially in the Imperial City when you get ganked during a boss fight. Some of those bosses hit hard!
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • PrinceShroob
    PrinceShroob
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    I think his point is that it is very difficult to get exactly 125% with Khajiit (or stamina in general for that matter).

    That is exactly my point. Other races get "room to grow" through Brittle and Elemental Catalyst, but because Feline Ambush is 12%, you lose out, either being forced to go under the cap or go above it, essentially wasting your racial passive (that doesn't even have the decency to be free, since it costs skill points -- and before some smartass suggests simply removing points from your racial passives, it's 4%/8%/12%, never an even multiple of 5 to hit the cap).

    Also, what in the world is this talk in the patch notes about "[making sure that Critical Chance] doesn't continue experiencing power creep as we add more options to build for it in the future"? "Build for it" suggests increasing one's Critical Damage, but the cap is already so low relative to sources of Critical Damage, and your base Critical Damage so high, that you can already hit and exceed the cap easily. If it's about adding a way to hit the cap solo, without any group support, you can already do that (50% base plus 15% Backstabber plus 10% Fighting Finesse plus 10% Minor Force -- with no target, even, thanks to Medusa or Channeled Acceleration -- plus 14% from seven Medium Armor plus 12% from Feline Ambush plus 17% from the Shadow makes 128%; assuming you were making some sort of ganking build, you'd have 10% from Nightblade -- to use Shadowy Disguise to force a Critical Hit -- and be any race, and still have 126%; you could run this as magicka with seven light armor as Khajiit and still get 124% -- hell, you'd have higher pen, too).
    Edited by PrinceShroob on September 22, 2021 10:29PM
  • ESO_Nightingale
    ESO_Nightingale
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    Nser wrote: »
    Change aratic blast make it scale of max magicka.. Magicka warden need heals..

    No. We have green balance for magicka based heals. They're in need of help. Arctic blast should be turned into a proper damage/stun skill while polar remains as is. We DO NOT need 6 magicka based heals on the class with only 4 viable damage skills.
    Edited by ESO_Nightingale on September 23, 2021 1:55AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ESO_Nightingale
    ESO_Nightingale
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    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.

    Warden doesn't even use crystallized slab anyway in most content. It's useful for vMA and is incredibly niche in PvP. Yes. It's a projectile damage shield. But like dk wings it also has another utility morph that is just better. The biggest problem with fire scale and crys slab is that in pvp, the damage is only useful when you're able to use it as pressure otherwise it's just some random projectile that doesn't do a whole lot to it's target. The utility morphs do not care about that at all. They're just defensive and have other effects you don't have to think twice about.

    This is true. The damage reflected is a pittance, particularly for tanks who aren't expected to output damage in the first place.

    But even for the utility morphs, Warden still outclasses DK. Wardens get 6s of Major Heroism when they absorb a projectile, whereas DKs get snare immunity for 2s. Having an increased warhorn/barrier uptime is great in PvE groups, while there aren't many times snare immunity will come in handy in PvE, particularly for such a short time. I guess you could try to tie it in with some of the CP stars, but that requires sacrifices in those areas.

    In short, it just feels like Protective Scale and its morphs are inferior in almost every way to Crystallized Shield and its morphs, and that's what makes it feel a bit unbalanced. I'm sure there are some niche areas where the DK version is more useful, but just on paper it seems like Wardens have it better.

    My response was not about that. It was about how crys slab and fire scale are just kinda too niche for their own good. Tbh they should both be reworked.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • oterWitz
    oterWitz
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    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.

    Warden doesn't even use crystallized slab anyway in most content. It's useful for vMA and is incredibly niche in PvP. Yes. It's a projectile damage shield. But like dk wings it also has another utility morph that is just better. The biggest problem with fire scale and crys slab is that in pvp, the damage is only useful when you're able to use it as pressure otherwise it's just some random projectile that doesn't do a whole lot to it's target. The utility morphs do not care about that at all. They're just defensive and have other effects you don't have to think twice about.

    This is true. The damage reflected is a pittance, particularly for tanks who aren't expected to output damage in the first place.

    But even for the utility morphs, Warden still outclasses DK. Wardens get 6s of Major Heroism when they absorb a projectile, whereas DKs get snare immunity for 2s. Having an increased warhorn/barrier uptime is great in PvE groups, while there aren't many times snare immunity will come in handy in PvE, particularly for such a short time. I guess you could try to tie it in with some of the CP stars, but that requires sacrifices in those areas.

    In short, it just feels like Protective Scale and its morphs are inferior in almost every way to Crystallized Shield and its morphs, and that's what makes it feel a bit unbalanced. I'm sure there are some niche areas where the DK version is more useful, but just on paper it seems like Wardens have it better.

    My response was not about that. It was about how crys slab and fire scale are just kinda too niche for their own good. Tbh they should both be reworked.

    Crystal slabs is one of my favorite skills in the game. It is godmode for solo play. I don't think it should be reworked but I do think the dk equivalent should be changed so the two work much more similarly.
    PC NA
  • zoobmer
    zoobmer
    Since Elemental Succession is being nerfed, sets such as Silks of the Sun, Netch's Touch, Swamp Raider, and Ysgramor's Birthright should provide extra damage to all damage of the particular type. Rather than simply buff ability damage, it should also buff damage from light and heavy attacks, enchantments and poisons, and proc sets of the associated damage type. The fact that the sets only effect abilities renders them useless.
  • Morvan
    Morvan
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    Please, there are several options to solve the Mist Form problem without that huge nerf, you'll destroy one of a few perks vampires have, its barely worth it with all those weaknesses, you are removing a benefit but you're not removing a weakness to balance! You could make Mist Form drop aggro or make its damage reduction scale with vampirism stages, easy solution! That would solve the problem regarding tanks abusing this skill on trials.
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work
  • ESO_Nightingale
    ESO_Nightingale
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    oterWitz wrote: »
    Thank you for some of these DK changes. Looking forward to see how they end up playing.

    I will say one of the things that I'd have liked to see is a buff to Protective Scale and its morphs. The 50% damage reduction seems so weak compared to similar skills from other classes (Crystallized Shield for Wardens), and makes it a lot harder to use. As an example, Z'Maja's Nocturnal's Favor in vCR is still decently dangerous to DKs, but Wardens can basically no-sell that attack.

    See the difference between the DK Dragon Fire Scale and Warden's Crystallized Slab, both costing the same amount of mag:
    DK: Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
    W: Spin a shield of ice around you, absorbing up to 24791 damage from 3 projectiles. Each time you absorb a projectile you restore 831 Magicka and launch an icy bolt back at the enemy, dealing 1799 Frost Damage. This effect can occur once every half second.

    The Warden's version can no-sell three projectiles from all but the toughest PvE mobs. It also restores mag for the Warden and reflects damage to the attacker. The DK version will still let 50% of the damage through regardless and then do the same amount of damage back with no other effects. Both last for 6 seconds — the Warden's can proc up to 3 times every half second, the DK's up to 12... but again that's not too useful in PvE boss encounters where the amount of reflected damage is pitiful and you're not getting 12 projectiles in 6 seconds. And that's not counting the fact that the Warden can recast it if its three uses are spent, giving it the potential of the same uptime but again no-selling the projectiles instead of letting half the damage through.

    It just seems like the Warden version is so much better than the DK version, and it would be nice to get a little love for DK PvE tanks as well.

    Warden doesn't even use crystallized slab anyway in most content. It's useful for vMA and is incredibly niche in PvP. Yes. It's a projectile damage shield. But like dk wings it also has another utility morph that is just better. The biggest problem with fire scale and crys slab is that in pvp, the damage is only useful when you're able to use it as pressure otherwise it's just some random projectile that doesn't do a whole lot to it's target. The utility morphs do not care about that at all. They're just defensive and have other effects you don't have to think twice about.

    This is true. The damage reflected is a pittance, particularly for tanks who aren't expected to output damage in the first place.

    But even for the utility morphs, Warden still outclasses DK. Wardens get 6s of Major Heroism when they absorb a projectile, whereas DKs get snare immunity for 2s. Having an increased warhorn/barrier uptime is great in PvE groups, while there aren't many times snare immunity will come in handy in PvE, particularly for such a short time. I guess you could try to tie it in with some of the CP stars, but that requires sacrifices in those areas.

    In short, it just feels like Protective Scale and its morphs are inferior in almost every way to Crystallized Shield and its morphs, and that's what makes it feel a bit unbalanced. I'm sure there are some niche areas where the DK version is more useful, but just on paper it seems like Wardens have it better.

    My response was not about that. It was about how crys slab and fire scale are just kinda too niche for their own good. Tbh they should both be reworked.

    Crystal slabs is one of my favorite skills in the game. It is godmode for solo play. I don't think it should be reworked but I do think the dk equivalent should be changed so the two work much more similarly.

    I think they should be different from eachother. I already don't like that they made fire scale less unique by just copy pasting crystal slab's effect on it instead of something else.
    Edited by ESO_Nightingale on September 23, 2021 1:54AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • master_vanargand
    master_vanargand
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    Need change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
    And Drain Power, Sap Essence, Power Extraction needs to be redesigned.

    [My idea]
    Change Drain Power's Major Brutality and Major Sorcery to Siphoning Strikes.
    Change Minor Cowardice of Power Extraction to Drain Power.
    Adds an effect to Power Extraction that "the more enemies hit, the more damage Power Extraction do".
    (It's like the Titanic Cleave of the Master Weapon set for two-handed skill)

    The summary is as follows.

    Drain Power
    AoE damage + Minor Cowardice

    Power Extraction (Stamina Morph)
    AoE damage + Minor Cowardice + "the more enemies hit, the more damage Power Extraction do"

    Sap Essence (Magicka Morph)
    AoE damage + Minor Cowardice + "Same heal effect as before"

    Siphoning Strikes
    Major Brutality and Major Sorcery + "Same effect as before"
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