cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
This!MovesLikeJaguar wrote: »... and rewards skilled players. ...
I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?ESO_Nightingale wrote: »...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
Zodiarkslayer wrote: »This!MovesLikeJaguar wrote: »... and rewards skilled players. ...I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?ESO_Nightingale wrote: »...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
In terms of active abilities:The passives really need a look at, too, don't they?
- 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
- Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
- Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
- Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
- Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
- Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
So, it would be really good to take a fresh look on all of those. What do you think?
- Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
- Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
- 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
- Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
- 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
- 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
ESO_Nightingale wrote: »Zodiarkslayer wrote: »This!MovesLikeJaguar wrote: »... and rewards skilled players. ...I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?ESO_Nightingale wrote: »...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
In terms of active abilities:The passives really need a look at, too, don't they?
- 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
- Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
- Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
- Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
- Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
- Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
So, it would be really good to take a fresh look on all of those. What do you think?
- Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
- Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
- 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
- Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
- 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
- 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
I can tell you that destro has several issues
Elemental Ring is just worse than Pulsar. not to mention the frost based effect is utter garbage, could be replaced with more damage to enemies who are cced (stunned, snared, taunted, immobilised etc). would fit with the theme of cc/tanking ice is known for while being a way better effect than minor mangle.
Unstable wall of frost has the same support based effect as blockade even though it's the dps morph when every variant of unstable could all gain unstable wall of flame's effect, but dependant on respective status effects, that'd allow more options when using a destro backbar for more classes.
Icy Rage's immobilisation is redundant and downright not helpful in pve as it stops enemies on the edge of it when your tank tries to group them up while the other 2 have increased damage through a raw buff or duration.
shock clench is nearly entirely the same thing as shock ring, and could be balanced to become a shock damage spammable instead, that's still pretty similar but it would have a bit more of a niche than currently.
shock staves don't have an increase to light attacks which is crucial and one of the 2 main reasons why they're so behind flame staves, the other being encratis/engulfing
there's no source of major sorcery/brutality on the skill line and could be placed on weakness to elements
Zodiarkslayer wrote: »ESO_Nightingale wrote: »Zodiarkslayer wrote: »This!MovesLikeJaguar wrote: »... and rewards skilled players. ...I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?ESO_Nightingale wrote: »...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
In terms of active abilities:The passives really need a look at, too, don't they?
- 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
- Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
- Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
- Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
- Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
- Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
So, it would be really good to take a fresh look on all of those. What do you think?
- Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
- Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
- 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
- Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
- 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
- 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
I can tell you that destro has several issues
Elemental Ring is just worse than Pulsar. not to mention the frost based effect is utter garbage, could be replaced with more damage to enemies who are cced (stunned, snared, taunted, immobilised etc). would fit with the theme of cc/tanking ice is known for while being a way better effect than minor mangle.
Unstable wall of frost has the same support based effect as blockade even though it's the dps morph when every variant of unstable could all gain unstable wall of flame's effect, but dependant on respective status effects, that'd allow more options when using a destro backbar for more classes.
Icy Rage's immobilisation is redundant and downright not helpful in pve as it stops enemies on the edge of it when your tank tries to group them up while the other 2 have increased damage through a raw buff or duration.
shock clench is nearly entirely the same thing as shock ring, and could be balanced to become a shock damage spammable instead, that's still pretty similar but it would have a bit more of a niche than currently.
shock staves don't have an increase to light attacks which is crucial and one of the 2 main reasons why they're so behind flame staves, the other being encratis/engulfing
there's no source of major sorcery/brutality on the skill line and could be placed on weakness to elements
Sure, you are right. I just didn't want to put in all of the info. I mean you could easily make eleven threads for each destruction staff ability and passive. The conclusion to all these threads would always be the same:
There is little to no reason to not run Inferno Staffs.
And I also want to reinforce your statement: All Weapon Skill lines need a fresh look at.
CaptainVenom wrote: »I'd remove Siphon from Restoration Staff line and add a new ability:
Close Wounds: area buff around the caster for group purposes. When a group member takes damage, up to three other group members are healed for X% based on damage received.
For example: tank takes 10000 damage during a dungeon fight. Damage, Damage and Healer will heal for 3000 Health.
MovesLikeJaguar wrote: »[...]and rewards skilled players.
aurelius_fx wrote: »
it rewards carpal tunnel and ppl using macros. it's not difficult to mash m1, even less difficult with addons to avoid unnecessarily queuing global cooldowns on pc. it undoubtedly looks really gross animation-wise. the game simply wasn't initially designed for player models to be having glitchy seizures and it shows.
colossalvoids wrote: »Yeah it's have nothing to do with a "bug" description and have it's place in eso for sure. Was stated a million times already by devs, it's here to stay. If you don't want to use it - just don't.
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.
cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
MovesLikeJaguar wrote: »Another person hoping for Light Attack Weaving to be removed from the game. Sorry not sorry to say, but that ship sailed 7 years ago. It's a mechanic now, not a bug, and it's going to stay in the game. And great! It's one of the few mechanics in the game that makes ESO stand out from other similar MMOs, and rewards skilled players. Without it, you're just doing a rotation. Also, there are skills that rely on it like Crystal Weapons and Elemental Weapons.
cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
TheGreatBlackBear wrote: »cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
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