YandereGirlfriend wrote: »I did also want to register agreement that the elimination of Harmony from PvP is a nerf to skilled gameplay and a significant buff for zerging/faction-stacking in Cyrodiil. This is compounded by several of the new sets and skill ability tweaks.
The devs should be looking into ways to add MORE damage into Cyrodiil - not to take it away.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
[snip]
for the right answers need the right questions
and for yall, stop using "play how you want" as an excuse for using bad stuff in the wrong place. It's "play" how u want and u can do just that. I did some trifectas with really not optimized groups.
It's not "excel at everything playing how you want".
u can't go with a knife to a gunfight and complain that it's not working properly. U need to understand that some things are better than others for different purposes. U can cut bread with a spoon, that's the play how u want, but don't complain that knife cuts it better, just because you intentionally don't put effort into what u r doing
ForumBully wrote: »YandereGirlfriend wrote: »I did also want to register agreement that the elimination of Harmony from PvP is a nerf to skilled gameplay and a significant buff for zerging/faction-stacking in Cyrodiil. This is compounded by several of the new sets and skill ability tweaks.
The devs should be looking into ways to add MORE damage into Cyrodiil - not to take it away.
I'd called it a nerf to Necro gameplay...skilled?
Darkstorne wrote: »Just in case this feedback is being collected, I'd like to chime in with a Warden pain point: I'm concerned that Warden's frost damage being so heavily tied to Frost Staff weapons is a problem for the game, as it conflicts with the build diversity and viability design direction, as set out in the recent combat deep dive letter.
Winter's Revenge (main class source of frost damage) states this on its tooltip: damage increases by 30% if cast with a destruction staff equipped.
Piercing Cold passive skill: Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
As someone who plays my Frost Warden with 1H+Shield for group content, and 2H for solo content, to create the kind of class fantasy we can see in some boss NPCs like Urfon Ice-Heart from the Orsinium DLC (art for him above), I have to pass up on so much extra damage I am pretty much objectively playing the class wrong. Giving class skills a 30% damage bonus when used with a specific weapon type, coupled with a passive that boosts that damage by another 10% when used that same weapon type... surely that's a terrible direction for this game to head in?
Imagine buffing Crystal Weapon damage by 30% when used with a 2H weapon, and a Sorc passive boosting all damage by a further 10% when using a battleaxe.
Imagine buffing Radiant Destruction damage by 30% when used with dual wield weapons, and a Templar passive boosting all damage by a further 10% when using maces.
Please, if frost staves need some love, buff frost staves. Don't buff them via a single class's passives, and tie a colossal 30% damage bonus to that same class's DPS skill when using a frost staff. That still makes frost staves useless for most classes, and makes all other weapon types feel vastly inferior for frost Wardens.
Darkstorne wrote: »Just in case this feedback is being collected, I'd like to chime in with a Warden pain point: I'm concerned that Warden's frost damage being so heavily tied to Frost Staff weapons is a problem for the game, as it conflicts with the build diversity and viability design direction, as set out in the recent combat deep dive letter.
Winter's Revenge (main class source of frost damage) states this on its tooltip: damage increases by 30% if cast with a destruction staff equipped.
Piercing Cold passive skill: Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
As someone who plays my Frost Warden with 1H+Shield for group content, and 2H for solo content, to create the kind of class fantasy we can see in some boss NPCs like Urfon Ice-Heart from the Orsinium DLC (art for him above), I have to pass up on so much extra damage I am pretty much objectively playing the class wrong. Giving class skills a 30% damage bonus when used with a specific weapon type, coupled with a passive that boosts that damage by another 10% when used that same weapon type... surely that's a terrible direction for this game to head in?
Imagine buffing Crystal Weapon damage by 30% when used with a 2H weapon, and a Sorc passive boosting all damage by a further 10% when using a battleaxe.
Imagine buffing Radiant Destruction damage by 30% when used with dual wield weapons, and a Templar passive boosting all damage by a further 10% when using maces.
Please, if frost staves need some love, buff frost staves. Don't buff them via a single class's passives, and tie a colossal 30% damage bonus to that same class's DPS skill when using a frost staff. That still makes frost staves useless for most classes, and makes all other weapon types feel vastly inferior for frost Wardens.
Darkstorne wrote: »Just in case this feedback is being collected, I'd like to chime in with a Warden pain point: I'm concerned that Warden's frost damage being so heavily tied to Frost Staff weapons is a problem for the game, as it conflicts with the build diversity and viability design direction, as set out in the recent combat deep dive letter.
Winter's Revenge (main class source of frost damage) states this on its tooltip: damage increases by 30% if cast with a destruction staff equipped.
Piercing Cold passive skill: Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
As someone who plays my Frost Warden with 1H+Shield for group content, and 2H for solo content, to create the kind of class fantasy we can see in some boss NPCs like Urfon Ice-Heart from the Orsinium DLC (art for him above), I have to pass up on so much extra damage I am pretty much objectively playing the class wrong. Giving class skills a 30% damage bonus when used with a specific weapon type, coupled with a passive that boosts that damage by another 10% when used that same weapon type... surely that's a terrible direction for this game to head in?
Imagine buffing Crystal Weapon damage by 30% when used with a 2H weapon, and a Sorc passive boosting all damage by a further 10% when using a battleaxe.
Imagine buffing Radiant Destruction damage by 30% when used with dual wield weapons, and a Templar passive boosting all damage by a further 10% when using maces.
Please, if frost staves need some love, buff frost staves. Don't buff them via a single class's passives, and tie a colossal 30% damage bonus to that same class's DPS skill when using a frost staff. That still makes frost staves useless for most classes, and makes all other weapon types feel vastly inferior for frost Wardens.
As someone who enjoys my frost staff on my warden dps and tank I agree heavily here. Unless every weapon had some sort of unique bonus to make weapon choices more interesting (which even then would run the risk of having meta options) it would still be better to not graft specific weapons to classes.
Imagine if that was for a single class only though, via a class skill and passive, yes. Imagine if ZOS decided to address Sorc's shield complaints by making them a whopping 30% more effective with dual wield weapons equipped, and boosting all damage shields by a further 10% with dual maces equipped. Like... Why? What a weird way to address the issue that creates more problems than it solves.Looking at it from the other direction, imagine the outcry if dual wield or 2H got block cost reduction and 20% block mitigation.Darkstorne wrote: »Just in case this feedback is being collected, I'd like to chime in with a Warden pain point: I'm concerned that Warden's frost damage being so heavily tied to Frost Staff weapons is a problem for the game, as it conflicts with the build diversity and viability design direction, as set out in the recent combat deep dive letter.
Winter's Revenge (main class source of frost damage) states this on its tooltip: damage increases by 30% if cast with a destruction staff equipped.
Piercing Cold passive skill: Increases your damage done by 2%, which increases to 12% when wielding an Ice Staff.
As someone who plays my Frost Warden with 1H+Shield for group content, and 2H for solo content, to create the kind of class fantasy we can see in some boss NPCs like Urfon Ice-Heart from the Orsinium DLC (art for him above), I have to pass up on so much extra damage I am pretty much objectively playing the class wrong. Giving class skills a 30% damage bonus when used with a specific weapon type, coupled with a passive that boosts that damage by another 10% when used that same weapon type... surely that's a terrible direction for this game to head in?
Imagine buffing Crystal Weapon damage by 30% when used with a 2H weapon, and a Sorc passive boosting all damage by a further 10% when using a battleaxe.
Imagine buffing Radiant Destruction damage by 30% when used with dual wield weapons, and a Templar passive boosting all damage by a further 10% when using maces.
Please, if frost staves need some love, buff frost staves. Don't buff them via a single class's passives, and tie a colossal 30% damage bonus to that same class's DPS skill when using a frost staff. That still makes frost staves useless for most classes, and makes all other weapon types feel vastly inferior for frost Wardens.
acastanza_ESO wrote: »@ZOS_Kevin the team needs to address why none of our feedback have appear to have been worked on for this patch. There has been more than enough time to address literally any of our complaints this PTS cycle, complaints that we've been making for multiple patches now, but everything is stacking up to release this with zero changes unless something extremely a-historical happens next week.
Since there have been a few asked about follow up, we want to touch base now. We're going through everyone's feedback over the last week and a half and plan to touchbase with the dev team again. Just a little insight, it takes some time and multiple parties to go through feedback with detail, arrange a time to chat with the dev team after they've had a chance to read everything, and be able to discuss the feedback and get answers back. The intent is not to drop off communication here. They just take time to coordinate.
Our hope is to have more feedback over the next few days. We just want to make sure we have a chance to talk to all parties involved.
The_Titan_Tim wrote: »@ZOS_Kevin, hey if your team could look into Sun Shield’s size being increased based off of highest stamina or magicka alternatively from health, as an either/or like Conjured Ward, that would be an incredible change to the utility of the skill, currently the ability is useless in PvP outside of being massively outnumbered.
Max resource scaling regardless of the resource would be great, weapon damage scaling would be even better… though it might be a long shot.
Edit; Also, adding a Stamina morph to Toppling Charge would be a godsend. Thanks.