- While blocking, healing done is reduced with 50%.
DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
StaticWave wrote: »
- While blocking, healing done is reduced with 50%.
50% up front reduction is too much. This will not only affect PvE tanks but also make it nearly impossible to survive DoT builds. You want to punish block healing by penalizing subsequent casts, not outright punish the first cast.DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
Corrosive Armor shouldn't have both offense and defense. Even Northern Storm is no where near the potency of Corrosive despite costing the same amount of ulti. Turning Corrosive Armor into a full offensive ult would be better imo. 100% pen + a strong DoT will do.NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Changing Grim Focus proc to a DoT will actually make the class stronger in PvP. You can't even block it anymore as the DoT ticks through block, forcing you to roll every 5s. It's like Maarselok on steroids. This reduces the amount of counter-play from 2 to 1. If you want to nerf NB offense, you should look at reducing the sources of stats it's getting. Major Berserk on a spammable, free 300 WD, 20% dmg taken for a cheap ult, things like that should be looked at, not reworking an entire ability that hasn't been a problem for years up until recently when the class received a bunch of extra stats.
I also don't really want its damage reduced because the class will just become another Templar. You don't want to reduce damage. You want to reduce defense so it has to choose between all out damage but squishy or moderate damage but tankier.Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Artic Blast shouldn't be a stun, burst heal, and gives a DoT. It's too strong for what it does.Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Arcanist shield is too strong for what it does. The scaling should be reworked so that players have to invest more to get the same potency.Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Can't remove cast times of 1 class without removing cast time of other classes. Blazing shield should not scale with magicka and spell damage either. The class already has excellent defense with Living Dark + Rune + Ritual + burst heal. Idk why you would buff its defense further lol.Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
No thanks, I don't want to be forced to use a pet. Sorc's problem is Dark Deal/Dark Conversion being a channel. One of the morphs should have its cast time removed and resources return reduced so that players can pick between a pseudo instant burst heal or a regular sustain ability with a drawback.
I don't see anything that tone down ball groups, the real abomination of ESP PvP.
I don't see anything that tone down ball groups, the real abomination of ESP PvP.
The only way to counter ball groups is if ZoS encourage them to fight between each other. A ball group can be counter by another ball group but that is not their goal. What they want is to farm PUGs.
There is no way to balance them, they are organized and they will always take advantage of that and this is how it should be. Teamwork is what makes them strong.
Maybe ZOS can add a new siege type which is oblivion damage dot that is not purgeable with big AoE as scattershot. Also the damage should be very low and scale based on how many targets it hits.
What I want to see in the next patch notes.
We monitored the healing especially in execute phase and we decided that block healing is too strong.
- While blocking, healing done is reduced with 50%.
Class changes:
DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Necromancer
- rework the skeletons - they are useless
- Improve blastbones - they are not reliable
- Increase the speed of the skull projectile with 50%
Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
Vampire skills
- Undeath is reduced from 30% to15% and now it is triggered at 75% health.
Weapon skills
- Elemental Susceptibility - the first time when the status is applied is delayed with 3 seconds. Then every 6 seconds it reapplies the status effects. Adjust the time to fit.
Proc sets
- master dw now scales with weapon damage and spell damage
- Maarselok base damage is reduced with 10%
- Fix double proc of relequen
VinnyGambini wrote: »What I want to see in the next patch notes.
We monitored the healing especially in execute phase and we decided that block healing is too strong.
- While blocking, healing done is reduced with 50%.
Class changes:
DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Necromancer
- rework the skeletons - they are useless
- Improve blastbones - they are not reliable
- Increase the speed of the skull projectile with 50%
Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
Vampire skills
- Undeath is reduced from 30% to15% and now it is triggered at 75% health.
Weapon skills
- Elemental Susceptibility - the first time when the status is applied is delayed with 3 seconds. Then every 6 seconds it reapplies the status effects. Adjust the time to fit.
Proc sets
- master dw now scales with weapon damage and spell damage
- Maarselok base damage is reduced with 10%
- Fix double proc of relequen
IMO:
DK: Agree
NB: as ppl already said, converting to DoT will be abuff, just remove free 300 wep/spell dmg. No idea if further nerfs are needed, as NB is definetely S tier.
Warden: agree
Necro: no idea, I never played necro, but definetely needs buffs, as nobody plays it.
Templar: jabs - agree. Radial sweep is fine. Blaziing shield needs rework, and not scaling change. I would also add sunsphere buff from 5% to 10%.
Sorc: no idea, I'm not sorcerer player. But keep in mind, It's already S tier. Saw many sorcerers with most dmg in battlegrounds, even without mythics.
Proc sets:
Master DW: agree, as long as max bonus 1650 is reached at 9000 wep/spell dmg (or even 10 000)
Maarselok: agree
Fix relequen: agree
Way of fire: make it fire ONLY with direct dmg attacks, not with DOTS.
Undeath: IMO rework it completely, but instead give 10% dmg reduction to compensate (without this everyone will be oneshotted). This way vampire pvp wont be META, and All fire dmg will get indirect 13% nerf. But keep in mind this may be tricky, considering bloodthirsty trait.
Ele susceptibility - It's so unfair it deals 3 negative effects with no cost. No point to purge this. Adding delay wont solve problem. IMO let it only apply 1 status effect - burn when using inferno staff, chill when using frost staff etc. Also add 2000-3000- magicka cost, as almost every major breach ability has similar cost. It's an absolute misunderstanding that skill that applies 4 negative effects has NO COST.
What I want to see in the next patch notes.
We monitored the healing especially in execute phase and we decided that block healing is too strong.
- While blocking, healing done is reduced with 50%.
Class changes:
DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Necromancer
- rework the skeletons - they are useless
- Improve blastbones - they are not reliable
- Increase the speed of the skull projectile with 50%
Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
Vampire skills
- Undeath is reduced from 30% to15% and now it is triggered at 75% health.
Weapon skills
- Elemental Susceptibility - the first time when the status is applied is delayed with 3 seconds. Then every 6 seconds it reapplies the status effects. Adjust the time to fit.
Proc sets
- master dw now scales with weapon damage and spell damage
- Maarselok base damage is reduced with 10%
- Fix double proc of relequen
boi_anachronism_ wrote: »VinnyGambini wrote: »What I want to see in the next patch notes.
We monitored the healing especially in execute phase and we decided that block healing is too strong.
- While blocking, healing done is reduced with 50%.
Class changes:
DK
- Corrosive armor does not follow the rule for either defensive or offensive ultimate. It combines both. From now on, the maximum damage than can be taken in corrosive is increased to 30% from 3%
- Slightly reduce cinder storm healing output with 15%, considering that the skill can be reduced to 0 magicka.
NBs
- Considering that we added a burst heal on demand to the class, we have to reduce the burst damage. Grim focus proc damage is converted to a 5 second dot that ticks every second.
- Rework consuming darkness to something that can be used.
- Shadow cloak takes streak treatment with cost increase whenever cast withing 4 seconds
Warden
- Polar wind is a single target heal and cannot heal an ally.
- Increase the speed of dive projectile with 50%
Arcanist
- Replace the passive that reduce the cost of shields and increase their amount with another passive. Right not it is too strong. Maybe it could be reduced to 5% from 10%
- The gate, make it like streak. Just automatically cast it without ground target. Now it is too buggy
- Circumvented Fate - increase the cooldown from 5 seconds to 10 seconds.
Necromancer
- rework the skeletons - they are useless
- Improve blastbones - they are not reliable
- Increase the speed of the skull projectile with 50%
Templar
- Puncturing Strikes - separate the damage to single target and AoE. The part of the single target should not be reduced by major and minor evasion. These 2 buffs makes the skill 28% weaker and it is not difficult to combine them.
- remove the cast time from radial sweep
- Blazing shield scales with magicka and spell/weapon damage
Sorcs
- Pets can be slotted only on one bar - similar to NB and arcanists skills
- Daedric Mines - has no delay. They are cast instant
Vampire skills
- Undeath is reduced from 30% to15% and now it is triggered at 75% health.
Weapon skills
- Elemental Susceptibility - the first time when the status is applied is delayed with 3 seconds. Then every 6 seconds it reapplies the status effects. Adjust the time to fit.
Proc sets
- master dw now scales with weapon damage and spell damage
- Maarselok base damage is reduced with 10%
- Fix double proc of relequen
IMO:
DK: Agree
NB: as ppl already said, converting to DoT will be abuff, just remove free 300 wep/spell dmg. No idea if further nerfs are needed, as NB is definetely S tier.
Warden: agree
Necro: no idea, I never played necro, but definetely needs buffs, as nobody plays it.
Templar: jabs - agree. Radial sweep is fine. Blaziing shield needs rework, and not scaling change. I would also add sunsphere buff from 5% to 10%.
Sorc: no idea, I'm not sorcerer player. But keep in mind, It's already S tier. Saw many sorcerers with most dmg in battlegrounds, even without mythics.
Proc sets:
Master DW: agree, as long as max bonus 1650 is reached at 9000 wep/spell dmg (or even 10 000)
Maarselok: agree
Fix relequen: agree
Way of fire: make it fire ONLY with direct dmg attacks, not with DOTS.
Undeath: IMO rework it completely, but instead give 10% dmg reduction to compensate (without this everyone will be oneshotted). This way vampire pvp wont be META, and All fire dmg will get indirect 13% nerf. But keep in mind this may be tricky, considering bloodthirsty trait.
Ele susceptibility - It's so unfair it deals 3 negative effects with no cost. No point to purge this. Adding delay wont solve problem. IMO let it only apply 1 status effect - burn when using inferno staff, chill when using frost staff etc. Also add 2000-3000- magicka cost, as almost every major breach ability has similar cost. It's an absolute misunderstanding that skill that applies 4 negative effects has NO COST.
Nb is s tier in exactly 2 things. Arena and pvp. What y'all are suggesting would gut the class completely for pve. Hard no. Its a burst class. If you want to reduce something reduce defense. Its already in abad spot for pve...