Seraphayel wrote: »Obviously they make no sense because it’s all the same. Standardization killed individualism. DoTs are basically the most boring part of this game because each and every DoT is just another carbon copy of another one.
thesarahandcompany wrote: »Agreed. Nothing interacts really with DoTs well to make them entertaining to run. You basically mindlessly place them and they just tick. Basically, with all the new skills we get 1) A pull without needing agony/DC; 2) Easier access to minor evasion/mangle; 3) Access to shock, frost, flame, magical, physical, and bleed damage without having to run a specific weapon/classs at the expense of taking a worse version of an existing spell.
I don't see why we needed an entire $60 chapter, or whatever the price is, and a long series of quests and farming, to obtain things that could have been easily done with just a slight rework of the soul magic skill line. It feels like the chapter was basically geared toward making soul gems useful and that's it.
thesarahandcompany wrote: »Like there's so many routes we could have gone with lingering torment as an example:
1. Apply a mark where the next X DoT ticks on the target deal Y damage additionally.
2. Extend the duration of [Flame, Frost, Lightning, Disease, Poison] DoTs by X seconds.
3. Apply a mark where DoTs have an X% increased chance to apply status effects. If a DoT ability applies a status effect , increase the chance to apply status effects by an additional Y%, stacking up to Z times per enemy. Stacks can only be acquired once every 0.5s per target.
4. Apply a mark where every time an enemy takes damage form a [Flame, Frost, Lightning, Disease, Poison] damage over time effect, the enemy gains a stack. Stacks can only apply once per 0.5 seconds. At 20 stacks, a soul gem and the mark is consumed and detonates equal to X% of damage remaining on the duration of applied [Flame, Frost, Lightning, Disease, Poison] damage over time effects.
A lot of the skills just look extremely weak at least offensively now. Besides filling in a gap with a certain buff, I don't see much reason to slot most of these. They really don't provide any new alternative damage or playstyle options. At least short duration, high damage dots would've provided a new playstyle option.
MashmalloMan wrote: »Yeah, but we need to consider all Grimoires have forced Affixes for minor/major buffs/debuffs. They're effectively all utility skills no matter how you build them, so the damage on them is technically within "budget"
inf.toniceb17_ESO wrote: »MashmalloMan wrote: »Yeah, but we need to consider all Grimoires have forced Affixes for minor/major buffs/debuffs. They're effectively all utility skills no matter how you build them, so the damage on them is technically within "budget"
Thing is we have plenty of dots that do better damage and also provide major, minor or even unique buffs and/or synergies. Caltrops, Energy Orb, Twisting path, Graveyard to name a few. I don't see any reason why scribing skills should be weaker just because they have some buff. Especially considering that most buffs provided by affixes are in abundance as it is.
MashmalloMan wrote: »A lot of the skills just look extremely weak at least offensively now. Besides filling in a gap with a certain buff, I don't see much reason to slot most of these. They really don't provide any new alternative damage or playstyle options. At least short duration, high damage dots would've provided a new playstyle option.
Yeah, but we need to consider all Grimoires have forced Affixes for minor/major buffs/debuffs. They're effectively all utility skills no matter how you build them, so the damage on them is technically within "budget". This is why PVE DPS are seeing little reason to engage with scribing, while PVE Support and PVP of any role are seeing a lot of potential here.
This is why I suggested in their feedback section that there should be an affix meant for PVE DPS which basically sacrifices the typical named buff/debuff for a straight up bonus to the potency on the focus and signatures selected.
Of course, if you picked shield, healing, pull, etc, they would also have improved effects, but the main objective would be offering PVE DPS something for when they're getting buffs/debuffs from the supports. It wouldn't fix the fact that some of these script choices are boring, but at least the abilities would be competitive.
Eg. A new Improved Potency Affix:
- For damage focuses/signatures, gives +10% damage done.
- For shield focuses/signatures, gives +10% shield strength.
- For heal focuses/signatures, gives +10% healing done.
- For sustain focuses/signatures, gives 10% resources returned.
- For utility focuses/signatures (pulls, stuns, snares, knockbacks, and immobilize), gives -10% cost.
This change, coupled with adding the missing +3.3% - 6.6% damage you get from ranking skills to IV normally would be enough to pass that breaking point these are currently below IMO.