Given that the soul magic skills have the shock damage script I was kind of surprised that they only have the shock damage script. I had kind of figured they would have had all 3 destruction damage types to make sure everyone had access to a class/weapon agnostic spammable of their preferred destruction element.
Seraphayel wrote: »Given that the soul magic skills have the shock damage script I was kind of surprised that they only have the shock damage script. I had kind of figured they would have had all 3 destruction damage types to make sure everyone had access to a class/weapon agnostic spammable of their preferred destruction element.
This is clearly an oversight and should be done asap in my opinion. I really dont know why they’re limiting damage type at all. Every damage skill should have every damage script available.
Given that the soul magic skills have the shock damage script I was kind of surprised that they only have the shock damage script. I had kind of figured they would have had all 3 destruction damage types to make sure everyone had access to a class/weapon agnostic spammable of their preferred destruction element.
Ulfsild's Contingency is going to be very good for PvP. It's basically budget Shalks.
ESO_Nightingale wrote: »Hey everyone, i know i posted late this week, i've been really busy with work and mythic raiding in world of warcraft (i managed to get cutting edge!) and i've been kind of disuaded from testing due to the amount of crashes i've been through on the pts, but today i just wanted to go over some concerning things with the new scribing system.
Namely, these being the frost damage skills and their uh... major shortcomings.
Ulfsild's (Chilling) Contingency:
To start off, this was the 1 ability i thought would be somewhat viable, though after testing, i realised that it just simply does not do enough dps output in single target to ever warrant taking over other existing damage over time skills such as barbed trap or degeneration. it ended up being a weak "delayed" aoe burst damage effect with a minor damage over time effect on it with a really short duration. i'm not sure why or when this would be useful, but i suppose it exists. i really wish the lingering torment damage over time effect was a lot stronger, having more duration and damage so that it might be used as a frost damage over time skill.
EDIT: because the 20% duration increase spell is currently broken, this spell is not getting as much value out of lingering torment as it should be. outside of this, its solid enough when used as a pseudo spammable.
Elemental (Chilling) Explosion:
this one is really incredibly disapointing. i'm not sure who thought that a 2 second ground placed aoe damage over time with a travel time was a good idea in an action combat game, but the reward for using this skill for damage simply is not there. on top of the damage over time portion from lingering torment also being a measily 5 seconds, the delay in order for the damage to actually work is frankly insane. i have a 13-16k tooltip on this ability. in the 3 gcds it takes for this ability to go off, i could have casted 3 frost pulsars or frost reaches for more damage overall without the insane cast time restrictions. this is an ability design that should absolutely see some massive iteration. this is simply not worth casting ever. i wouldn't mind using this skill if it did SIGNIFICANTLY more damage, or if it was a lot more friendly to play with, such as being a placed ability that takes multiple seconds to go off, similar to something like shadow silk.
Assassins misery definitely is a stronger effect than Lingering torment, however, it turns it from being a damage over time skill into a filler spammable type skill, in which case i'd much rather just spam frost reach for the weapon and spell damage bonus in addition to not having to sit there hardcasting.
I really hope that there are more plans in the future to introduce the frost script to more of the scribing skills as its very disappointing to recieve 2 of these lackluster abilities as the only 2 new scribing skills that even work with frost damage.
Unified_Gaming wrote: »ESO_Nightingale wrote: »Hey everyone, i know i posted late this week, i've been really busy with work and mythic raiding in world of warcraft (i managed to get cutting edge!) and i've been kind of disuaded from testing due to the amount of crashes i've been through on the pts, but today i just wanted to go over some concerning things with the new scribing system.
Namely, these being the frost damage skills and their uh... major shortcomings.
Ulfsild's (Chilling) Contingency:
To start off, this was the 1 ability i thought would be somewhat viable, though after testing, i realised that it just simply does not do enough dps output in single target to ever warrant taking over other existing damage over time skills such as barbed trap or degeneration. it ended up being a weak "delayed" aoe burst damage effect with a minor damage over time effect on it with a really short duration. i'm not sure why or when this would be useful, but i suppose it exists. i really wish the lingering torment damage over time effect was a lot stronger, having more duration and damage so that it might be used as a frost damage over time skill.
EDIT: because the 20% duration increase spell is currently broken, this spell is not getting as much value out of lingering torment as it should be. outside of this, its solid enough when used as a pseudo spammable.
Elemental (Chilling) Explosion:
this one is really incredibly disapointing. i'm not sure who thought that a 2 second ground placed aoe damage over time with a travel time was a good idea in an action combat game, but the reward for using this skill for damage simply is not there. on top of the damage over time portion from lingering torment also being a measily 5 seconds, the delay in order for the damage to actually work is frankly insane. i have a 13-16k tooltip on this ability. in the 3 gcds it takes for this ability to go off, i could have casted 3 frost pulsars or frost reaches for more damage overall without the insane cast time restrictions. this is an ability design that should absolutely see some massive iteration. this is simply not worth casting ever. i wouldn't mind using this skill if it did SIGNIFICANTLY more damage, or if it was a lot more friendly to play with, such as being a placed ability that takes multiple seconds to go off, similar to something like shadow silk.
Assassins misery definitely is a stronger effect than Lingering torment, however, it turns it from being a damage over time skill into a filler spammable type skill, in which case i'd much rather just spam frost reach for the weapon and spell damage bonus in addition to not having to sit there hardcasting.
I really hope that there are more plans in the future to introduce the frost script to more of the scribing skills as its very disappointing to recieve 2 of these lackluster abilities as the only 2 new scribing skills that even work with frost damage.
I wish the damage options on the primary scripts was this - basically a 'damage' tab that when you select it you can then pick any damage type. This change alone would make you have MANY more frost skills i.e. smash, torch bearer etc.
Primary script
>Damage (which loads separate menu - see below):
..........Frost
..........Poison
..........Fire
..........Defile
..........ETC.
>Healing
>Shield
etc.
The contingency name doesn't feel right in its current design. I wish it had more control over the proc in the secondary scripts which let you focus on your playstyle/needs - in this case a magden:
- Script of delaying strike [amplify the effect by 40% but cause the effect to trigger after 3 seconds e.g. 10k spamable becomes 14k burst skill] creating a frost burst skill.
- Script of affliction [Amplify the the damage by 100% but spread the damager over 20s i.e. 10k spamable becomes 20k dot]
- Script of contingency [when below 50% of your primary stat cause the trigger]
- Script of Emergency [when below 30% hp cause the effect] i.e. auto heal
- Script of freedom [when afflicted with a snare or immobilize trigger the effect] e.g. auto snare removal or heal or armour buff as big hit coming
- Script of protection [The next time you take damage, the effect is triggered] e.g. make it give armour buff
- Script of foresight [The next time you damage a target, trigger the effect] i.e. cast skill to give crit buffs or damage buff
Thoughts?
Unified_Gaming wrote: »Ulfsild's Contingency is going to be very good for PvP. It's basically budget Shalks.
It is awkward to use as it doesn't delay well. You cast it then the next resource cost procs it i.e. roll dodge. This means you can't use it on nb say you cast the contingency then cloak - skill proc'd so can't open with it. Cast it then spamable you get a little extra but not enough to make it a burst skill so again feels wasted and better just doing 2 spamables for more net damage as it is an aoe skill so hits less than single target.
ESO_Nightingale wrote: »Unified_Gaming wrote: »Ulfsild's Contingency is going to be very good for PvP. It's basically budget Shalks.
It is awkward to use as it doesn't delay well. You cast it then the next resource cost procs it i.e. roll dodge. This means you can't use it on nb say you cast the contingency then cloak - skill proc'd so can't open with it. Cast it then spamable you get a little extra but not enough to make it a burst skill so again feels wasted and better just doing 2 spamables for more net damage as it is an aoe skill so hits less than single target.
i didn't know this casted upon roll dodge, thats really interesting actually.
Super disappointed in the scribing abilities so far. Its like ZoS has no idea what these abilities even should be used for. MANY classes have been asking to have an elemental RANGED damage spammable for 5-6 years now. Not having ONE of these abilities fill that role is a huge fkk up. Warden have wanted a frost spammable that isnt reach, fire dk have wanted a ranged fire spammable
>that ISNT reach, sorcs have wanted a lightning spammable since the LAUNCH of the game. How do you screw this up so badly?
Seraphayel wrote: »Super disappointed in the scribing abilities so far. Its like ZoS has no idea what these abilities even should be used for. MANY classes have been asking to have an elemental RANGED damage spammable for 5-6 years now. Not having ONE of these abilities fill that role is a huge fkk up. Warden have wanted a frost spammable that isnt reach, fire dk have wanted a ranged fire spammable
>that ISNT reach, sorcs have wanted a lightning spammable since the LAUNCH of the game. How do you screw this up so badly?
But there‘s a ranged spammable for Soul Magic Scribing that also doubles down as an execute with Oblivion damage on top. Yes, it doesn’t deal frost damage (as of now), but it’s totally valid as a spammable.
MashmalloMan wrote: »Agreed, this isn't even specifically an issue for Frost skills, it applies to most of the element options.
I fully expected 8 choices per grimoire, especially because of U41 status effect improvements. It was concerning in the chapter preview to see vault with only 4, but it was an obvious work in progress so the hope lived on. It appears the elements picked per grimoire were somewhat based on the theme of the line. Eg. Mages Guild using magic, frost, and flame damage.
I'm okay with 3-4 elements per Grimoire as an introduction IF they provide at least 1 magical AND martial option... but why did they have to default to physical/magic damage so much where they didn't need to?
1h + shield, 2h, and dw all use magic damage instead of throwing in a shock and frost option in there. Obvious opportunity for 4 magical elements, 4 martial weapons, 1 per. On the flip side, Destro and Resto don't have a single martial option.
Below is a list I created of damage focuses to show how poorly varied the elements are. I did not include anything that reduces the damage to offer a different effect like stun, cc, aoe, etc.
Martial = 16Magical = 18
- Physical = 9
- Bleed = 3
- Poison = 2
- Disease = 2
- Magic = 9
- Flame = 4
- Shock = 3
- Frost = 2
Physical and magic damage are the basic elements, so I understand they are typically more common, but in a case like Scribing I expected much more of an even balance. This feels extremely disproportionate.
Unified_Gaming wrote: »MashmalloMan wrote: »Agreed, this isn't even specifically an issue for Frost skills, it applies to most of the element options.
I fully expected 8 choices per grimoire, especially because of U41 status effect improvements. It was concerning in the chapter preview to see vault with only 4, but it was an obvious work in progress so the hope lived on. It appears the elements picked per grimoire were somewhat based on the theme of the line. Eg. Mages Guild using magic, frost, and flame damage.
I'm okay with 3-4 elements per Grimoire as an introduction IF they provide at least 1 magical AND martial option... but why did they have to default to physical/magic damage so much where they didn't need to?
1h + shield, 2h, and dw all use magic damage instead of throwing in a shock and frost option in there. Obvious opportunity for 4 magical elements, 4 martial weapons, 1 per. On the flip side, Destro and Resto don't have a single martial option.
Below is a list I created of damage focuses to show how poorly varied the elements are. I did not include anything that reduces the damage to offer a different effect like stun, cc, aoe, etc.
Martial = 16Magical = 18
- Physical = 9
- Bleed = 3
- Poison = 2
- Disease = 2
- Magic = 9
- Flame = 4
- Shock = 3
- Frost = 2
Physical and magic damage are the basic elements, so I understand they are typically more common, but in a case like Scribing I expected much more of an even balance. This feels extremely disproportionate.
That was my point of this post. It just feels like the 'play how you want' goal of this system and to 'aid role play' and 'build choice' still feels very limited due to the lack of the additional effects. Furthermore, with physical damage having a stronger status effect than magic it again penalises the magicka users.
Physical damage procs sundered procs minor breach (pen) + sundered for 100 wepaon damage.
Magic procs overcharged for magicka steal which doesn't help damage and sustain is VERY high in both pvp and pve.
With the limitation of elemental choice in most skills, it makes it hard to justify their use for many builds. For example, if wield soul had a bleed damage type then you could use this to help proc sets like dragon's apetite which is really hard to use. Equally sets like poisonous serpent are hard to use again due to lack of poison dot skills beyond poison injection. It just limits some set uses for other classes. I hope they revisit this and add additional damage types to every skill so that you can create skills that fit your build's needs or set proc conditions.
MindOfTheSwarm wrote: »Ulfsild: would be far better if it triggered every time you used an AoE that dealt damage. Instead of it having to be recast every time it is triggered. So basically it acts as a straight up damage buff to AoE abilities for the duration.
Elemental Explosion: Isn’t terrible as it reminds me of the old crystal nuke spell that got removed. Might be good with Dagon’s Dominion and Frostbite.
What is missing:
These aren’t the spells that we asked for. We wanted another AoE DoT, either an aura DoT or ground DoT. Ulfsild could have fulfilled that role if it didn’t need to be recast once used. Also, the fact that it doubles down on Warden’s already obscene burst is just annoying in PvP. This will result in either the skill or more likely Warden getting nerfed in the future.
Future Grimoire wish:
Arcane Mist:
A ground DoT that lasts 20 seconds and grows in size over its duration. Enemies in area have increased chance to be hit with status effects.
Options:
Frost Damage, Disease Damage, Magic Damage, Heal.
Bonuses:
Brittle, Protection, Defile, Breach.
ESO_Nightingale wrote: »MindOfTheSwarm wrote: »Ulfsild: would be far better if it triggered every time you used an AoE that dealt damage. Instead of it having to be recast every time it is triggered. So basically it acts as a straight up damage buff to AoE abilities for the duration.
Elemental Explosion: Isn’t terrible as it reminds me of the old crystal nuke spell that got removed. Might be good with Dagon’s Dominion and Frostbite.
What is missing:
These aren’t the spells that we asked for. We wanted another AoE DoT, either an aura DoT or ground DoT. Ulfsild could have fulfilled that role if it didn’t need to be recast once used. Also, the fact that it doubles down on Warden’s already obscene burst is just annoying in PvP. This will result in either the skill or more likely Warden getting nerfed in the future.
Future Grimoire wish:
Arcane Mist:
A ground DoT that lasts 20 seconds and grows in size over its duration. Enemies in area have increased chance to be hit with status effects.
Options:
Frost Damage, Disease Damage, Magic Damage, Heal.
Bonuses:
Brittle, Protection, Defile, Breach.
honestly there really is no reason to defend elemental explosion in its current state. it is downright horrific to use and does not do nearly enough damage for needing to spend that many gcds casting it. my tooltips on it were outstandingly bad. 15k sure sounds like a lot, but when you have to aim it at a spot and hard commit to it for more than 2 seconds, it is simply unacceptable to be that low. the design of the skill is a massive problem and i'm genuinely confused why they felt the need to commit to so many cast time abilities that don't have good enough tooltips to be worthwhile.
Seraphayel wrote: »What if the cast time just dictates how strong the skill will be? So if you don’t cast it at all and it’s instant it‘s 50% damage, if you cast it for half the time it‘s 100% of the damage and if you cast it fully it‘s 150%.