MashmalloMan wrote: »As of patch 10.0.3 (week 4):
Sorc's Class Signature Script:
- Thank you for listening to feedback by making the shock damage centered on the first enemy hit to support more playstyles. No brainer.
- Please continue to consider changing the "no pet" requirement to "no permanent pet" or "no non-ultimate pet" to be more inclusive to Sorc's best dps ultimate, Storm Atronach. You heard the first complaint, so you must be aware of the second complaint?
- You removed the double proc from Traveling Knife which is about the only place I saw myself picking this signature, a really unique and fun interaction now gone. Why would I ever pick this when every other option like 10-20s dots or Status effects give significantly more total damage?
- As a comparison, Sorc's script deals 506 damage. Look at these Lingering Torment options:
- Wield Soul: 336 every 2s * 5 Ticks = 1680 Total = 3.32x stronger.
- Soul Burst: 281 every 2s * 10 Ticks = 2810 Total = 5.55x stronger.
- Contingency: 281 every 2s * 11 Ticks = 3091 Total = 6.1x stronger.
- Traveling Knife: 223 every 2s * 10 Ticks = 2230 Total = 4.41x stronger.
Any other lingering torment option takes basically 2 ticks to outpace 1 tick of Sorc's script. Using Wield Soul as an example of a spammable for a Sorc, we have many mini games skills that take us away from our spammable for 1-2 GCDs like Bound Armaments, Crystal Frags, and Haunting Curse. This means NOT spamming Wield Soul for 1 GCD will activate Lingering Torments first tick by the time you get back to it on your 2nd cast, providing half the value of Sorc's script. As soon as you go to refresh back bar abilities, you're for sure looking at least 2 ticks from any of these dot signatures which outpaces Sorc's script.
On top of it all, the only reason Traveling Knife was potentially a decent spammable for Sorc was the competitive damage with Rapid Strikes. As it stands now, it deals less damage and costs a whopping 55% more, killing the only place where the script was going to be used.
- Please consider buffing the Sorc script by 30-50% to make it a bit more competitive. For a typical build, that would mean about a 3k proc instead of 2k.
- Another idea is to remove the aoe damage in favour of something like "Guaranteed Sundered and Concussed on hit". This would be around 2-3k damage as well, it wouldn't be aoe, but it would be in theme for the class and provide their debuffs.
So, with this update the 1 skill i was looking to was changed. Im talking about Ulfsild's Contingency with Lingering Torment Signature.
Previously the DoT portion of this skill lasted 5s (Well it lasted 5.8s with passives but it was bugged and was fixed this patch) and it could be used as a decent semi-spammable. I was planning to use it on DK instead of Burning Talons as damage was comparable while sustain was a lot better and i could get something extra on top of that. It was perfect for solo play or duo.
Now its just another AoE DoT that i have plenty to choose from already and i dont see any other skill that i could use on my DD.
I know that players complained about lack of (good) DoT skills, which was 100% correct, however i dont think that was the way to go.
I dont know what you should do but im just leaving my feedback here.
MashmalloMan wrote: »We have yet to receive a follow up to existing abilities after the melee range adjustment from 5m to 7m (update 38 - 9.0.5 - June 2023). The radius of existing skills were originally designed around the 5m melee range standard. As of this patch, almost all Grimoires have seemingly adopted what many of us have been requesting for almost a year now, an 8m radius for direct/dot aoes. A radius which makes sense for the new standard as it's +1 from the melee range.
Example. Why does Soul Burst and Contingency have an 8m radius when Whirling Blades has 6m (many, many others in my list below). Something is clearly outdated here. Steel Tornado spends most of its morph effect getting +3m radius to 9m, yet all Grimoires come at 8m by default, with a signature and affix attached. All Steel Tornado gets is +1 radius and a reduced cost.
Another example of this ongoing issue is for self applied AOE DOTs remaining at a 5m radius, this made sense when it matched melee range, but that is no longer. This has made hit detection in pvp very annoying and positioning in pve intolerable. What is the point of a 7m melee range if I'm forced into 5m range for Deadly Cloak?
Furthermore, the skills are simply confusing, unintuitive, a mixed bag of varying numbers, abilities have less or more radius without any justification through the morphs or the core ability itself.
Below I've created a list of standards and categorized the majority of non-ultimate abilities I could think of within them. It's not everything, so apologies if I missed something. I opted to not "nerf" anything because that isn't the point of this, if something had an obvious improvement over the standards, it either keeps the same value or gets a small bump for compensation like Ritual of Retribution as a sort of.. "Rule Breaker" or morphs like Elemental Blockade which get more range/duration.
I didn't get into creating NEW differences among the morphs, I kept their original intent, maybe with changes like this, some could justify larger (or even smaller) radiuses as special cases to differentiate them. As a thought experiment this is purely for showcasing how out of wack the current design is and how it could be improved as a baseline.
Self AOE DOT = 7m radius:
- (5m -> 7m) Quick Cloak
- (5m -> 7m) Deadly Cloak
- (5m -> 7m) Blood Mist
- (6m -> 7m) Arctic Blast
- (8m -> 9m) Solar Barrage
- (5m -> 7m) Boundless Storm
- (5-9m -> 7-9m) Hurricane
- (10m -> n/a) Volatile Armor
Ground AOE DOT = 6m radius:
- (5m -> 6m) Endless Hail
- (7m -> 8m) Arrow Barrage
- (5m -> 6m) Stampede
- (5m -> 6m) Eruption
- (5m -> 6m) Detonating Siphon
- (6m -> n/a) Boneyard
- (6m -> n/a) Volatile Familiar
- (8m -> n/a) Lightning Flood
- (6m -> n/a) Liquid Lightning
- (6m -> n/a) Spear Shards
- (12m -> n/a) Ritual of Retribution
- (6m -> n/a) Winter's Revenge
AOE Rectangle = 20m x 8m:
- (18x8m -> 20x8m) Unstable Wall
- (18x12m -> 20x12m) Elemental Blockade
- (17x7m -> 20x8m) Refreshing Path
- (18x6m -> 20x8m) Encase
- (20x7m -> 20x8m) Scorch
- (18x5m -> 20x8m) Grave Grasp
- (20x8m -> n/a) Combat Prayer
- (20x10m -> 20x12m) Blessing Of Restoration
AOE Heals = 8m radius:
- (8m -> n/a) Arcanist's Domain
- (5m -> 8m) Cinder Storm
- (8m -> n/a) Life amid Death
- (5m -> 8m) Braided Tether
- (6m -> 8m) Purifying Light
- (10m -> 12m) Healing Ritual
- (12m -> n/a) Repentance
- (12m-> n/a) Extended Ritual
- (8m -> n/a) Healing Seed
- (12m -> n/a) Polar Wind
- (8m -> n/a) Grand Healing
- (5m -> 8m) Ring of Preservation
- (8m -> n/a) Necrotic Orb
- (15m -> n/a) Echoing Vigor
AOE Utility = 8m radius:
- (6m -> 8m) Talons
- (12m -> n/a) Bitter Harvest
- (6m -> 8m) Bone Totem
- (22m -> n/a) Beckoning Armor
- (6m -> 8m) Aspect of Terror
- (5m -> 8m) Sun Shield
- (6m -> 8m) Gripping Shards
- (8m -> n/a) Ice Fortress
- (7m -> 8m) Hypnosis
- (6m -> 8m) Roar
- (5m -> 8m) Turn Evil
- (8m -> n/a) Expert Hunter
- (8m -> n/a) Inner Light
- (12m -> n/a) Radiant Magelight
- (8m -> n/a) Time Stop
- (8m -> n/a) Razor Caltrops
- (8m -> n/a) Anti-Calvary Caltrops
AOE Direct/DOT = 8m radius:
- (8m -> n/a) Inhale
- (15m -> n/a) Flames of Oblivion
- (6m -> 8m) The Imperfect Ring
- (7m -> 8m) Death Scythe
- (6m -> 8m) Lotus Fan
- (8m -> n/a) Drain Power
- (6m -> 8m) Dark Shade
- (6m-> 8m) Daedric Curse
- (6m -> 8m) Explosive Charge
- (8m -> n/a) Dark Flare
- (5m -> 8m) Reflective Light
- (5m -> 8m) Growing Swarm
- (8m -> n/a) Soul Splitting Trap
- (8m -> n/a) Shrouded Daggers
- (6m -> 8m) Whirling Blades
- (9m -> 8m + new effect) Steel Tornado
- (6m -> 8m) Elemental Ring
- (6m -> 8m) Pulsar
- (5m -> 8m) Reverse Slice
- (6m -> 8m) Cleave
- (6m -> 8m) Deep Slash
- (8m -> n/a) Magicka Detonation
Runes = 5m radius:
- (3m -> 5m) Rune Focus
- (3m -> 5m) Fire Rune
- (5m -> n/a) Frozen Gate
Auras = 28m radius:
- (28m -> n/a) Molten Armaments
- (36m -> n/a) Igneous Weapons
- (28m -> n/a) Cauterize
- (18m -> 28m) Power Surge
- (20m -> 28m) Regenerative Ward
- (28m -> n/a) Lotus Flower
- (36m -> n/a) Expansive Frost Cloak
- (28m -> n/a) Ward Ally
- (28m -> n/a) Rapid Maneuver
Nah, snares dont stack only the strongest apply.Templar script + sea serpent and templar finally can build home in one place. Your movement speed are 10%.
Galagladi Dragonblood wrote: »While I was testing the new Class Mastery and i think those buffs need to stay longer because, with some Scribing Skills like Elemental Explosion or Ulfsilds Contingency you can't maintain those long enough. What i Prefer would be that the Class Mastery Buffs stays for 8 to 10 Sec rather than 5 Sec. This would ease the use of those skills i think.
Soundinfinite wrote: »The Necromancer Class Script needs to be updated as the Sorc was. That is, the corpse generation should be at target and not at the feet of the player.
This again makes the class script usable for again only melee and not ranged Necromancers. Limiting playstyle.
Also, considering ranged Necro's already have a corpse generation problem, especially if they choose sacrificial over Blighted blastbones...this change will, to a certain degree, help in creating enough corpses, as they are struggling heavy right now.
MashmalloMan wrote: »We have yet to receive a follow up to existing abilities after the melee range adjustment from 5m to 7m (update 38 - 9.0.5 - June 2023). The radius of existing skills were originally designed around the 5m melee range standard. As of this patch, almost all Grimoires have seemingly adopted what many of us have been requesting for almost a year now, an 8m radius for direct/dot aoes. A radius which makes sense for the new standard as it's +1 from the melee range.
Example. Why does Soul Burst and Contingency have an 8m radius when Whirling Blades has 6m (many, many others in my list below). Something is clearly outdated here. Steel Tornado spends most of its morph effect getting +3m radius to 9m, yet all Grimoires come at 8m by default, with a signature and affix attached. All Steel Tornado gets is +1 radius and a reduced cost.
Another example of this ongoing issue is for self applied AOE DOTs remaining at a 5m radius, this made sense when it matched melee range, but that is no longer. This has made hit detection in pvp very annoying and positioning in pve intolerable. What is the point of a 7m melee range if I'm forced into 5m range for Deadly Cloak?
Furthermore, the skills are simply confusing, unintuitive, a mixed bag of varying numbers, abilities have less or more radius without any justification through the morphs or the core ability itself.
Below I've created a list of standards and categorized the majority of non-ultimate abilities I could think of within them. It's not everything, so apologies if I missed something. I opted to not "nerf" anything because that isn't the point of this, if something had an obvious improvement over the standards, it either keeps the same value or gets a small bump for compensation like Ritual of Retribution as a sort of.. "Rule Breaker" or morphs like Elemental Blockade which get more range/duration.
I didn't get into creating NEW differences among the morphs, I kept their original intent, maybe with changes like this, some could justify larger (or even smaller) radiuses as special cases to differentiate them. As a thought experiment this is purely for showcasing how out of wack the current design is and how it could be improved as a baseline.
Self AOE DOT = 7m radius:
- (5m -> 7m) Quick Cloak
- (5m -> 7m) Deadly Cloak
- (5m -> 7m) Blood Mist
- (6m -> 7m) Arctic Blast
- (8m -> 9m) Solar Barrage
- (5m -> 7m) Boundless Storm
- (5-9m -> 7-9m) Hurricane
- (10m -> n/a) Volatile Armor
Ground AOE DOT = 6m radius:
- (5m -> 6m) Endless Hail
- (7m -> 8m) Arrow Barrage
- (5m -> 6m) Stampede
- (5m -> 6m) Eruption
- (5m -> 6m) Detonating Siphon
- (6m -> n/a) Boneyard
- (6m -> n/a) Volatile Familiar
- (8m -> n/a) Lightning Flood
- (6m -> n/a) Liquid Lightning
- (6m -> n/a) Spear Shards
- (12m -> n/a) Ritual of Retribution
- (6m -> n/a) Winter's Revenge
AOE Rectangle = 20m x 8m:
- (18x8m -> 20x8m) Unstable Wall
- (18x12m -> 20x12m) Elemental Blockade
- (17x7m -> 20x8m) Refreshing Path
- (18x6m -> 20x8m) Encase
- (20x7m -> 20x8m) Scorch
- (18x5m -> 20x8m) Grave Grasp
- (20x8m -> n/a) Combat Prayer
- (20x10m -> 20x12m) Blessing Of Restoration
AOE Heals = 8m radius:
- (8m -> n/a) Arcanist's Domain
- (5m -> 8m) Cinder Storm
- (8m -> n/a) Life amid Death
- (5m -> 8m) Braided Tether
- (6m -> 8m) Purifying Light
- (10m -> 12m) Healing Ritual
- (12m -> n/a) Repentance
- (12m-> n/a) Extended Ritual
- (8m -> n/a) Healing Seed
- (12m -> n/a) Polar Wind
- (8m -> n/a) Grand Healing
- (5m -> 8m) Ring of Preservation
- (8m -> n/a) Necrotic Orb
- (15m -> n/a) Echoing Vigor
AOE Utility = 8m radius:
- (6m -> 8m) Talons
- (12m -> n/a) Bitter Harvest
- (6m -> 8m) Bone Totem
- (22m -> n/a) Beckoning Armor
- (6m -> 8m) Aspect of Terror
- (5m -> 8m) Sun Shield
- (6m -> 8m) Gripping Shards
- (8m -> n/a) Ice Fortress
- (7m -> 8m) Hypnosis
- (6m -> 8m) Roar
- (5m -> 8m) Turn Evil
- (8m -> n/a) Expert Hunter
- (8m -> n/a) Inner Light
- (12m -> n/a) Radiant Magelight
- (8m -> n/a) Time Stop
- (8m -> n/a) Razor Caltrops
- (8m -> n/a) Anti-Calvary Caltrops
AOE Direct/DOT = 8m radius:
- (8m -> n/a) Inhale
- (15m -> n/a) Flames of Oblivion
- (6m -> 8m) The Imperfect Ring
- (7m -> 8m) Death Scythe
- (6m -> 8m) Lotus Fan
- (8m -> n/a) Drain Power
- (6m -> 8m) Dark Shade
- (6m-> 8m) Daedric Curse
- (6m -> 8m) Explosive Charge
- (8m -> n/a) Dark Flare
- (5m -> 8m) Reflective Light
- (5m -> 8m) Growing Swarm
- (8m -> n/a) Soul Splitting Trap
- (8m -> n/a) Shrouded Daggers
- (6m -> 8m) Whirling Blades
- (9m -> 8m + new effect) Steel Tornado
- (6m -> 8m) Elemental Ring
- (6m -> 8m) Pulsar
- (5m -> 8m) Reverse Slice
- (6m -> 8m) Cleave
- (6m -> 8m) Deep Slash
- (8m -> n/a) Magicka Detonation
Runes = 5m radius:
- (3m -> 5m) Rune Focus
- (3m -> 5m) Fire Rune
- (5m -> n/a) Frozen Gate
Auras = 28m radius:
- (28m -> n/a) Molten Armaments
- (36m -> n/a) Igneous Weapons
- (28m -> n/a) Cauterize
- (18m -> 28m) Power Surge
- (20m -> 28m) Regenerative Ward
- (28m -> n/a) Lotus Flower
- (36m -> n/a) Expansive Frost Cloak
- (28m -> n/a) Ward Ally
- (28m -> n/a) Rapid Maneuver
Almost a complete list! But just a reminder,should the AOE rectangle contain Shattering Spines and Vibrant Shroud?
I only play with Oakensoul HA solo builds. Its the only build I enjoy playing.
So far, I haven't found a great skill from the new scribing skills that fits well with my solo Oaksensoul (Sergeant mail) builds with Scor, Templar and Warden. The one exception is the Soul Burst skill when used for a damage shield, which fits nicely with a class, such as the Warden that does not have a good damage shield. This is the only good skill I have found.
With all the options, it is disappointing that I can't find something good enough to replace a skill I already have. An AOE breech debuff would be nice for this type of build, but with elemental explosion the 2 second animation takes away from HA DPS, so its a counter-intuitive to use. Soul Burst is an option, but my testing the dps takes a hit when using it with this type of build. Its best used for utility.
There needs to be some Oakensoul HA build attention given in the scribing. I think a HA 10-15% buff would be a great solution to this. But whatever the case, solo HA builds needs some attention and loving.
Thank you Elder scrolls for considering my suggestions.
Soundinfinite wrote: »Sound affects and animations are fun mostly. The Soul Burst spammable animation is wanting though and the other soulburst aoe animation (if healing) is basically vigor. However, i will say the soulburst spammable is smooth to weave unlike a lot of spammables in the game...so maybe the lackluster animation is worth it.
I only got the indrik line unlocked so i had very limited testing, even though I picked the 3600 grim template. I dunno how everyone else has access to everything. I even did the whole netch questline to get the next set of skills but the codexs wont let me purchase them from vendors...so shrug. Maybe my template was broken, and yes a came into the game right in front of the portal to eyvea.....And those quest lines are long.
On what I could test, I agree with most of the sentiments found here. It is a very strong start to a new system with the potential to create some great new experiences and change up game play and bring some freshness to combat.....and has lots of opportunities for future expansion.
However, all the cast times are killing the skills. You will never be able to use them in any gameplay besides running around the world. And maybe thats the point of the system...completely casual with limited pvp and endgame use....the cast times are long...very long....for the damage and use of the skills. Meaning, as new, fresh, and cool as the skills may be...using old standbys that work in rotations and can be reliably used and not interupted in pvp will win out...except in niche scenarios or builds.....
Dot damage is laughable....no new dots for Necros to use with their reimagined bones buff. No reliable alternatives to the stagnant universal 4 dots that have been in the game since inception. The dots that are available are so short and weak that its basically the dot added by the blackrose dstaff...but not as useful...and thats saying a lot. These need to be worked on. Longer durations and stronger damage at the least. maybe have some skills upfront damage be a dot and then have the burst damage as a second choice and it be weak possibly at the end of the skill like unstable wall or necro stam tether...etc. Or just break the damage in half when the dot is chosen like the dstaff single dot.
I feel like timers aren't being utilized. Such as the mage skill grim. It could be designed as a universal skill that runs sort of like the arcanist tome. You activate it for 20-30 seconds and allows its damage to burst on skills every 3 seconds or every thrid cast of resource cost skills. As it stands its a weird skill that is neither a spammable or a dot, but some controlled melee burst skill that you will have to properly line up and activate at just the right time to get use out of...which it seems kinda underpowered for, and is then limited of course to melee builds for use...weird for it coming from the mage skill line of all places...if done like tome or something it could be used by both melee and reanged and in both offense and defense. And give a nice bump to skills in use, or weaker skills.
Also as some have mentioned...trample is awesome...to finally use those mounts for combat. Just awesome...until you are standing there waving your hands around (its the animation folks) for nearly 2 seconds before it blasts off. Clunky, junky, and sobering....but again the animation when it fires is spot on and awesome. A delayed burst seems to be the best way for this one to go. Where you cast it and it builds for 2 or 3 seconds and fires. So you cant abuse it but it becomes usable...or reduce the channel to at most 1 sec, pref lower.
The dstaff skill is a hard sale. Its animation is incredible and becuase of that, its cast/ channell time doesnt feel as bad because your character is doing beautiful stuff on screen with great sound effects, but it will be a hell of hard skill to get off in pvp, esp with the very long and flashy animation. It seems best suited for soloing around the world...and even that, since interupts and stuns have been thrown around with abandon in content now..you will still be in an uphill battle. And way to slow for trial trash runs. Plus you have instant cast skills that are more powerful already. So i dunno what this is supposed to be used for except another skill for pvp bombers to line up with their proc sets.
So its a mixed bag from me. I am excited for this and to see where it goes. Again like arcanist last year, your animations and sound fx are mostly on point and top tier. It is new and xciting...and I will try to create another toon and see if it unlocks all the skills properly. But, it seems more flash in the pan than really useful. Just like all the other non class skill lines of the game, where ultimatley, 1 or 2 skills out of a all of it will be used and useful and the rest nothing more than eye candy that are dead on arrival. Some great ideas here tho.
P.S. I didnt get to test the class specific grims because the template was faulty or something. But i did read their tooltips and yes, the sorc option seems good only for melee sorcs. And again punishing to non pet sorcs when using the atro ulty. Which why that still hasnt been changed from the class passive...shrug. Templar shouldnt be a kiss curse when no one else has one. Just like the class sets from archive...the passives arent aligning with classes they serve well...these two are the largest stinkers...but necro just giving corpses...mostly at your feet....again...is underwhelming. It seems just as ranged weapons are useless, just as magicka skills do less damage than stam for no reason, just as medium armor has no drawbacks, just as silence only affects magicka even though half the skills in the game now have stamina morphs and you can even stamina heal, and now these overal grims and class grim focuses are mostly built around melee skills and melee effects....ranged i guess is just passe....the games bias for stam or magsword in stamsets and gear in melee range is just getting over the top. Why even call it an elderscrolls fantasy game anymore and just call it knights and rogues of the darkages...look a castle and dragons.