This is the official feedback thread for the new Cyrodiil Champions (Vengeance Campaign) in Update 45. Please try out the new campaign and let us know what you think! Specific feedback that the team is looking for includes the following:
Turtle_Bot wrote: »[*] Sorcerer[*] Strange for such a strong class on live to be so low here, but the issues with the class for the skills in this mode are numerous and varied.
- First: Surge is the class self burst heal equal to Honor the Dead, but unlike all the other class self burst heals, Surge has a 6 second cooldown with the "bonus" being MINOR berserk while slotted (not even major berserk). Other classes get major berserk and no cooldown on their self heal, so why such a harsh restriction on this ability? - Winged Twilight, Conjured Ward, Dark Exchange, Bound Armor, Bolt Escape all these skills are also defensive tools of Sorc, just relying on spamming one skill won't work. I see the logic in the fact that ZOS made a 6 second cooldown on Surge. After all, you can spam a ward, it's also a kind of healing.
- Second: Crystal Shards remained a cast time ability and since there are zero non-class abilities, this leaves Sorcerer without a spammable. Necro flaming skulls hits for 1% less damage than crystal shards with same range and projectile speed, but has no cast time. Skulls is in a good spot, why was shards left so clunky when the frags proc version on live, is available to be used as the vengeance version of crystal shards for the purposes of this test. - just look at the Overlord skill, yes it consumes the ultimate, but it is exactly the spam skill that most sorcs are crying about in this thread. And yes, you can still use Crystal Shard for spam, even with 0.8 cast time.
- Third: The class lacks ANY speed at all. With how clunky vengeance bolt escape is (seriously, Arcanist portal is faster, smoother and easier to use than bolt escape) and the self heal having an insane 6 second cooldown, having zero access to movement speed is just the final nail in the coffin of how this vengeance version of Sorcerers class kit was designed. What makes this even more egregious is that Warden (a tanky brawler) and NB (no cooldown on heal and kept invis as well as a much stronger overall kit) got to keep their movement speed boosts while sorcerer lost its movement speed buff. - Perhaps the only point I partially agree with. However, you can still close/increase the distance using Bolt Escape, Encase, Daedric Mines, Stun, etc.
- Forth: There is an inherent lack of buff/debuff access in the class kit. It has resolve and berserk, but nothing else. This is fine on live where scribing, sets, weapon skills and global skills cover this inherent weakness, but in a campaign where everything outside the simplified class skills is disabled, this becomes extremely apparent. - Major Protection is still buff, why did you forget to mention it? It’s also worth mentioning Dark Exchange. If I’m not mistaken, it’s the only stamina skill among all classes that allows you to convert less useful stamina into magicka.
All of these issues combine for a class kit that is clunky, unwieldy and straight up unfun to play and something I would not be looking to take into the tests on the live servers if left this way.
The only good side I could find with sorcerer was that since the pets were now abilities and not pets, they were actually usable in PvP. Small comfort when the rest of the class kit has been left in such a clunky state.
i11ionward wrote: »Turtle_Bot wrote: »[*] Sorcerer[*] Strange for such a strong class on live to be so low here, but the issues with the class for the skills in this mode are numerous and varied.
- First: Surge is the class self burst heal equal to Honor the Dead, but unlike all the other class self burst heals, Surge has a 6 second cooldown with the "bonus" being MINOR berserk while slotted (not even major berserk). Other classes get major berserk and no cooldown on their self heal, so why such a harsh restriction on this ability? - Winged Twilight, Conjured Ward, Dark Exchange, Bound Armor, Bolt Escape all these skills are also defensive tools of Sorc, just relying on spamming one skill won't work. I see the logic in the fact that ZOS made a 6 second cooldown on Surge. After all, you can spam a ward, it's also a kind of healing.
- Second: Crystal Shards remained a cast time ability and since there are zero non-class abilities, this leaves Sorcerer without a spammable. Necro flaming skulls hits for 1% less damage than crystal shards with same range and projectile speed, but has no cast time. Skulls is in a good spot, why was shards left so clunky when the frags proc version on live, is available to be used as the vengeance version of crystal shards for the purposes of this test. - just look at the Overlord skill, yes it consumes the ultimate, but it is exactly the spam skill that most sorcs are crying about in this thread. And yes, you can still use Crystal Shard for spam, even with 0.8 cast time.
- Third: The class lacks ANY speed at all. With how clunky vengeance bolt escape is (seriously, Arcanist portal is faster, smoother and easier to use than bolt escape) and the self heal having an insane 6 second cooldown, having zero access to movement speed is just the final nail in the coffin of how this vengeance version of Sorcerers class kit was designed. What makes this even more egregious is that Warden (a tanky brawler) and NB (no cooldown on heal and kept invis as well as a much stronger overall kit) got to keep their movement speed boosts while sorcerer lost its movement speed buff. - Perhaps the only point I partially agree with. However, you can still close/increase the distance using Bolt Escape, Encase, Daedric Mines, Stun, etc.
- Forth: There is an inherent lack of buff/debuff access in the class kit. It has resolve and berserk, but nothing else. This is fine on live where scribing, sets, weapon skills and global skills cover this inherent weakness, but in a campaign where everything outside the simplified class skills is disabled, this becomes extremely apparent. - Major Protection is still buff, why did you forget to mention it? It’s also worth mentioning Dark Exchange. If I’m not mistaken, it’s the only stamina skill among all classes that allows you to convert less useful stamina into magicka.
All of these issues combine for a class kit that is clunky, unwieldy and straight up unfun to play and something I would not be looking to take into the tests on the live servers if left this way.
The only good side I could find with sorcerer was that since the pets were now abilities and not pets, they were actually usable in PvP. Small comfort when the rest of the class kit has been left in such a clunky state.
I left my comments in the quote.
Is it just me, or do Sorcs from the live server seem a bit upset that now they'll have to press more buttons than just spamming Ward and Streak? Sorry, my statement might come across as a bit aggressive, but I tested the Sorc skills on the PTS, and in my opinion, things don’t look nearly as bad as described by the esteemed @Turtle_Bot . The only thing I can add about the Sorc is that if you’re a fan of Stamsorc, there’s nothing on the PTS that resembles a Stamsorc.
Ok thirdsecond time now you say this. (Edit - one time was this I11I comedian)Sorcerer is fine, not Op. I meet 4 NB and manage to survive, but not abble to kill anyone by my own. And I did 1v1 against sorc then 1v1 against NB.NB is too strong and too oppressive.
Renato90085 wrote: »i think all skill use mag..so not anything for stam build...
i11ionward wrote: »Turtle_Bot wrote: »[*] Sorcerer[*] Strange for such a strong class on live to be so low here, but the issues with the class for the skills in this mode are numerous and varied.
- First: Surge is the class self burst heal equal to Honor the Dead, but unlike all the other class self burst heals, Surge has a 6 second cooldown with the "bonus" being MINOR berserk while slotted (not even major berserk). Other classes get major berserk and no cooldown on their self heal, so why such a harsh restriction on this ability? - Winged Twilight, Conjured Ward, Dark Exchange, Bound Armor, Bolt Escape all these skills are also defensive tools of Sorc, just relying on spamming one skill won't work. I see the logic in the fact that ZOS made a 6 second cooldown on Surge. After all, you can spam a ward, it's also a kind of healing.
- Second: Crystal Shards remained a cast time ability and since there are zero non-class abilities, this leaves Sorcerer without a spammable. Necro flaming skulls hits for 1% less damage than crystal shards with same range and projectile speed, but has no cast time. Skulls is in a good spot, why was shards left so clunky when the frags proc version on live, is available to be used as the vengeance version of crystal shards for the purposes of this test. - just look at the Overlord skill, yes it consumes the ultimate, but it is exactly the spam skill that most sorcs are crying about in this thread. And yes, you can still use Crystal Shard for spam, even with 0.8 cast time.
- Third: The class lacks ANY speed at all. With how clunky vengeance bolt escape is (seriously, Arcanist portal is faster, smoother and easier to use than bolt escape) and the self heal having an insane 6 second cooldown, having zero access to movement speed is just the final nail in the coffin of how this vengeance version of Sorcerers class kit was designed. What makes this even more egregious is that Warden (a tanky brawler) and NB (no cooldown on heal and kept invis as well as a much stronger overall kit) got to keep their movement speed boosts while sorcerer lost its movement speed buff. - Perhaps the only point I partially agree with. However, you can still close/increase the distance using Bolt Escape, Encase, Daedric Mines, Stun, etc.
- Forth: There is an inherent lack of buff/debuff access in the class kit. It has resolve and berserk, but nothing else. This is fine on live where scribing, sets, weapon skills and global skills cover this inherent weakness, but in a campaign where everything outside the simplified class skills is disabled, this becomes extremely apparent. - Major Protection is still buff, why did you forget to mention it? It’s also worth mentioning Dark Exchange. If I’m not mistaken, it’s the only stamina skill among all classes that allows you to convert less useful stamina into magicka.
All of these issues combine for a class kit that is clunky, unwieldy and straight up unfun to play and something I would not be looking to take into the tests on the live servers if left this way.
The only good side I could find with sorcerer was that since the pets were now abilities and not pets, they were actually usable in PvP. Small comfort when the rest of the class kit has been left in such a clunky state.
I left my comments in the quote.
Is it just me, or do Sorcs from the live server seem a bit upset that now they'll have to press more buttons than just spamming Ward and Streak? Sorry, my statement might come across as a bit aggressive, but I tested the Sorc skills on the PTS, and in my opinion, things don’t look nearly as bad as described by the esteemed @Turtle_Bot . The only thing I can add about the Sorc is that if you’re a fan of Stamsorc, there’s nothing on the PTS that resembles a Stamsorc.
YandereGirlfriend wrote: »MincMincMinc wrote: »@ZOS_Kevin
After reviewing all of the skill lines in pts I have some concerns. Mainly the whole point is to run this test by removing bloated complicated skills and have only core essentials. While I understand that necro and arc have their stacking systems as some sort of "identity", the skill lines were basically ignoring the whole purpose of the test.
To top it off these two classes have extra buffs needlessly tacked on to some skills that other classes have. A general rule of thumb that should have been followed was that a skills shouldn't have multiple AND statements in them "Does damage AND generates a corpse AND does a dot AND does a debuff AND gives a buff AND does offbalance AND.......AND........AND........."
If a skill is more than a paragraph long, it needs to be simplified.
Also I think it would be best to make sure the status effect system was turned off. I didnt get to check this tonight, but it is essentially added procs on every single action done in the game. Can't be healthy for the server. Probably why phys damage and mag damage didnt have status effects for so long, as they were the most common forms of damage.
There aren't going to be any Necros on during the test anyway if you look at their actual toolkit vs. NB or DK.
PvP has devolved into slow stalemate heavy attack spam, running out of resources before you can finish off your opponent who switched to defense until one person gets bored or makes a mistake. I don't see anyone surviving when fighting outnumbered after these changes since the sustain is just not there, nor is the burst damage.
Class balance is also wayyy off, with necromancer (ironically) and nightblade being a lot stronger than the rest.
Good thing there's BGs, but if this is some long-term direction for PvP in Cyrodiil it just feels like wasted development time.
MincMincMinc wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »@ZOS_Kevin
After reviewing all of the skill lines in pts I have some concerns. Mainly the whole point is to run this test by removing bloated complicated skills and have only core essentials. While I understand that necro and arc have their stacking systems as some sort of "identity", the skill lines were basically ignoring the whole purpose of the test.
To top it off these two classes have extra buffs needlessly tacked on to some skills that other classes have. A general rule of thumb that should have been followed was that a skills shouldn't have multiple AND statements in them "Does damage AND generates a corpse AND does a dot AND does a debuff AND gives a buff AND does offbalance AND.......AND........AND........."
If a skill is more than a paragraph long, it needs to be simplified.
Also I think it would be best to make sure the status effect system was turned off. I didnt get to check this tonight, but it is essentially added procs on every single action done in the game. Can't be healthy for the server. Probably why phys damage and mag damage didnt have status effects for so long, as they were the most common forms of damage.
There aren't going to be any Necros on during the test anyway if you look at their actual toolkit vs. NB or DK.
Tru lol, NB is going to be cracked, DK is going to be impossible to 1v1 with the pressure, sorc doesnt have a spammable or an ult, arc+necro may only be strong from the sheer number of buffs they get, templar is lol just like on live.PvP has devolved into slow stalemate heavy attack spam, running out of resources before you can finish off your opponent who switched to defense until one person gets bored or makes a mistake. I don't see anyone surviving when fighting outnumbered after these changes since the sustain is just not there, nor is the burst damage.
Class balance is also wayyy off, with necromancer (ironically) and nightblade being a lot stronger than the rest.
Good thing there's BGs, but if this is some long-term direction for PvP in Cyrodiil it just feels like wasted development time.
Yeah atleast tweaking the regen to the point where you can cast 20-30 skills before starting to gas out would be nice.
Balance is obviously not the focus on this, not sure why people are so fixated on the balance for a week long test.
I cannot possibly see this as their longterm direction nor have they ever stated that. I could see them finishing stat standardizations like combining spell and weapon damage or the crits. Then would come class reworks. Before they rework classes I am sure they want to know whether the game can handle one skill being an aoe+dot+effect+debuff+........ Not every skill needs to be paragraphs long to be fun to use. Compare old dizzy swing vs new dizzy swing, I'd much rather the longer cast time knockup. It was especially fun when they fixed the aim check problems before ruining the skill with the terrible offbalance concept.
Turtle_Bot wrote: »Speed:
- I noted how clunky bolt escape is. It is literally as slow on PTS as mist form is on live server where it takes min half a second of doing nothing before it teleports. ZOS has clearly changed something within the code for that ability on PTS. Just straight movement speed is already more than enough to keep up with streak on live servers (as has been proven countless times with video evidence on other threads) where streak is significantly faster than what bolt escape is on the PTS.
- Bolt escape is also a very unreliable stun on PTS, I ended up switching it to back bar to use exclusively as an escape tool since the stun is no longer along the entire length of the teleport, but only in a small AoE on landing point (another thing that makes the skill clunky to use compared to live).
- Why do people think the other classes don't have any stuns or CC on top of their speed to catch sorc (not just PTS but on live too), it's almost like CC abilities, gap closers and speed buffs just vanish from the other classes kits when players complain about sorc/streak.
MincMincMinc wrote: »Turtle_Bot wrote: »Speed:
- I noted how clunky bolt escape is. It is literally as slow on PTS as mist form is on live server where it takes min half a second of doing nothing before it teleports. ZOS has clearly changed something within the code for that ability on PTS. Just straight movement speed is already more than enough to keep up with streak on live servers (as has been proven countless times with video evidence on other threads) where streak is significantly faster than what bolt escape is on the PTS.
- Bolt escape is also a very unreliable stun on PTS, I ended up switching it to back bar to use exclusively as an escape tool since the stun is no longer along the entire length of the teleport, but only in a small AoE on landing point (another thing that makes the skill clunky to use compared to live).
- Why do people think the other classes don't have any stuns or CC on top of their speed to catch sorc (not just PTS but on live too), it's almost like CC abilities, gap closers and speed buffs just vanish from the other classes kits when players complain about sorc/streak.
I dont think streak on pts is any slower, on live I think they just move your character model and camera faster that it actually happens. Its why you can still attack sorcs at the origin location, even though they have already moved to the end. Pretty sure zos put this change on live to help players not get confused when they streak into a new environment. Basically if they move the camera before it actually happens, players can look around for the rest of the gcd to prepare for the next gcd.
xylena_lazarow wrote: »Reminder that this isn't testing "procs" as we already know that proc sets have zero effect on performance, because they already did the no proc main camp test, and performance was still terrible. Not sure why they're trying to nerf both skills and siege at the same time, how will they know which one is helping the performance?
Turtle_Bot wrote: »MincMincMinc wrote: »Turtle_Bot wrote: »Speed:
- I noted how clunky bolt escape is. It is literally as slow on PTS as mist form is on live server where it takes min half a second of doing nothing before it teleports. ZOS has clearly changed something within the code for that ability on PTS. Just straight movement speed is already more than enough to keep up with streak on live servers (as has been proven countless times with video evidence on other threads) where streak is significantly faster than what bolt escape is on the PTS.
- Bolt escape is also a very unreliable stun on PTS, I ended up switching it to back bar to use exclusively as an escape tool since the stun is no longer along the entire length of the teleport, but only in a small AoE on landing point (another thing that makes the skill clunky to use compared to live).
- Why do people think the other classes don't have any stuns or CC on top of their speed to catch sorc (not just PTS but on live too), it's almost like CC abilities, gap closers and speed buffs just vanish from the other classes kits when players complain about sorc/streak.
I dont think streak on pts is any slower, on live I think they just move your character model and camera faster that it actually happens. Its why you can still attack sorcs at the origin location, even though they have already moved to the end. Pretty sure zos put this change on live to help players not get confused when they streak into a new environment. Basically if they move the camera before it actually happens, players can look around for the rest of the gcd to prepare for the next gcd.
I'm not sure exactly what they've done, but on PTS it was very noticeable for me where the character (and camera) just stood there for a solid half second before being teleported.
Live streak is much faster than what BE was on PTS, even if it is just the camera moving on the live servers. Like I said, it actually felt like I was casting mist form or live version of Arc portal instead of BE when testing on the PTS. The stutter/delay with the skill was horrible for the flow of combat if I was trying to cast more than just streak.
What made it even more noticeable was that Arc portal was legitimately instant cast for me (same conditions). I do have auto cast ground AoEs turned on, but even then I basically cast portal while running and just auto ported (camera and character) instantly through the portal as fast as streak does on live.
Thinking on it, it actually seems likely that ZOS might have accidentally switched some of the code of the 2 skills during the process of porting them over to the new campaign. Might be something to double check?
EVERY THURSDAY 9-11PM EST/6-8PM PST (2-4 UTC friday)
Army of the Pact (EP) plans to organize a raid on the PTS. Welcome all groups to join to help in the early testing stages. Would be great to get some competition on the map.
Yeah it's pretty key to fighting outnumbered at keeps, and getting into keeps with small groups in the first place. I like to smallscale at actual objectives, not just troll towers, not be forced into ball strat, this ruleset completely nukes a lot of what I do with my groups. So that brings the game mode down to whether fighting in zergs will be fun.MincMincMinc wrote: »Honestly do we really need to use 3-4 seige at the same time? 99% of pvp is just everyone sitting at the ram on an empty keep.
I'm super excited for this. Classes are wildly imbalanced as many others have pointed out, but I think it will be fine since everyone has access to all classes.
I am super pumped that most ally heals will require actual targeting. This is a beautiful change that should have been made on the live servers a long time ago.
Any reason why Sorcerer's Winged Twilight heal is exempt and doesn't require a target?
Could be an opportunity to see "Tab Targeting" allies/groupmates start to be needed. We can target specific enemies to prevent "bodyblocking" the target, so I think with this brilliant shift to manual targeting heals/buffs it would be a need to have that as a general feature going forward. Just an idea!
xylena_lazarow wrote: »Yeah it's pretty key to fighting outnumbered at keeps, and getting into keeps with small groups in the first place. I like to smallscale at actual objectives, not just troll towers, not be forced into ball strat, this ruleset completely nukes a lot of what I do with my groups. So that brings the game mode down to whether fighting in zergs will be fun.MincMincMinc wrote: »Honestly do we really need to use 3-4 seige at the same time? 99% of pvp is just everyone sitting at the ram on an empty keep.
Zerg sieges often rely on only a few players who actually know siege tactics while the other 80 zergers derp around. So nerfing the best siege players is gonna be a huge stealth buff to either the ball group strat, or to a big flat dumb player count check. Especially on top of the nerf to individual build power. I'm out unless large scale somehow works.