JayKwellen wrote: »CameraBeardThePirate wrote: »Here's some skill lines on each class that, from a PvP perspective, will likely see little to no use because of their low power. Note that some of these skill lines are simply the weakest for that class, and might still see use here and there.
Nightblade
Shadow:
Unless you want invis or fear, or are doing some health stacking shenanigans, this tree is pretty lackluster compared to what the other 2 nightblade lines give you. Assassination is undoubtedly the best line in the game, and Siphoning has some of the best healing, sustain, and a fantastic ultimate. Shadow is therefore sort of left behind. I don't think it necessarily needs a buff, but maybe some slight passive tweaks?
This is the only one I disagree with. For anyone who plays solo or small-scale, the shadow tree is potentially one of the best trees as it gives you access to the best survivability/kiting ability in the game - shade.
Anyone who plays solo/small/1vX can slot shade (and drop their armor buff, since it's a passive) and instantly become near unkillable if used properly. Just imagine chasing that warden/DK/whatever around a tower while they build ult to burn you - now imagine that they can shade too. You'll never catch them, never kill them, and never stop them. And they'll be able to build out more damage now too, since you don't need to be quite so tanky when you can LoS on demand.
Few players know how to use it well, but those who do are going to become a complete menace.
CameraBeardThePirate wrote: »JayKwellen wrote: »CameraBeardThePirate wrote: »Here's some skill lines on each class that, from a PvP perspective, will likely see little to no use because of their low power. Note that some of these skill lines are simply the weakest for that class, and might still see use here and there.
Nightblade
Shadow:
Unless you want invis or fear, or are doing some health stacking shenanigans, this tree is pretty lackluster compared to what the other 2 nightblade lines give you. Assassination is undoubtedly the best line in the game, and Siphoning has some of the best healing, sustain, and a fantastic ultimate. Shadow is therefore sort of left behind. I don't think it necessarily needs a buff, but maybe some slight passive tweaks?
This is the only one I disagree with. For anyone who plays solo or small-scale, the shadow tree is potentially one of the best trees as it gives you access to the best survivability/kiting ability in the game - shade.
Anyone who plays solo/small/1vX can slot shade (and drop their armor buff, since it's a passive) and instantly become near unkillable if used properly. Just imagine chasing that warden/DK/whatever around a tower while they build ult to burn you - now imagine that they can shade too. You'll never catch them, never kill them, and never stop them. And they'll be able to build out more damage now too, since you don't need to be quite so tanky when you can LoS on demand.
Few players know how to use it well, but those who do are going to become a complete menace.
True, to be honest I had kinda forgotten about Shade (despite it being one of my all time favorite abilities), but you're right that it's incredibly powerful.
That being said, I still thing Shadow will likely be the least picked class line from Nightblade, but all things considered, that's probably not saying much since all of their lines are excellent.
xAlucardx92 wrote: »Mages' Fury: This ability and its morphs now last for 2 seconds, down from 4.
Make it 3 or 2,5 seconds, so that you can still build a combo around it
Capacitor: Increases your Weapon and Spell Damage by 54/108 per Sorcerer ability slotted
Change it to Class ability slotted, so it better harmonious with the new subclass system
Wellspring of the Abyss: This passive now increases your Health, Magicka, and Stamina Recovery by 40/81 for each Soldier of Apocrypha ability slotted, down from 64/129.
I just ran across another thing that could be an issue. I haven't tested it yet, so someone fact check me but:
We may want to make Class abilities/Passives that snare opponents non stackable.
With this bar setup, Dk passive Warmth, Biting jabs snare, and Scribing snare, I can essentially 100% snare you.
Like I said I haven't tested this, but class snares probably shouldn't stack.
After testing plar in trial I can only say the change to beam means I'll be abandoning the class if this goes live.
I just can't feel engaged in gameplay where I have to press one skill roughly every 5 seconds. Plar had a nice variation and pace to the gameplay, with fast skills up until execute and then a slightly slower pace. It felt good, but moving to 4.8 secs per skill saps the fun for me. I'm no longer engaged by the gameplay. If I'd wanted this, I'd have been playing arcanist already.
I guess now everyone will effectively play arcanist though if they want to engage in mid to end game content and be effective. Though it's also looking like class mastery will mean actual arcanists still have the advantage and will be more desired than other classes will, even once they have arc beam added in.
Class imbalance feels worse than ever, unless you like beaming.
ZOS wrote:Developer Comment: This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction. The reduction of time spent casting should help Templars' execute phase feel more engaging for the caster since they can now devote more time to maintaining other abilities.
Please reconsider the changes to Magma Shell, as they will significantly impact the trifectas in Dreadsail Reef. I believe it’s necessary to keep at least one morph that can handle this situation. Magma Shell has effectively been the only viable countermeasure against Reef Guardian for a long time—possibly since the release of High Isle. The adjustments to Magma Shell in U46 PTS will completely overturn the established strategy for this boss
Mostly copied over from another thread so it's also in the "official" feedback thread.
---
I really hoped I could return to a non-pet playstyle even as a sorcerer DD.
But unfortunately, it's really not the case. And ZOS' recommendation - "well, just replace Summoning with something else!" - is really a dismal admission of total failure. It especially betrays a shocking ignorance about the class' skills and tool kit.
The one main thing why you would want a sorc in your group - the Atronach - is a Summoning ability. It's also the strongest damage skill that you have, by quite a margin.
There are really no good damage abilities in any of the other skill lines, with the possible exception of Frags and Hurricane. And for the latter, you can find decent replacements very easily. Which means that essentially, the whole Storm Calling line is dead weight. And most of Dark Magic as well - Frags is the only skill in this line that a DD would slot in an organised group.
On the other hand, Summoning has most of the damage skills that a sorcerer has - even without the pets. Haunting Curse, Atro, and maybe even Bound Armaments - that's the same amount or even more skills you would maybe use than in the other two lines combined. The mere idea that non-pet sorcs would use no Summoning abilities leaves me speechless.
One of the major reasons for this state is, of course, that the other two Storm Calling skills - Mage's Wrath and Liquid - are so comically underpowered that you nerf yourself by slotting them. If those were buffed to be viable skills, things might be different, but as things are, they're not.
Which means that for a DD, if you rip out Summoning, there's not really any reason to play a sorcerer. Yes, you can substitute two lines with better damage skills from elsewhere, but then you're left with two good lines and one that you have to drag along because you wanted a sorc. At that point, you're better off playing literally anything else.
How the sorcerer skills are distributed, and how ridiculously bad some of them are, means that they're really getting stuffed with the multiclass system. Sorcerer really suffers from being an original class, with many skills severely underpowered compared to newer classes whose skills do 2+ things at once, and with really unfocused skill lines.
Skills need to be reorganised and buffed, passives need to be reworked, and a clear distinction needs to be made between playing with and without pets. Then maybe the class will be ready for multiclassing. But implementing the system and just caring about individual skills, and not looking at how class toolkits are set up for swapping out entire skill lines, is very poorly thought out. (I could get more drastic here if I were honest.)
---
That said, there's a few reasons why I want to play without pets:
- They're exceedingly ugly and very 2014-ish in quality. Make them cool!
They're exceedingly annoying:
- they add visual noise, esp. the flappybird that tends to fly exactly into your field of view whatever you're doing
- they add literal noise, even outside of combat. It's fine if an ability makes a sound when I fire it. It's not if it randomly cackles and groans when I don't use it. The pets do, just while hanging around.
- The use of two skill slots is bad.
- Their special abilities are underwhelming or bad, like most of a sorcerer's tool kit.
Make them better, esp. visually, and I might consider tolerating them.
With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.
Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?
Could make it ignore resistances? or ignore 50% of resistances?
I feel like this change was not needed.
IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.
sweatapodimas wrote: »
With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.
Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?
Could make it ignore resistances? or ignore 50% of resistances?
I feel like this change was not needed.
IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.
YEah , 3k pen is HUGE, not sure why nobody is talking about it...probably because half the nb mains left ESO the last patch smh
MurkyWetWolf198 wrote: »sweatapodimas wrote: »
With this change I feel like Suprise attack or the stamina morph of Veiled Strike, is useless. Most of the time when stamblades are flanking, or even on a target dummy, we are already critting every hit with suprise attack.
Maybe change the status of Suprise attack and give us something more rewarding similar to what concealed has?
Could make it ignore resistances? or ignore 50% of resistances?
I feel like this change was not needed.
IDK but having the passive flanking and the skill flanking doing essentially the same thing feels counter intuitive.
YEah , 3k pen is HUGE, not sure why nobody is talking about it...probably because half the nb mains left ESO the last patch smh
Most veteran players here are distracted by PvE performance, where this change ends up being a buff
CameraBeardThePirate wrote: »I just ran across another thing that could be an issue. I haven't tested it yet, so someone fact check me but:
We may want to make Class abilities/Passives that snare opponents non stackable.
With this bar setup, Dk passive Warmth, Biting jabs snare, and Scribing snare, I can essentially 100% snare you.
Like I said I haven't tested this, but class snares probably shouldn't stack.
Snares are multiplicative, not additive (with i believe the exception of Sea Serpent?), so you wont reach a 100% snare on anyone. That changed a long time ago around Summerset when Templars and Wardens were staring everyone with massive AoEs in PvP.
ForumBully wrote: »"Those who do not wish to interact with the pet gameplay can now replace this skill line as a whole."
What is going on with Daedric Summoning, seriously? Is this the "love it or leave it" philosophy for a whole skill line? Is someone at ZoS so deeply in love with clan fears that the whole skill line is a haven only for like-minded pet lovers?
Good patch notes, but this is seriously freaking weird.
Darkness734 wrote: »@ZOS_Kevin Is anyone going to look at buffing werewolves? The absolutely absurd numbers people are putting up with mixing classes further disenfranchises werewolves. Quite literally its only viable to play werewolf in solo play right now with any and every other option being much more viable.
I have been reporting bug reports and posting about this and I'll continue to do so until this is looked at. I would at least like to be a mid lvl dps performer in group settings, is that too much to ask for?