On PVP SORC and NIGHTBLADE:
3. On the new PURGE meta:
- so now you can subclass templars purge / healing tree with wardens purge / damage tree for a delayed burst tool + the
best healing tools in the game AND... infinite sustain. with the combination of restoring rune, bull netch and cleansing
ritual sustain is no longer an issue AND dot damage as well as any other delayed damage / debuff that is placed on you
is completely removed. this effectively ends dots as a viable way to play pvp and makes these 2 subclass skill lines feel
mandatory for any kind of experienced pvp. add the aforementioned nightblade assassination skill line to the mix and
you have yourself one of the 3 - 4 mandatory meta builds that will inevitably crop up and end build diversity in mid to end
game pvp. the recommended solution is to place a cooldown debuff on the player character preventing cleansing ritual
from cleansing anything more than once every 15 seconds. this allows dot builds and sticky damage / debuffs play styles
to have a place in pvp without being to onerous on templar players. This will also have little to no impact on pve.
Im friends with a lot of templars, and will be using plar skill lines going forwards with subclassing. I really don't think nerfing templars purge will solve anything besides make the pureclass worse. They synergy can may be abused but highly unlikely, it does what it does for a reason.
In just a 1v1 scenario, me on most classes, i prefer to have 1 or even 2 dots. When a templar purges those dots, its annoying but all i have to do is recast it. My 2 dots are still cheaper in resources then their 1 or 2 cast of Extended ritual. Remind you, this is a 1v1, I have zero issue putting dots on a plar with purge. Elemental susceptibility usually does a very good job of filling up that 5 negative effect zone that Extended Ritual purges. Now imagine in PvP when you have way more than just 1 or 2 dots.
Additionally, when you compare sustain, what you really should complain about is Nightblade and Siphoning Strikes. You dont even need netch or templar rune, it will single handedly carry sustain on any builds. So here we are talking about other class skill lines, which debunks the statement "you have yourself one of the 3 - 4 mandatory meta builds that will inevitably crop up and end build diversity for mid to end game pvp." Each class has atleast one skill line that is absolutely great for pvp.
End game pvp consist of getting a group together and spam AOE burst ults, and run around till you get your ult again. Other than that its gankers, and small scalers who both choose their fights wisely, most of them are afraid to be clipped and shipped and memed on discord servers.
All in all, my main gripe is that templar purge DOES NOT need a 15 sec cooldown on their purge, it would make the skill 100% useless for solo/small scaled builds. It will only be used in ball groups where people can stack the HoT and spam the synergy.
Judging the build diversity on week 1 is a harsh take. Between just the few people I'm on pts with, we all have different approaches. And all are hitting insane numbers with different builds. Just have a little bit of hope.
ForumBully wrote: »Even if it does for an update or two, that's happened with other classes before subclassing. I've had classes benched in PvP because they were simply hopeless and locked into their terrible skill lines.
Have a little vision for the benefits of a system that can be changed without the worry of disrupting class balance and put down
Do all three Sorc skill trees have to be meta on the first pass? People just can't let go of that class identity stuff. It's skill trees now.
This has nothing to do with any class identity or skill trees, this is just a matter of fact. All of Sorc's skill lines are not worth using in Subclassing, which will not only destroy a Class, but also the entire game ecosystem.
If people think today that it is okay for Sorc's entire skill line to be unused, then tomorrow when NB's skill line is nerfed to the ground, people will also think that since there is a precedent, NB's death should also be allowed. Which profession should die next? What will we be left with in the end?
On PVP SORC and NIGHTBLADE:
3. On the new PURGE meta:
- so now you can subclass templars purge / healing tree with wardens purge / damage tree for a delayed burst tool + the
best healing tools in the game AND... infinite sustain. with the combination of restoring rune, bull netch and cleansing
ritual sustain is no longer an issue AND dot damage as well as any other delayed damage / debuff that is placed on you
is completely removed. this effectively ends dots as a viable way to play pvp and makes these 2 subclass skill lines feel
mandatory for any kind of experienced pvp. add the aforementioned nightblade assassination skill line to the mix and
you have yourself one of the 3 - 4 mandatory meta builds that will inevitably crop up and end build diversity in mid to end
game pvp. the recommended solution is to place a cooldown debuff on the player character preventing cleansing ritual
from cleansing anything more than once every 15 seconds. this allows dot builds and sticky damage / debuffs play styles
to have a place in pvp without being to onerous on templar players. This will also have little to no impact on pve.
Im friends with a lot of templars, and will be using plar skill lines going forwards with subclassing. I really don't think nerfing templars purge will solve anything besides make the pureclass worse. They synergy can may be abused but highly unlikely, it does what it does for a reason.
In just a 1v1 scenario, me on most classes, i prefer to have 1 or even 2 dots. When a templar purges those dots, its annoying but all i have to do is recast it. My 2 dots are still cheaper in resources then their 1 or 2 cast of Extended ritual. Remind you, this is a 1v1, I have zero issue putting dots on a plar with purge. Elemental susceptibility usually does a very good job of filling up that 5 negative effect zone that Extended Ritual purges. Now imagine in PvP when you have way more than just 1 or 2 dots.
Additionally, when you compare sustain, what you really should complain about is Nightblade and Siphoning Strikes. You dont even need netch or templar rune, it will single handedly carry sustain on any builds. So here we are talking about other class skill lines, which debunks the statement "you have yourself one of the 3 - 4 mandatory meta builds that will inevitably crop up and end build diversity for mid to end game pvp." Each class has atleast one skill line that is absolutely great for pvp.
End game pvp consist of getting a group together and spam AOE burst ults, and run around till you get your ult again. Other than that its gankers, and small scalers who both choose their fights wisely, most of them are afraid to be clipped and shipped and memed on discord servers.
All in all, my main gripe is that templar purge DOES NOT need a 15 sec cooldown on their purge, it would make the skill 100% useless for solo/small scaled builds. It will only be used in ball groups where people can stack the HoT and spam the synergy.
Judging the build diversity on week 1 is a harsh take. Between just the few people I'm on pts with, we all have different approaches. And all are hitting insane numbers with different builds. Just have a little bit of hope.
You are probably correct on this change hurting pureclass plar which would be bad , however I would like zos to pay closer attention to interactions between the class skill lines where stacking similar effects may prove too strong.
As for Judging the build diversity on week 1 being a harsh take you may be right here, but I am of the opinion that the current plethora of diverse builds coming from this system is fleeting and only a process that once whatever this turns into hits live will last at most a month before the meta is established. As this system is handing everyone every option whatever meta is established will be less diverse then even what we have now on live. inevitably there will be a best damage tree a best sustain tree and a best defensive tree then once the sets that compliment them are discovered that will be it. maybe 2 or 3 variations maybe one or 2 oddball builds that play counter meta and everything else not measuring up. we may get slightly different builds for small scale vs ball group vs zerg etc but if you look what we have now with less options its pretty stale. In the end more options tends to breed less diversity as it removes the need to make impactful choices about skill selection and play style since there will always be a best thing for a given activity. Don't get me wrong I hope i am incorrect about all of this and zos manages to nail this system before it hits the live server so we do have more diversity and more interesting ways to play but to be completely honest the track record zos has had over the last few years with pvp design and implementation is not speaking to that being likely.
Whenever you look at pvp balance the goal is not every build is S tier that just means there is now only 1 build and its not realistic with any kind of diversity. the goal is that the absolute worst build in the game can complete with the absolute best build in the game in the hands of similarly skilled players. I think this game actually has had that from time to time but it does not seem like that was intentional, more along the lines of a broken clock being right twice a day at least as far as looking at changes that have been made in the past and the direction the game went. This system is going to make reaching that goal 10 times harder. It will require the dev team to be on top of it like never before and honestly for myself, a majority of the people i play with and most of the end game pvp players i talk to say this is a make or break moment for them. If this system fails to deliver its very likely that most of them and maybe even myself will be looking to move on to other games. Not trying to sound hostile or anything mind you just that the experience we are looking to get out of this game that we have loved for 10 years will not longer be there and if that is the case so be it. It was a good run. But i want to have hope that zos can do this.
In the end we shall see. Ty for your reply and for your constructive input. We need good feedback from everyone if this is going to nail it.
MurkyWetWolf198 wrote: »I’m seeing a lot of arguments that Storm-Calling is very viable for PvP, so it’ll get used. And Daedric Summoning will still be used by anyone running pet-sorc
MurkyWetWolf198 wrote: »I’m seeing a lot of arguments that Storm-Calling is very viable for PvP, so it’ll get used. And Daedric Summoning will still be used by anyone running pet-sorc
Maybe, just maybe, Storm Calling still "might" be used in PVP, but look, Expert Mage forces you to cram in more Sorcerer abilities, otherwise the buff provided is very small, and this is further nerfed in U46, while Grim Focus provides more Weapon and Spell Damage, and can shoot two super high damage shots. Impale is also a better ranged executor than Mages' Wrath, as it starts executing at 25% and has a shorter delay.
While Physical might be useful for some builds, Shock Damage is very niche, so Energized isn't necessarily a passive that every build needs. In contrast, using Assassination can gain more powerful and versatile active and passive abilities.
The only abilities that Storm Calling can gain an advantage in PVP are Streak and Overload, but when the speed cap is easily reached, and because subclassing makes it easier to reach, Streak may not be able to maintain its current advantage. Overload is even worse because of well-known bug issues and the fact that other classes have more attractive ultimates.
As for pets, if the Expert Mage and Energized passives provided by Storm Calling to pets are removed, pet damage will be reduced a lot. At the same time, due to the nerf of Expert Mage, pet Sorc damage will be lower than before. Daedric Prey is no longer effective for proc pets, so Maw of the Infernal may no longer be used. Maw of the Infernal actually causes AOE damage when it breathes fire, so this will directly affect the pet sorc's AOE DPS, and even the single-target DPS may be lower than 140K (based on the pure class situation).
For pet Sorc, the only skill line that can be exchanged is Dark Magic, and this skill line also happens to be the skill line that Sorc needs the most buff, because other than Crystal and Exploitation, this skill line has no more damage abilities worth using in PVE. If I were a pet Sorc, I would prioritize swapping Dark Magic with Assassination or Dawn's Wrath.
Therefore, as others on the forum have been calling for, Dark Magic and Storm Calling need major buffs or reworks, otherwise when Arc gains over 150k single target and aoe damage through subclassing, Sorc, whether non-pet or pet sorc, will be severely hit in PVE and may not even be a competitive subclassing choice.
CameraBeardThePirate wrote: »Why are you comparing assassination to storm calling though? You would just take both on most builds as they don't really overlap other than the execute skills.
Any of the 3 DLC classes would very easily be able to take both as one provides your buff coverage and one provides your main damage.
Storm Calling will absolutely be used in PvP, like probably one of the top three most used lines with an armor buff next to Winters Embrace and Restoring Light.
Templars, sorcs, and warden DPS for PvE got gutted hard. I don't play sorc or warden dps but it's pretty obvious from the patch notes that they got nerfed. So at this point, I'm just gonna say that I don't really appreciate the nerfs to pure class skills. While necro and nightblade got buffs, they got buffed in a way where they boost other classes more than their own.
Here are the maximum dps potentials of each class in u45:
Stam Sorcerer: 144k
https://www.youtube.com/watch?v=nqsmdFuhUXk
Your average HM player parses 133k
Stam necro if you can do high APM bash weaving: 139-141k (this video is u44 before rele set change)
https://www.youtube.com/watch?v=3GK69RxnGIY
Your average HM player, using a non-bash Goliath build, is going to parse 125-130k
Stam Templar 138k:
https://youtu.be/Yr5oDc44ERk?si=J2a10U67MEhsCDTl
Your average HM player parses 120-130k with this build
Mag DK 127k:
https://www.youtube.com/watch?v=nqsmdFuhUXk
Average HM player parses 115-120k
Stam arc 131k:
https://www.youtube.com/watch?v=9Plv-qmOL04
Average HM player parses 115-120k
Magden 143k
https://www.youtube.com/watch?v=f3fluYDJwn0
I dont see a lot of warden parses, but I'd assume it's similar to necro's 125-130k because their rotation and sustain is tougher than sorcerer's
Stam NB 141k
https://www.youtube.com/watch?v=mHxdWuzaTD4
Same deal, probably around 120-130k because of fiddly rotation. Also they have to go Vamp Stage 2 which nerfs their sustain, and they're the only class that needs a non-class line to do competitive damage.
Some things to note: Sorc, NB, and Warden are considered single target specs. Necro, DK, and Arc have superior cleave/AoE. Templar can switch between AoE and single target, but is mostly considered single target because of the execute beam.
---
If PTS v11.0.0 goes live, the devs are nerfing sorc and warden, which aren't even overperforming because they do single-target damage. I don't understand these changes at all.
DK gets a sustain nerf which hurts them in 4 man content, whereas warden/templar got buffed in 4 man content when they're already some of the best 4 man classes.
A NB buff is justified, but it was done in a way that ended up benefiting other classes. All NB really needed was increasing the monster buff on shadow cloak to 15%, because casting a non-damage skill is a dps loss that needs to be compensated.
They are changing templar to a cleave+beam class, except it's an inferior version of a tentacle class we already have... If you nerf the Radiant Destruction execute and give jabs AoE target cap, templar's niche as a balanced/semi-support DPS is destroyed and they won't be able to compete with DK/Necro in cleave, nor with NB in execute. Their pre-execute DPS and sustain are already subpar in U45, and making templars wait until 25% boss HP to not be dead weight is pretty sad.
Arcanist AoE cap is justified, but buffing Fatecarver damage is a dumb move. They are still 2nd best AoE class behind Necro, and have better range and easier piloting than any other class. Nerfing arc sustain actually ruins casual players and PvP more than endgame dpsers, because every other arc skill is expensive and they already struggle with sustain in dungeons. Magarc has terrible sustain still.
MurkyWetWolf198 wrote: »I’m seeing a lot of arguments that Storm-Calling is very viable for PvP, so it’ll get used. And Daedric Summoning will still be used by anyone running pet-sorc
Maybe, just maybe, Storm Calling still "might" be used in PVP, but look, Expert Mage forces you to cram in more Sorcerer abilities, otherwise the buff provided is very small, and this is further nerfed in U46, while Grim Focus provides more Weapon and Spell Damage, and can shoot two super high damage shots. Impale is also a better ranged executor than Mages' Wrath, as it starts executing at 25% and has a shorter delay.
While Physical might be useful for some builds, Shock Damage is very niche, so Energized isn't necessarily a passive that every build needs. In contrast, using Assassination can gain more powerful and versatile active and passive abilities.
The only abilities that Storm Calling can gain an advantage in PVP are Streak and Overload, but when the speed cap is easily reached, and because subclassing makes it easier to reach, Streak may not be able to maintain its current advantage. Overload is even worse because of well-known bug issues and the fact that other classes have more attractive ultimates.
As for pets, if the Expert Mage and Energized passives provided by Storm Calling to pets are removed, pet damage will be reduced a lot. At the same time, due to the nerf of Expert Mage, pet Sorc damage will be lower than before. Daedric Prey is no longer effective for proc pets, so Maw of the Infernal may no longer be used. Maw of the Infernal actually causes AOE damage when it breathes fire, so this will directly affect the pet sorc's AOE DPS, and even the single-target DPS may be lower than 140K (based on the pure class situation).
For pet Sorc, the only skill line that can be exchanged is Dark Magic, and this skill line also happens to be the skill line that Sorc needs the most buff, because other than Crystal and Exploitation, this skill line has no more damage abilities worth using in PVE. If I were a pet Sorc, I would prioritize swapping Dark Magic with Assassination or Dawn's Wrath.
Therefore, as others on the forum have been calling for, Dark Magic and Storm Calling need major buffs or reworks, otherwise when Arc gains over 150k single target and aoe damage through subclassing, Sorc, whether non-pet or pet sorc, will be severely hit in PVE and may not even be a competitive subclassing choice.
This is also what most people are worried about and have been emphasizing. If balance, or at least relative balance, cannot be achieved before the June update, how many classes will become vassals or die completely, and how many players will be lost due to the out-of-control subclassing system?ForumBully wrote: »I don't think we'll get the passive/skill overhaul we want or need this update, but I think we need one soon.
This is also what most people are worried about and have been emphasizing. If balance, or at least relative balance, cannot be achieved before the June update, how many classes will become vassals or die completely, and how many players will be lost due to the out-of-control subclassing system?ForumBully wrote: »I don't think we'll get the passive/skill overhaul we want or need this update, but I think we need one soon.
ForumBully wrote: »I'm one of those players, and PvP went on just fine without me, so saying the game will suffer is really just saying I might not play it.
master_vanargand wrote: »ForumBully wrote: »I'm one of those players, and PvP went on just fine without me, so saying the game will suffer is really just saying I might not play it.
PvP is riddled with problems.
Unkillable Ballgroups, heal stacking, op sets, bugs, etc.
Ballsroups use a DDoS-like bug to force quit enemy players who are not using asynchronous tools in Cyrodiil.
Pixiepumpkin wrote: »The sorc nerfs are essentially ZOS asking for my wife and I to please quit the game (she literally played a number of sorcs. PVP healer sorc, PVE healer sorc, PVP dps sorc, PVE dps sorc, etc. She is not happy at all with your intended changes.
If pure classes have to be changed/nerfed to accomodate subclassing, then why subclass?!?!?!? We all know its infinitely cheaper for ZOS to "move around" aspects of the game already developed vs making a new class, or skill line, but subclassing is not the way. Please respect that we as players, as customers are not ignorant.
Any plans to implement the ''While slotted on either bar'' functionality to more skills? Mostly referring to duration buffs like Shocking Siphon's Major Savagery/Prophecy, Biting Jabs Major Brutality/Sorcery, etc. You did it to a few skills like Cloak and Inferno but then you apparently forgot.
Also, what about the ''Cost Determined by Highest/Lowest Max Resource'' functionality that some Arcanist skills have? You started with the Hybridization changes years ago, and this functionality hasn't been applied to a single non- Arcanist skill afaik.