GloatingSwine wrote: »MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
That's already happened though. Herald of the Tome and Assassination are taken more than twice as often as any other skill line (among people who are actually trying to optimise the system).
At least if every class' DPS line had a reasonably similar amount of accessible power in it then there would be more viable combinations of three than "Herald/Assassination/Your choice of spice (but usually Dawn's Wrath).
What you fear is already upon us, and the toothpaste cannot be put back into the tube whilst Fatecarver exists because as a 4s exclusive channel all of the power of Herald has to be bound up in it.
(I don't think the changes to grim focus will change this, the passives on Assassination are just too good to skip it even without that 300/400WS)
MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
I agree. And I've said this before in other threads, but if they're gonna follow through with this kind of consolidation ideology, then they need to limit us to one tank, one healer, one DPS, for cross-class pics, meaning you cannot take three DPS skill lines, you can only take one doesn't matter from what class.So the only break or leeway from this stringent rulewould be skills of your base class, from which can select as many of those lines as you want. This would actually give an advantage to pure classes— something we see many people lamenting since the changes—in that they would have a complete and balance kit, all thematically aligned. I think the devs will get there or somewhere similar, because they simply have no choice but to limit the options with this system, or it will continue to power creep and trivialize the game.
MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
I agree. And I've said this before in other threads, but if they're gonna follow through with this kind of consolidation ideology, then they need to limit us to one tank, one healer, one DPS, for cross-class pics, meaning you cannot take three DPS skill lines, you can only take one doesn't matter from what class.So the only break or leeway from this stringent rulewould be skills of your base class, from which can select as many of those lines as you want. This would actually give an advantage to pure classes— something we see many people lamenting since the changes—in that they would have a complete and balance kit, all thematically aligned. I think the deva will get there or somewhere similar, because they simply have no choice but to limit the options with this system, or it will continue to power creep and trivialize the game.
madmufffin wrote: »MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
I agree. And I've said this before in other threads, but if they're gonna follow through with this kind of consolidation ideology, then they need to limit us to one tank, one healer, one DPS, for cross-class pics, meaning you cannot take three DPS skill lines, you can only take one doesn't matter from what class.So the only break or leeway from this stringent rulewould be skills of your base class, from which can select as many of those lines as you want. This would actually give an advantage to pure classes— something we see many people lamenting since the changes—in that they would have a complete and balance kit, all thematically aligned. I think the devs will get there or somewhere similar, because they simply have no choice but to limit the options with this system, or it will continue to power creep and trivialize the game.
I don't think this really fixes the issue though, because there's lines that inherently do a good amount of damage. Technically I'd argue that Aedric spear is Templar's tank line, which is already a top picked dps line as is without those constraints. Daedric Summoning and Winter's Embrace both have pretty high dps potential relatively speaking as well. The heal lines are pretty segmented, but Dark Magic definitely stands out as the dps source from a healing line. I think ultimately it would dial back a bit of power creep but would create an even more horrifically stale meta.
Ostensibly, the other sets that have in combat restrictions have them because people could otherwise proc them and then unequip to use a different set. The reason they don't remove this ability by having effects die when unequipped is the way one barring a set works with bar swapping. They apparently can't make the game see the difference between the two. This is not an issue with a monster helm since it can't be bar swapped away, so they can code it so the effect simply disappears if the set is removed. So it doesn't have an exploit case.Erickson9610 wrote: »I think the Balorgh changes from v11.1.0 should've stayed. Why were they reverted in v11.1.1?
It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
thepandalore wrote: »This change is interesting. The synergistic behavior of Rakkhat's Voidmantle with the only ult described as a heavy-attack seemed so obvious that I assumed it was an intended pairing. Since it wasn't intended, I'm wondering how fine a pass at existing facets of the game, if any, is involved in the creation of new sets and mythics. Does ZOS keep an internal "intended use case" or "optimal output use case" reference document for new items?
When player use cases are rugpulled like this, we understand that our use of the set has been wrong for the purposes of developer intentions, wrong enough to be deleted, but these patch notes don't answer the lingering question left by the change: if not this, then what? Does an answer to that question exist, or are we meant to understand that new sets and mythics introduced with fewer thoughts and more vibes?
The change to Rush of Agony is going to completely ruin it for PVE.
When tanking normal dungeons, I use Rush of Agony for trash pulls and it's great.
There is some skill to it. If one just uses a gap gloser and stands where it hits, the enemies it pulls in are only loosely stacked. However, if they keep moving, perhaps towards another group that wasn't pulled, they all get stacked tight.
Shouldn't skillful play be encouraged? With the u47 change, I don't foresee using it anymore.
On the other hand, this set is nearly universally hated by PVP players. In the lag of Cyrodiil, holding block doesn't always work, but more than that it's extremely disruptive to frontline melee combatants who have other things to worry about and don't need a set playing the game for a player. It's not conducive to fun gameplay.
I understand the set can be exploited, but instead of ruining it in PVE, please consider giving it the azureblight treatment and just make the pull affect monsters.
It will be win/win for ZOS. The PVP playerbase will celebrate and the PVE players who currently use it won't be resentful.
MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
MincMincMinc wrote: »
Overload is a barely functioning skill. Riddled with issues and exploited plenty of times over the years. I am sure they are just trying to avoid another game breaking issue as best they can. There's a reason why I don't use the skill anymore, not worth being banned randomly in the future.
MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
I agree. And I've said this before in other threads, but if they're gonna follow through with this kind of consolidation ideology, then they need to limit us to one tank, one healer, one DPS, for cross-class pics, meaning you cannot take three DPS skill lines, you can only take one doesn't matter from what class.So the only break or leeway from this stringent rulewould be skills of your base class, from which can select as many of those lines as you want. This would actually give an advantage to pure classes— something we see many people lamenting since the changes—in that they would have a complete and balance kit, all thematically aligned. I think the devs will get there or somewhere similar, because they simply have no choice but to limit the options with this system, or it will continue to power creep and trivialize the game.
I don't think this really fixes the issue though, because there's lines that inherently do a good amount of damage. Technically I'd argue that Aedric spear is Templar's tank line, which is already a top picked dps line as is without those constraints. Daedric Summoning and Winter's Embrace both have pretty high dps potential relatively speaking as well. The heal lines are pretty segmented, but Dark Magic definitely stands out as the dps source from a healing line. I think ultimately it would dial back a bit of power creep but would create an even more horrifically stale meta.
Again, up the creek without a paddle. No thought was put in to implementing subclassing. The various classes were designed with completely different standards and layouts. Either the diehard OG classes have to be gutted and completely remade from scratch. Or the newer dlc classes have to be dispersed.
thepandalore wrote: »This change is interesting. The synergistic behavior of Rakkhat's Voidmantle with the only ult described as a heavy-attack seemed so obvious that I assumed it was an intended pairing. Since it wasn't intended, I'm wondering how fine a pass at existing facets of the game, if any, is involved in the creation of new sets and mythics. Does ZOS keep an internal "intended use case" or "optimal output use case" reference document for new items?
When player use cases are rugpulled like this, we understand that our use of the set has been wrong for the purposes of developer intentions, wrong enough to be deleted, but these patch notes don't answer the lingering question left by the change: if not this, then what? Does an answer to that question exist, or are we meant to understand that new sets and mythics introduced with fewer thoughts and more vibes?
Can you explain why you're basically robbing stealthy Nightblades of an extra 12% crit chance while giving every other base class in the game that subclasses into Assassination a permanent 12% crit chance bonus?
tomofhyrule wrote: »randconfig wrote: »tomofhyrule wrote: »randconfig wrote: »
Still waiting.
"player choice remains at the forefront of ESO's design philosophy" . . .
Unless you're an Arcanist, as now ZOS has gutted the class mastery script, so you cannot generate crux to have access to the class passives or to use crux consumption abilities when you want to use nonclass abilities, scribed abilities, or subclassed abilities. You will use runeblades and beam and you will like it.
As has been mentioned in the other two threads complaining about Arcanist Class Mastery:
Only Banner Bearer was changed. The Arcanist Class Mastery to create Crux still works on all other Scribed skills exactly as it did before. I went on PTS and tested it - I cast Torchbearer with the Class Mastery and got a Crux. I cast it again and got a second. I cast it again and got a third.
You are still perfectly able to use all Scribed skills except one as spammables to generate Crux. The only Scribed skill that has a different action with the Arcanist Class Mastery is Banner Bearer, and it's specifically to prevent Crux from infinitely generating passively.
Apologies, I gave up on reading replies on my other thread given people were not engaging with anything I was saying. That makes it slightly better that I can at least have some choice with scribing abilities for Arcanist. However . . .
Suppose as an Arcanist, I want to subclass Grave Lord and use Flaming Skull, or I want to use Snipe from the Bow skill line:
- Neither ability generates crux.
- Arcanist class passives like Hideous Clarity only work when I generate or consume crux.
- I cannot consume crux that I have not generated, so Tentacular Dread and Fatecarver are useless abilities in this scenario and I do not benefit from class passives like Hideous Clarity.
- Maybe I could rely on Tome Bearer's Inspiration or the changed class mastery script with bannerbearer to generate a single crux when I have none with a 5 second cooldown. So I would generate a single crux that doesn't expire until after 30 seconds, so passives like Hideous Clarity would proc once every 30-35 seconds.
- Before the U47 proposed changes to bannerbearer crux generation, I would proc the passive every 5 seconds, and I would be able to run a consumption ability like Tentacular Dread or Fatecarver as I would be able to get full crux after 15 seconds, and I would be able to run Flaming Skull or Snipe, as I'm still benefiting from my class passives and able to make use of my base class abilities.
- With the U47 proposed changes, I'm forced to run only runeblade or wield soul, instead of subclassing to use Flaming Skull or using Snipe, as that is the only way I would be able to benefit from my passives and be able to use my other class abilities. This is the opposite of "player choice remains at the forefront of ESO's design philosophy".
So my argument then becomes why are you removing the only solution Arcanist has to enable using subclassing and weapon skills without giving us an alternative solution to replace it?
But this is precisely the problem that it's trying to address - not elegantly, but that's the issue. Crux should not be able to passively generate, under any circumstance, without you actively casting something to build it.
Which means you would need to slot a Crux builder. It can be any Scribed ability or an Arcanist skill, but the entire idea of the Class is that you should not be able to generate Crux without actively pushing some skill in order to do so.
(and in fact, that's one of the issues people have with Subclassing in general, in that just stacking passives to get buffs without having to actively use any skills is abysmal balance)
So no, it's not "removing the only solution Arcanist has to enable using subclassing and weapon skills." It's just asking you to use a Scribed weapon skill, or to slot one extra Class skill in order to generate Crux.
Putting Major Savagery on Grim Focus and its morphs - the same ability that everyone is now already using during subclassing for the Spectral Bow proc - has to be the most ridiculous thing you've ever done, ZOS.
Freelancer_ESO wrote: »MincMincMinc wrote: »madmufffin wrote: »MincMincMinc wrote: »It was inevitable they would have to nerf things after raising the power level so high. The reasonable amongst us—or those that have been here since the beginning—knew this would happen. I’m not sure why they started with Sorc instead of Arcanist beam though—that one is a head-scratcher. Why are they still pretending as if they don’t know what the outliers are? Also, probably controversial, but I like the consolidation and clean up of OG class lines and buffs. They need to apply that methodology across the board, though. Rip off the bandaid at once and let the community heal instead of these piecemeal patches and changes that are consistently disruptive and annoying.
Consolidating the OG skill lines to conform to the tank line, heal line, and damage line has horrible implications for power creep though. People effectively went from 1/3 of their skill lines being damage to 3/3 of their skill lines.
Either all 21 skill lines need to be balanced with tank/heal/dps on their own or there needs to be a restriction in place preventing you from picking all damage skill lines. Otherwise nothing is stopping you from running the top 3 damage skill lines each patch. Considering how many people cry over no build choice template pvp, it wont be healthy to go from 7 classes with 21 skill lines to choose from down to 1 BiS dps setup.
Currently we are in limbo with a half thought through system.
I agree. And I've said this before in other threads, but if they're gonna follow through with this kind of consolidation ideology, then they need to limit us to one tank, one healer, one DPS, for cross-class pics, meaning you cannot take three DPS skill lines, you can only take one doesn't matter from what class.So the only break or leeway from this stringent rulewould be skills of your base class, from which can select as many of those lines as you want. This would actually give an advantage to pure classes— something we see many people lamenting since the changes—in that they would have a complete and balance kit, all thematically aligned. I think the devs will get there or somewhere similar, because they simply have no choice but to limit the options with this system, or it will continue to power creep and trivialize the game.
I don't think this really fixes the issue though, because there's lines that inherently do a good amount of damage. Technically I'd argue that Aedric spear is Templar's tank line, which is already a top picked dps line as is without those constraints. Daedric Summoning and Winter's Embrace both have pretty high dps potential relatively speaking as well. The heal lines are pretty segmented, but Dark Magic definitely stands out as the dps source from a healing line. I think ultimately it would dial back a bit of power creep but would create an even more horrifically stale meta.
Again, up the creek without a paddle. No thought was put in to implementing subclassing. The various classes were designed with completely different standards and layouts. Either the diehard OG classes have to be gutted and completely remade from scratch. Or the newer dlc classes have to be dispersed.
However, I am not sure that making pure builds more competitive is actually a significant priority.
Further, I think you'd also hit the issue that many of the "pure" builds aren't actually using that many more class skills than the non-pure which would potentially put a damper on the effectiveness of much of this.