xxdabro90xxb16_ESO wrote: »I Love most of the new Two Handed Animations. Only one Thing bothers me: All the Animations are kinda Orange, But Rally is pure Red. Would fit better if it had the orange Color as well.


YandereGirlfriend wrote: »The outrageously ill-considered global nerf to healing received after exceeding two HOTs is probably the worst single change that I've ever seen in a Patch Notes release. The spirit of the idea is sound, limiting the effectiveness of HOT-stacking in PvP; but the execution is absolutely abysmal.
The first and most obvious reason for why this change is a complete disaster is because you, as a player, have ZERO CONTROL over whether or not you will receive this essentially death-sentence. It makes casual zone healers the literal scourge of the earth in Cyrodiil because they will be, rather than assisting their faction, walking Grim Reapers sentencing their own side to death by simply trying to help them. It is also a fantastic opportunity for trolling and sabotage as logging-in on an enemy faction for the specific purpose of destroying their healing becomes a very appealing strategy for a subset of players.
Easy ways that you can salvage this situation:
1. Disallow sticky HOTs of the same morph from stacking with each other and call it a day (this is by far the best option)
2. Apply the 50% healing nerf specifically to sticky HOTs
Both of these achieve the intended goal of the change without pitting players at each other's throats or having disastrous impacts downstream of the change.
I sincerely hope to see one of those two listed in the PTS Notes for Week 2.
master_vanargand wrote: »
Great. So, very good.
What this means is that in 4v4, you should decide the role of the healer.
For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
DPS and tanks can use just one HoT without any problems.
The penalty for having three or more HoTs is very well balanced.
"Ward Ally" will attract attention.
However, HoTs like "Radiating Regeneration" should not stack.
You don't want to accidentally receive two HoTs from another player.
Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.
Pale order bis
It’s a nice touch when you medium weave after for a stunBardokRedSnow wrote: »I don’t agree that Off-Balance should leave Dizzying Swing, if anything, we need more combat mechanics like Off-Balance that reward active play.
Medium-weave interaction is the best part of it.
Agreed, removing off balance from dizzy ruins the point of that skill existing, absolutely not.
nightbringer1993 wrote: »What I can see is that if other PTS follow the same route as this one where only one class is being and the others remain untouched then the future looks grim because underpowered classes like Necro that are left at the end of this class refresh will go unplayable and forcing people to change class is not acceptable.
nightbringer1993 wrote: »What I can see is that if other PTS follow the same route as this one where only one class is being and the others remain untouched then the future looks grim because underpowered classes like Necro that are left at the end of this class refresh will go unplayable and forcing people to change class is not acceptable.
yeah not having any class skill line balance changes aside from DK is pretty wild. tired of the same old stuff since june release
nightbringer1993 wrote: »I play Necro and am rather afraid of not being able to play it next year because all the subclasses lines would have been remastered and not match Necro skills. Three years of having to drop and come back to my main char but then massive nerfs like the removal of stalking blastbone forced me into arca and heavy atack sorc in pve dd and sorc and nb in PvP. I was forced to drop necro again and again because of stupid changes like grave lord sacrifice that nearly nobody uses.
For PvP group balance, instead nerfing multiple heals across the board, could we just what Adam LAD has suggested in his latest YouTube video, which would probably be easier for players to understand and possibly more fair, and just not allow a player to benefit more than once at the same time from any buff (shield, heal, etc.) with the same name while in PvP?
This allows solo players to benefit from their own shields (multiple if they have different ones as part of their build), but keeps large groups from stacking heals without end on a single target.
SirIronclad wrote: »Based on the new 11.3.1 PTS patch notes the devs are content with the new 2H stuff, and we will not see the new animations revised. I'm very disappointed by this, since this makes it look like a lot of feedback pointing out issues was ignored.
wilsonwjesse wrote: »I really dislike the 5% fire damage buff and the AoE damage buff. You should move away from that for Winter's Embrace, Storm Calling, and Destruction Staff
And I didn't like the removal of poison damage from Disintegrating Dragonbreath easy name change.
The Storm Calling and Winter's embrace should remove those buffs as well. They restrict the class and encourage rigid subclassing - not pure classing or creative subclassing.
Also it makes the class more boring. Dragons in ESO breath all elements and sure they could spit some acid probably. Engulfing Dragonbreath (again easy name change) should do the same damage upfront, but have ramping resource costs that stack with a timer like roll dodge, unless you have the Take Flight passive, which should be moved to Ferocious and take flight should have an upfront damage bump.
Engulfing should also do frost damage or shock damage if you have those respective staffs.
Also Dragons in ESO don't have a brood so what is the Wing Buffer morph Protect the Brood all about? I don't really like these abilities either. If I already have snare immunity from another source I should have an option that gives some other benefit. I'm fine with it being a support focus, but it should be done in such a way that if you don't have a group, it gives you more benefit. Maybe it could do AoE damage around you whenever you get hit by a projectile up to 1 per half second up to 4 times per cast or something.
Also maybe chains could be stamina costing? Chains makes more thematic sense in Earthen Heart since what do chains have to do with dragons? Move Spiked Armor back maybe.
Earthen heart is too Single Target focused, I like the Molten Weapons buff, maybe it could be AoE.
Ardent flame has strong abilities, the sustain on Heart of Flame is probably 3 times higher than it should be.
Other than these things I think the team did a spectacular job at making the class synergistic. It's not easy and it will be even harder for Warden. I suggest you don't try to make every ability for them frost damage, but if you don't and keep frost damage buff on Winter's Embrace. It will ensure sub classing is optimal.
Please remove damage type buffs from skill lines and destruction staff
MXVIIDREAM wrote: »wilsonwjesse wrote: »I really dislike the 5% fire damage buff and the AoE damage buff. You should move away from that for Winter's Embrace, Storm Calling, and Destruction Staff
And I didn't like the removal of poison damage from Disintegrating Dragonbreath easy name change.
The Storm Calling and Winter's embrace should remove those buffs as well. They restrict the class and encourage rigid subclassing - not pure classing or creative subclassing.
Also it makes the class more boring. Dragons in ESO breath all elements and sure they could spit some acid probably. Engulfing Dragonbreath (again easy name change) should do the same damage upfront, but have ramping resource costs that stack with a timer like roll dodge, unless you have the Take Flight passive, which should be moved to Ferocious and take flight should have an upfront damage bump.
Engulfing should also do frost damage or shock damage if you have those respective staffs.
Also Dragons in ESO don't have a brood so what is the Wing Buffer morph Protect the Brood all about? I don't really like these abilities either. If I already have snare immunity from another source I should have an option that gives some other benefit. I'm fine with it being a support focus, but it should be done in such a way that if you don't have a group, it gives you more benefit. Maybe it could do AoE damage around you whenever you get hit by a projectile up to 1 per half second up to 4 times per cast or something.
Also maybe chains could be stamina costing? Chains makes more thematic sense in Earthen Heart since what do chains have to do with dragons? Move Spiked Armor back maybe.
Earthen heart is too Single Target focused, I like the Molten Weapons buff, maybe it could be AoE.
Ardent flame has strong abilities, the sustain on Heart of Flame is probably 3 times higher than it should be.
Other than these things I think the team did a spectacular job at making the class synergistic. It's not easy and it will be even harder for Warden. I suggest you don't try to make every ability for them frost damage, but if you don't and keep frost damage buff on Winter's Embrace. It will ensure sub classing is optimal.
Please remove damage type buffs from skill lines and destruction staff
You know, 5% fire buff was an old skill effect and the aoe damage is additional it’s a great passive that works really well
If you look at how all the skills now interact with their skill trees and passives you’ll understand why they’re there and why they work and when you consider where they will be on your bars and they’re all in the right places and nothing needs merging nerfing or moving right now
ESO_Nightingale wrote: »MXVIIDREAM wrote: »wilsonwjesse wrote: »I really dislike the 5% fire damage buff and the AoE damage buff. You should move away from that for Winter's Embrace, Storm Calling, and Destruction Staff
And I didn't like the removal of poison damage from Disintegrating Dragonbreath easy name change.
The Storm Calling and Winter's embrace should remove those buffs as well. They restrict the class and encourage rigid subclassing - not pure classing or creative subclassing.
Also it makes the class more boring. Dragons in ESO breath all elements and sure they could spit some acid probably. Engulfing Dragonbreath (again easy name change) should do the same damage upfront, but have ramping resource costs that stack with a timer like roll dodge, unless you have the Take Flight passive, which should be moved to Ferocious and take flight should have an upfront damage bump.
Engulfing should also do frost damage or shock damage if you have those respective staffs.
Also Dragons in ESO don't have a brood so what is the Wing Buffer morph Protect the Brood all about? I don't really like these abilities either. If I already have snare immunity from another source I should have an option that gives some other benefit. I'm fine with it being a support focus, but it should be done in such a way that if you don't have a group, it gives you more benefit. Maybe it could do AoE damage around you whenever you get hit by a projectile up to 1 per half second up to 4 times per cast or something.
Also maybe chains could be stamina costing? Chains makes more thematic sense in Earthen Heart since what do chains have to do with dragons? Move Spiked Armor back maybe.
Earthen heart is too Single Target focused, I like the Molten Weapons buff, maybe it could be AoE.
Ardent flame has strong abilities, the sustain on Heart of Flame is probably 3 times higher than it should be.
Other than these things I think the team did a spectacular job at making the class synergistic. It's not easy and it will be even harder for Warden. I suggest you don't try to make every ability for them frost damage, but if you don't and keep frost damage buff on Winter's Embrace. It will ensure sub classing is optimal.
Please remove damage type buffs from skill lines and destruction staff
You know, 5% fire buff was an old skill effect and the aoe damage is additional it’s a great passive that works really well
If you look at how all the skills now interact with their skill trees and passives you’ll understand why they’re there and why they work and when you consider where they will be on your bars and they’re all in the right places and nothing needs merging nerfing or moving right now
I think a 5% flame damage buff is fine, but what is not fine is that its a group buff because that makes flame damage better for everyone and therefore skews the balance of damage types.
MXVIIDREAM wrote: »ESO_Nightingale wrote: »MXVIIDREAM wrote: »wilsonwjesse wrote: »I really dislike the 5% fire damage buff and the AoE damage buff. You should move away from that for Winter's Embrace, Storm Calling, and Destruction Staff
And I didn't like the removal of poison damage from Disintegrating Dragonbreath easy name change.
The Storm Calling and Winter's embrace should remove those buffs as well. They restrict the class and encourage rigid subclassing - not pure classing or creative subclassing.
Also it makes the class more boring. Dragons in ESO breath all elements and sure they could spit some acid probably. Engulfing Dragonbreath (again easy name change) should do the same damage upfront, but have ramping resource costs that stack with a timer like roll dodge, unless you have the Take Flight passive, which should be moved to Ferocious and take flight should have an upfront damage bump.
Engulfing should also do frost damage or shock damage if you have those respective staffs.
Also Dragons in ESO don't have a brood so what is the Wing Buffer morph Protect the Brood all about? I don't really like these abilities either. If I already have snare immunity from another source I should have an option that gives some other benefit. I'm fine with it being a support focus, but it should be done in such a way that if you don't have a group, it gives you more benefit. Maybe it could do AoE damage around you whenever you get hit by a projectile up to 1 per half second up to 4 times per cast or something.
Also maybe chains could be stamina costing? Chains makes more thematic sense in Earthen Heart since what do chains have to do with dragons? Move Spiked Armor back maybe.
Earthen heart is too Single Target focused, I like the Molten Weapons buff, maybe it could be AoE.
Ardent flame has strong abilities, the sustain on Heart of Flame is probably 3 times higher than it should be.
Other than these things I think the team did a spectacular job at making the class synergistic. It's not easy and it will be even harder for Warden. I suggest you don't try to make every ability for them frost damage, but if you don't and keep frost damage buff on Winter's Embrace. It will ensure sub classing is optimal.
Please remove damage type buffs from skill lines and destruction staff
You know, 5% fire buff was an old skill effect and the aoe damage is additional it’s a great passive that works really well
If you look at how all the skills now interact with their skill trees and passives you’ll understand why they’re there and why they work and when you consider where they will be on your bars and they’re all in the right places and nothing needs merging nerfing or moving right now
I think a 5% flame damage buff is fine, but what is not fine is that its a group buff because that makes flame damage better for everyone and therefore skews the balance of damage types.
It’s not it’s a passive buff to yourself only now
Making skills vastly different in PvP and PvE is unwise.
The New-DK was in excellent condition in v11.3.1 and only needed minor modifications to be released. However, I think the changes in 11.3.2 are a bit of an overreaction.
- Flame Lash & Molten Whip: Do we really need both morphs to have an "increased damage to monsters" buff? This only diminishes the difference between the two skills, negating the purpose of morphs. Why can't they each have different advantages in PvP and PvE?
However, I don't object to conditions like "if you are a Dragonknight," as long as other class reworks have similar conditions. This would at least ensure we see more different main classes, each with its own unique characteristics and advantages. The characteristics of Main Arc + Assassination + Aedric Spear should be different from Main Templar + Herald of the Tome + Assassination, not just produce the same effect.
- Corrosive Armor: It's unwise to make skills vastly different in PvP and PvE. While set bonuses are fine, completely disabling the damage of a class skill, especially an ultimate skill, in PvP is extremely unwise. I think other suggestions are good, such as "reducing initial damage and increasing its damage against monsters" or "reducing damage dealt when affected by a Battle Spirit." Completely disabling it is really overreacting.
- Blessing at the Peak: It should have 10% Critical healing added, consistent with other similar passive abilities.
- Onslaught: Again, It's unwise to make skills vastly different in PvP and PvE. Onslaught's new restrictions are a bit of an overreaction. Completely removing Critical Chance in PvP only makes Onslaught seem like it's being deliberately discriminated against in PvP. There are obviously many more compromises, such as using Battle Sprites for balance, like "only 50% Critical Chance is gained when affected by a Battle Spirit."
U49 has done a good job most of the time, with most of the New-DK changes meeting player expectations and the communication being excellent. However, please do not overcorrect at the last minute and ruin everything.