Pinktraining wrote: »Just like the developers have said to Sorc players in the past: "If you don't like your skills, you should replace them with a subclass system."
Choosing to play Sorc or Templar is your own fault; no one is forcing you to play them.
Okay, honestly, I didn't expect them to actually nerf Sorc and Templar without any compensation. This change was absolutely ill-considered and lacks a basic understanding of these two classes.
kafedristoran wrote: »Pinktraining wrote: »This change was absolutely ill-considered and lacks a basic understanding of these two classes.
Brian Wheeler Lead PvP Designer
that's it
seventy_kg wrote: »After reading the patch notes, I think most people's primary emotion is simply...rage
but trying to stay constructive here and the following is my feedback:
1. templar does no damage in both pvp and pve, why nerf it even more?
2. why is warden not even mentioned? is warden somehow considerer perfectly balanced? because it struggles in pvp just as much as plar
3. major force in potions is an outrageous mistake, over the years we went from only getting major force in trial sets, for limited uptime, to getting it in mythics, with heavy downsides, to mythics with no downsides, to now just getting it for free...why? major force might be the strongest buff in pvp and you are just giving it to everyone?
4. shield stacking needs a way bigger nerf than this nonsense, and please listen to us pvpers when we say no heal should scale off max health
This might be one of the worse patch notes ever, and i see zero mentioning of the so called temporary measures for underpowered classes awaiting their rework
you cant seriously think the community is ok with this as the first patch notes after the layoff fiasco?
NovelliESO wrote: »seventy_kg wrote: »After reading the patch notes, I think most people's primary emotion is simply...rage
but trying to stay constructive here and the following is my feedback:
1. templar does no damage in both pvp and pve, why nerf it even more?
2. why is warden not even mentioned? is warden somehow considerer perfectly balanced? because it struggles in pvp just as much as plar
3. major force in potions is an outrageous mistake, over the years we went from only getting major force in trial sets, for limited uptime, to getting it in mythics, with heavy downsides, to mythics with no downsides, to now just getting it for free...why? major force might be the strongest buff in pvp and you are just giving it to everyone?
4. shield stacking needs a way bigger nerf than this nonsense, and please listen to us pvpers when we say no heal should scale off max health
This might be one of the worse patch notes ever, and i see zero mentioning of the so called temporary measures for underpowered classes awaiting their rework
you cant seriously think the community is ok with this as the first patch notes after the layoff fiasco?
I'll respond to all of these for the hell of it.
1. The only templar "nerf" was to the unique source of the prior minor sorcery in place of the now even more unique armor buff, unless I'm missing something. For PvE damage this is obviously a nerf, but makes a single templar in group even more important than it was before, since every 12 man group will also have a DK for what templar lost, resulting in a stronger comp overall. Still, a loss to DPS, but it seems to just be moving to a support role, which, plenty of classes have different scenarios in which they perform better, this is just one of them. For PvP I wouldn't call this a nerf, just a trade off, and in group play it's just a straight up buff obviously if you have a DK with you.
2. MOST balance changes are done from a PvE perspective AFAIK, ones done solely for PvP are done only if something is massively underperforming or overperforming, and warden isn't in either of those, I mean DK is absurdly strong right now and it still hasn't been touched for some reason.
3. Yeah, just more power creep, but IMO it doesn't really change much of anything, gankers typically already have it from a mythic, they can now go force pots and swap to a different mythic, but power creep will always exist for whatever reason.
4. Shield stacking does need a nerf, but ESO typically does change too much too fast, sometimes nerfing things too hard. When the huge DoT patch happened where almost all DoT damage was massively buffed, it was then nerfed so heavily it wasn't used anymore. I am a fan of nerfing and buffing things when they need to be, but doing it slowly. If it still needs a nerf they should, but capping 12 man groups to 60% is pretty nice. I can speak from experience as someone who almost exclusively fights groups of 12 or higher. You would see people running around with more shielding than HP pretty often, nerfing that by 40% or more is huge and a great starting point, just like the 33% heal nerf was. Heals shouldn't scale off max HP, I can agree there.
I think these notes are fine, the only thing I would have wanted is DK nerfs, aside from it not having other things that the community wanted like the warden rework or the trial, I don't see anything I particularly dislike, just more things I wish were part of the notes. There were no balance changes I read and thought were bad as far as I remember.
seventy_kg wrote: »NovelliESO wrote: »seventy_kg wrote: »After reading the patch notes, I think most people's primary emotion is simply...rage
but trying to stay constructive here and the following is my feedback:
1. templar does no damage in both pvp and pve, why nerf it even more?
2. why is warden not even mentioned? is warden somehow considerer perfectly balanced? because it struggles in pvp just as much as plar
3. major force in potions is an outrageous mistake, over the years we went from only getting major force in trial sets, for limited uptime, to getting it in mythics, with heavy downsides, to mythics with no downsides, to now just getting it for free...why? major force might be the strongest buff in pvp and you are just giving it to everyone?
4. shield stacking needs a way bigger nerf than this nonsense, and please listen to us pvpers when we say no heal should scale off max health
This might be one of the worse patch notes ever, and i see zero mentioning of the so called temporary measures for underpowered classes awaiting their rework
you cant seriously think the community is ok with this as the first patch notes after the layoff fiasco?
I'll respond to all of these for the hell of it.
1. The only templar "nerf" was to the unique source of the prior minor sorcery in place of the now even more unique armor buff, unless I'm missing something. For PvE damage this is obviously a nerf, but makes a single templar in group even more important than it was before, since every 12 man group will also have a DK for what templar lost, resulting in a stronger comp overall. Still, a loss to DPS, but it seems to just be moving to a support role, which, plenty of classes have different scenarios in which they perform better, this is just one of them. For PvP I wouldn't call this a nerf, just a trade off, and in group play it's just a straight up buff obviously if you have a DK with you.
2. MOST balance changes are done from a PvE perspective AFAIK, ones done solely for PvP are done only if something is massively underperforming or overperforming, and warden isn't in either of those, I mean DK is absurdly strong right now and it still hasn't been touched for some reason.
3. Yeah, just more power creep, but IMO it doesn't really change much of anything, gankers typically already have it from a mythic, they can now go force pots and swap to a different mythic, but power creep will always exist for whatever reason.
4. Shield stacking does need a nerf, but ESO typically does change too much too fast, sometimes nerfing things too hard. When the huge DoT patch happened where almost all DoT damage was massively buffed, it was then nerfed so heavily it wasn't used anymore. I am a fan of nerfing and buffing things when they need to be, but doing it slowly. If it still needs a nerf they should, but capping 12 man groups to 60% is pretty nice. I can speak from experience as someone who almost exclusively fights groups of 12 or higher. You would see people running around with more shielding than HP pretty often, nerfing that by 40% or more is huge and a great starting point, just like the 33% heal nerf was. Heals shouldn't scale off max HP, I can agree there.
I think these notes are fine, the only thing I would have wanted is DK nerfs, aside from it not having other things that the community wanted like the warden rework or the trial, I don't see anything I particularly dislike, just more things I wish were part of the notes. There were no balance changes I read and thought were bad as far as I remember.
you are assuming pvp builds build mostly around group play which just isnt true. most pvp builds are solo builds or built to be viable solo primarily, even small scalers arent constantly in coordinated groups. and if you are gonna argue major force is fine then why do you want dk nerfs? because this is quitely literally a dk buff because dks do not need tripots in the slightest and now their damage ceiling is even higher being able to take off monomyth, not that im gonna complain as a dk main
tbh you sound like a ball group player, and theres nothing wrong with that. but 1vx and small scale builds do need to be viable solo to start with, and plar and warden are not. the problem with plar is beyond one line of armor or pen, but in a patch where half of cyrodiil is abusing onslaught, armor is the least useful buff for a class that is so severely underperforming
all i can say is, if you tried building a 1vx plar or warden this patch or you are a plar or warden main...you would be furious reading these patch notes. because if you think of plar as a valuable support class, i promise you thats what you will see in high mmr bg's, praying plars walking around their dks and sorcs