Tommy_The_Gun wrote: »https://eso-skillbook.com/skill/above-and-beyond
Above and Beyond:
An assassin is only as good as their reputation. Increases your Critical Damage and Healing by 25%. This effect is reduced to 5% against targets with Battle Spirit. Increases your maximum Critical Damage and Healing by 30%.
https://eso-skillbook.com/skill/an-eye-for-exploitation
An Eye for Exploitation:
Every strike, every stab, is a step towards execution. Increases your Weapon and Spell Damage by up to 2000, based on your target's missing Health. Reduces your damage taken by up to 20%, based on your attacker's missing Health. Both effects are halved against targets with Battle Spirit.
^ Here is your answer.
I am genuinely surprised why only NB received those "save-guards" on more useful class mastery passives and why other classes that have arguably stronger class mastery passives were pushed to the live server without any kind of mechanism that would prevent those passives from making way too strong builds. Cuz guess what is going to happen after WW nerfs ? People will still complain, but about sorcs or wardens.
ItsNotLiving wrote: »Tommy_The_Gun wrote: »https://eso-skillbook.com/skill/above-and-beyond
Above and Beyond:
An assassin is only as good as their reputation. Increases your Critical Damage and Healing by 25%. This effect is reduced to 5% against targets with Battle Spirit. Increases your maximum Critical Damage and Healing by 30%.
https://eso-skillbook.com/skill/an-eye-for-exploitation
An Eye for Exploitation:
Every strike, every stab, is a step towards execution. Increases your Weapon and Spell Damage by up to 2000, based on your target's missing Health. Reduces your damage taken by up to 20%, based on your attacker's missing Health. Both effects are halved against targets with Battle Spirit.
^ Here is your answer.
I am genuinely surprised why only NB received those "save-guards" on more useful class mastery passives and why other classes that have arguably stronger class mastery passives were pushed to the live server without any kind of mechanism that would prevent those passives from making way too strong builds. Cuz guess what is going to happen after WW nerfs ? People will still complain, but about sorcs or wardens.
Don’t lump warden in with Sorc in PvP. You can’t sustain at all in PvP and the masteries are too limiting on what you can run after shattered path got nuked.
Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
It wasn't "only Nightblade".
Arcanist has a mastery that goes from 30% damage done to 15% in PvP.
Necromancer has a mastery entirely disabled in PvP.
That being said, Nightblade's reductions are pretty steep.
Elendildur wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
It wasn't "only Nightblade".
Arcanist has a mastery that goes from 30% damage done to 15% in PvP.
Necromancer has a mastery entirely disabled in PvP.
That being said, Nightblade's reductions are pretty steep.
Nightblade, Necromancer, Templar and Arcanist all have masteries that explicitly say they have a different magnitude against players, or while Battle Spirit is active, only Dragonknights, Sorcerers and Wardens are exempt
VinnyGambini wrote: »Elendildur wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
It wasn't "only Nightblade".
Arcanist has a mastery that goes from 30% damage done to 15% in PvP.
Necromancer has a mastery entirely disabled in PvP.
That being said, Nightblade's reductions are pretty steep.
Nightblade, Necromancer, Templar and Arcanist all have masteries that explicitly say they have a different magnitude against players, or while Battle Spirit is active, only Dragonknights, Sorcerers and Wardens are exempt
And Dragonknights Sorcerers and Wardens are currently top 3 classes in PvP. How unpredictable. Classes with PvP nerfs, perform worse in PvP, who would have thought?
All these "in battlespirit" nerfs should be removed.
VinnyGambini wrote: »Elendildur wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
It wasn't "only Nightblade".
Arcanist has a mastery that goes from 30% damage done to 15% in PvP.
Necromancer has a mastery entirely disabled in PvP.
That being said, Nightblade's reductions are pretty steep.
Nightblade, Necromancer, Templar and Arcanist all have masteries that explicitly say they have a different magnitude against players, or while Battle Spirit is active, only Dragonknights, Sorcerers and Wardens are exempt
And Dragonknights Sorcerers and Wardens are currently top 3 classes in PvP. How unpredictable. Classes with PvP nerfs, perform worse in PvP, who would have thought?
All these "in battlespirit" nerfs should be removed.
I Disagree tbh. core of flame helps a lot and important for PvE tanking and for solo builds andtomofhyrule wrote: »I feel like this is falling into the "derp just nerf things that are OP" without looking at why things are OP and then adjusting those.
What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
.
SonOfAsura wrote: »I Disagree tbh. core of flame helps a lot and important for PvE tanking and for solo builds andtomofhyrule wrote: »I feel like this is falling into the "derp just nerf things that are OP" without looking at why things are OP and then adjusting those.
What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
.

tomofhyrule wrote: »SonOfAsura wrote: »I Disagree tbh. core of flame helps a lot and important for PvE tanking and for solo builds andtomofhyrule wrote: »I feel like this is falling into the "derp just nerf things that are OP" without looking at why things are OP and then adjusting those.
What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
.
It is not necessary.
I play a DK tank. I only play DK tank. And here's Xalvakka from our PB prog last week, which is basically a permablock fight:
No Core of Flame slotted. I just trust my healers instead.
This does go into another factor - healers should have a purpose beyond "I'm going to sit there and do nothing until someone is hurt." People all talk about how as healers, they feel undervalued. But a healer who helps with resources is what makes a healer great. And we should make healers feel rewarded.
CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »I am genuinely surprised why only NB received those "save-guards"
It wasn't "only Nightblade".
Arcanist has a mastery that goes from 30% damage done to 15% in PvP.
Necromancer has a mastery entirely disabled in PvP.
That being said, Nightblade's reductions are pretty steep.
tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
But food, sets, and overall gear allow for near-infinite sustain and that’s okay??
Also, you do realize there are indeed other situations besides one where you’re a tank with a full team supporting you.
I’m not saying you’re completely wrong or anything regarding the individual power of core of flame (as, for what it is, it brings a lot more to the table than most skills do for their ‘goal’), however, it’s important to note that not every situation is optimized.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Well, no s-. There are many realistic situations in the game that do not afford you that luxury that happen on a regular occurrence.
tomofhyrule wrote: »tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
But food, sets, and overall gear allow for near-infinite sustain and that’s okay??
Also, you do realize there are indeed other situations besides one where you’re a tank with a full team supporting you.
I’m not saying you’re completely wrong or anything regarding the individual power of core of flame (as, for what it is, it brings a lot more to the table than most skills do for their ‘goal’), however, it’s important to note that not every situation is optimized.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Well, no s-. There are many realistic situations in the game that do not afford you that luxury that happen on a regular occurrence.
Welcome to playing an MMORPG, where you need to make choices about your build.
No, you won't always be optimized. But this is also the current argument about Oakensoul - "I'm wearing a gear piece that will make it easy to solo things, so why are groups not allowing it?"
Players can build for the content they want. But they also need to realize that not all builds will be appropriate for all content. There's a fine line between "play the way you want!" and "this build is not meant for this content," and a lot of people don't realize which side they're sitting on.
The problem with balancing around "what if the players aren't optimized?" is then what ends up happening at the high end: you get groups who are very gatekeepy because they do optimize for everything, and as such you get those groups dealing insane damage and then not allowing anyone into their clique who doesn't parse 200k on a dummy. I've seen some stupid requests in rosters trying to eke out another 3 DPS to finish a boss 0.00000001s faster.
The problem also is that there is no mid-tier community. You can either struggle through normals, or play hypersweat trifectas. The mid-tiers left in U35 due to the nerfs... nerfs that came because there was a lot of inflation before and U35 was designed to reset everything (players don't like to get nerfed).
This is why skills shouldn't even come out imbalanced like this. We see that DK and Sorc Werewolves are entirely too powerful, and it's because of the sustain. Of course the people who crutch on that are resistant to changing that, because they're now playing in easy mode.
When one skill is essentially mandatory no matter what you're doing, that means there's something overloaded about it.
tomofhyrule wrote: »tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
But food, sets, and overall gear allow for near-infinite sustain and that’s okay??
Also, you do realize there are indeed other situations besides one where you’re a tank with a full team supporting you.
I’m not saying you’re completely wrong or anything regarding the individual power of core of flame (as, for what it is, it brings a lot more to the table than most skills do for their ‘goal’), however, it’s important to note that not every situation is optimized.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Well, no s-. There are many realistic situations in the game that do not afford you that luxury that happen on a regular occurrence.
Welcome to playing an MMORPG, where you need to make choices about your build.
No, you won't always be optimized. But this is also the current argument about Oakensoul - "I'm wearing a gear piece that will make it easy to solo things, so why are groups not allowing it?"
Players can build for the content they want. But they also need to realize that not all builds will be appropriate for all content. There's a fine line between "play the way you want!" and "this build is not meant for this content," and a lot of people don't realize which side they're sitting on.
The problem with balancing around "what if the players aren't optimized?" is then what ends up happening at the high end: you get groups who are very gatekeepy because they do optimize for everything, and as such you get those groups dealing insane damage and then not allowing anyone into their clique who doesn't parse 200k on a dummy. I've seen some stupid requests in rosters trying to eke out another 3 DPS to finish a boss 0.00000001s faster.
The problem also is that there is no mid-tier community. You can either struggle through normals, or play hypersweat trifectas. The mid-tiers left in U35 due to the nerfs... nerfs that came because there was a lot of inflation before and U35 was designed to reset everything (players don't like to get nerfed).
This is why skills shouldn't even come out imbalanced like this. We see that DK and Sorc Werewolves are entirely too powerful, and it's because of the sustain. Of course the people who crutch on that are resistant to changing that, because they're now playing in easy mode.
When one skill is essentially mandatory no matter what you're doing, that means there's something overloaded about it.
When groups are parsing 250k on the top-end in actual content for many DDs due to various buff sets and ball groups in PvP are essentially unkillable balls of ult spam- it gets to a point where I’m wondering why we’re even arguing what solo/small scale is capable of.
You said it yourself in that you don’t even use your pinnacle sustain move and yet your group carries all gaps for you.
This is the same silly and flawed logic where Berserker is borderline unviable when fighting small scale as the only solo werewolf but it’s suddenly nullified when I have a Packleader halfway across the Cyro map that I’m grouped with(???)
‘Oh well, but a group can do…’
Right but I’m more concerned with what I can do. I shouldn’t need a group just to hang in the most basic situations. I’m being a bit entitled for the following point but this MMO is clearly more geared to solo players than most yet many on the forums stress the importance of me needing multiple people to compensate for basic deficiencies.
tomofhyrule wrote: »tomofhyrule wrote: »tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
But food, sets, and overall gear allow for near-infinite sustain and that’s okay??
Also, you do realize there are indeed other situations besides one where you’re a tank with a full team supporting you.
I’m not saying you’re completely wrong or anything regarding the individual power of core of flame (as, for what it is, it brings a lot more to the table than most skills do for their ‘goal’), however, it’s important to note that not every situation is optimized.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Well, no s-. There are many realistic situations in the game that do not afford you that luxury that happen on a regular occurrence.
Welcome to playing an MMORPG, where you need to make choices about your build.
No, you won't always be optimized. But this is also the current argument about Oakensoul - "I'm wearing a gear piece that will make it easy to solo things, so why are groups not allowing it?"
Players can build for the content they want. But they also need to realize that not all builds will be appropriate for all content. There's a fine line between "play the way you want!" and "this build is not meant for this content," and a lot of people don't realize which side they're sitting on.
The problem with balancing around "what if the players aren't optimized?" is then what ends up happening at the high end: you get groups who are very gatekeepy because they do optimize for everything, and as such you get those groups dealing insane damage and then not allowing anyone into their clique who doesn't parse 200k on a dummy. I've seen some stupid requests in rosters trying to eke out another 3 DPS to finish a boss 0.00000001s faster.
The problem also is that there is no mid-tier community. You can either struggle through normals, or play hypersweat trifectas. The mid-tiers left in U35 due to the nerfs... nerfs that came because there was a lot of inflation before and U35 was designed to reset everything (players don't like to get nerfed).
This is why skills shouldn't even come out imbalanced like this. We see that DK and Sorc Werewolves are entirely too powerful, and it's because of the sustain. Of course the people who crutch on that are resistant to changing that, because they're now playing in easy mode.
When one skill is essentially mandatory no matter what you're doing, that means there's something overloaded about it.
When groups are parsing 250k on the top-end in actual content for many DDs due to various buff sets and ball groups in PvP are essentially unkillable balls of ult spam- it gets to a point where I’m wondering why we’re even arguing what solo/small scale is capable of.
You said it yourself in that you don’t even use your pinnacle sustain move and yet your group carries all gaps for you.
This is the same silly and flawed logic where Berserker is borderline unviable when fighting small scale as the only solo werewolf but it’s suddenly nullified when I have a Packleader halfway across the Cyro map that I’m grouped with(???)
‘Oh well, but a group can do…’
Right but I’m more concerned with what I can do. I shouldn’t need a group just to hang in the most basic situations. I’m being a bit entitled for the following point but this MMO is clearly more geared to solo players than most yet many on the forums stress the importance of me needing multiple people to compensate for basic deficiencies.
So, let's talk about your goals solo:
Do you want to sustain well?
Do you want to do a lot of damage?
Do you want to be very survivable?
Do you want to be able to heal well?
The problem is if anyone says "Yes, of course" to everything. In that case, you don't want an RPG, you want a Godmode game.
Now yes, I don't even use my magic sustain skill even when I'm solo. Why? Well, I'm still built like a tank. I have all heavy armor, a lot of mitigation, and all my points in health. I can shrug off everything, and that means I can heavy attack whenever I need resources. But I made a choice there: i hit like a wet noodle and my Companion does significantly more damage than me. But I'm not going to rage about it because I made choices in how I build.
Meanwhile, my werewolf character is all in on damage. But guess what: if I make one wrong move, he has the durability of wet tissue paper.
Choices.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.





MSattrtand wrote: »It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Looks like this jab was directed at me. I would address it.
Dunmer, tri-stat potions, green food, no Rampage, 6-mil dummy:
Dunmer, armour potions, green food, 0 fury at the start, 6-mil dummy:
Dunmer, tri-stat potions, green food, 0 fury at the start, 6-mil dummy:
Dunmer, tri-stat potions, green food, 0 fury at the start, 6-mil dummy, mag Werewolf:
Dunmer, armour potions, green food, full fury at the start, 6-mil dummy, mag Werewolf:
What can we tell from these graphs? Stam Werewolf's sustain is perfectly fine even without external group buffs - just use tools that the game gives you to sustain. Mag Werewolf's sustain is much worse, but completely playable after you get to your first Rampage - do not end up in the situation where you have to play in a heavily unoptimised group that doesn't provide sustain on a spec, that has tricky sustain. To save you asking: no, you won't be able to sustain stam on the mag werewolf in an unoptimised group in stam-intensive content. This is a sad reality: specs are not equal, and this affects not just a Werewolf, but other classes as well.



tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
tomofhyrule wrote: »spartaxoxo wrote: »tomofhyrule wrote: »What DK needs is for Core of Flame and its morphs to lose the resource regen, and for Corrosive to lose the mitigation. That won't affect PvE much, but it'll take them down to a normal level in PvP.
Yes, it would matter to PvE. I'm getting kinda sick of people saying it won't matter to PvE if something is completely removed from everyone's builds. They are great skills for solo play and PUGs. Well, I mostly use core but still. Nobody should need to know a great healer for their class to feel good to play.
Those skills are only too powerful in PvP. Just give them a battle spirit reduction.
The problem is that no skill should give infinite sustain. That is what's called an exploit.
I'm sure it wouldn't affect PvP at all if they added a "does 100000000 damage to monsters in a 100m radius" skill. But would that be an appropriate addition to the game?
No skills should allow infinite regen. Otherwise, this game should work on a cooldown system.
But food, sets, and overall gear allow for near-infinite sustain and that’s okay??
Also, you do realize there are indeed other situations besides one where you’re a tank with a full team supporting you.
I’m not saying you’re completely wrong or anything regarding the individual power of core of flame (as, for what it is, it brings a lot more to the table than most skills do for their ‘goal’), however, it’s important to note that not every situation is optimized.
It’s the same logic in saying ‘well on the target dummy where I have a metric ton of simulated sustain, my Breton werewolf totally does fine after rampage next patch’.
Well, no s-. There are many realistic situations in the game that do not afford you that luxury that happen on a regular occurrence.
I’ve had enough with the nerf threads and I genuinely don’t think PvPers will ever be happy. It’s constant. There will always be nerf threads. Of course, I understand there are problems like heal stacking and too much tankiness that should be addressed but I really think the counter to werewolf should be major timidity, fighters guild skills, and poison damage, not decoupling it from class mastery. Nerf werewolf that way: timidity is doubled against them and poison/fighters guild damage taken is increased further than it is now.