Balance skill eso

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Everything wrong with balance in ESO

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LordSkruff

Zos has been working towards the goals of balance and class identity very hard over the course of the lifetime of the game.
However I would like to share pain points that myself and many others around me as I am writing this have as we have all played for multiple years. And have a deep understanding of the combat system and balance between classes.

A few ideas I would like to mention before I get in to the specifics.
I believe each classes 'counter-play' option should be in its weakest points
For example DK has wings in order to relieve pressure from Ranged attacks to enable the class to move within melee range to achieve stronger healing and sustain where the class should shine.

balance should be calculated with Bar space in mind for example it takes 3 skills on a warden / necromancer to kill most opponents excluding ultis
Whereas on a StamDK it can take up to 6 skills with pure offensive potential to achieve a similar offensive result in DPS.

DRAGONKNIGHT as a class is recognised as the Attrition class with the Pressure melee playstyle it survives by keeping in melee range.
SORC as a class is recognised as a mobility class that relies on timied burst to kill its opponent with large aoe CC capability.
NIGHTBLADE is recognised as a stealthy class with high speed and damage based off surprise burst.
TEMPLAR is recognised as the support class it has access to purge and strong healing.
WARDEN is recognised as the class of nature and balance (ironic)
NECROMANCER is recognised as the class of the manipulation death the idea of it starting slower and gradually becoming more lethal sounds good




Dragon knight

If DK is the pressure based playstyle with its toolkit. let it pressure. its counter play tools should mitigate / reflect ranged projectiles while slowly moving towards the target to out pressure the opponent and out sustain them. and the weakness of the DK should be defile / ranged classes or countering their healing through means of distance.

From my several tests Currently burst classes are Doing = or more DPS vs a dummy with 3 damage skills than DK can do with 6 offensive skills and bash cancelling. DK pressure should see
A Stamina Necromancer with the exact same sets can pull off 18k DPS on a dummy. a STAMDK can pull off 16k DPS. this is not attrition this is labour with no reward. DK should be rewarded more for keeping in position and keeping up buffs.

In melee range the DK should be performing MORE DPS than any other class. while they are locking down an opponent They are locked themselves they have to invest time into achieving a kill. while this concept of gameplay is unique. it is severely under-rewarding.

I understand that If delayed burst classes are nerfed too harshly the killing potential drops off significantly which is why I am not calling for nerfs on the damage that warden and necromancer can deal so much
I think the DK toolkit should get a 20% buff on dot intensity.
corrosive should scale on dots for physical pen also to match the playstyle that the DK embodies Make it say 80% penetration rather than 100% so its not quite so overbearing.
magma shell is useless at its current state let it do spell pen and become a magic variant of corrosive.
also the cost of the skills excluding ultimate's should be reduced by at least 10-15% all around.
This is since DK's need to invest in more sustain than any other class to achieve a kill. being forced to invest into MORE sustain than other classes while STILL doing less DPS Then an AOE burst classes.

Having played all classes this class is not displaying Attrition its more so the opposite.


Sorcerer

Stamsorc needs its burst reworked. its currently relying on its passives in combination with dizzy and ultimate to secure a kill
I think a stamina morph of curse would be fitting as opposed to Daedric Prey with damage equivalent to roughly 75% of the current blast bones tooltip in live

Besides viable options for playstyle sorcerer is in a relatively good spot at the moment.


Night blade

For a class that is supposed to be about stealthy kills and surprise burst its one of the classes with the most mitigation at the moment.
night blade is in a bit of an identity crisis. While I think that all classes should be able to play various playstyles nightblade is capable of achieving major evasion minor maim minor protection and further mitigation giving it some of the Tankiest class toolkits available. something isn't right here zos...
Apart from this the class also is relatively okay.


Templar.

One of the biggest complaints I hear about templar is the purge. Purge is the counter play tool for the templar allowing it to relieve pressure and heal allies instead of arguing for a large nerf on this skill I think the DOTS being too weak are the bigger problem making this off heal seem strong.

Imagine if Purge was changed to single target and reduced the damage of negative effects by 50% for 6 seconds...…. this would be awful for templar. a huge nerf. however this is exactly what wings does right now. wings used to be a tool to allow for reduced stamina sustain and tankiness to push for the sustain and damage due to reduced CC's incoming from range just like templar purge works as an off heal a group heal and strong counter play all in one skill.

Make wings reflect again and level the playing field. Or at very least an absorb not like damage mitigation I mean like complete ignorance of ranged attacks and effects for 4 projectiles. or 3 seconds.

Templar also is in a similar position to DK regarding dots. due to the nerfs of the dots and the change of jabs scaling. it benefits direct damage playstyles tremendously. making stamplar one of the strongest classes to play right now.

Make puncturing sweeps scale off Dot CP
Make Biting jabs scale off Direct damage.
Bring Up the class dots by 20%

This will allow both variants of the class able to access the tactician passive should they choose so. slightly reducing the gap between stamplar and magplar.


Warden.

Warden is probably one of the most overbuffed classes at the moment at least for stamina I look at warden almost like a bomber it has snare immunity and expedition to allow for fast movement and a huge burst kit.

why does warden need major mending.
why does warden need minor protection.

let minor mending be applied to the accelerated growth passive to keep it in line with other class passives.
perhaps let ice fortress give minor resolve / ward to make it less overtuned.


Necromancer.

Um yeah blastbones snares without saying it remove this it even snares through mistform.

defile doesn't belong on a tanky burst playstyle. it covers to broad of an area of offense with one skill... I think necro would manage just fine without it.
I think it hits a little too hard maybe a 10% damage reduction would be acceptable..
in all honesty there are many various nerfs that could be made to blastbones but only one should be necessary.

another idea for blast bones is to make it almost stack. say every blast bones becomes gradually more dangerous in burst rather than basically instantly killing you. at the moment it feels like a warden rework. the class could be far more balanced AND interesting like this.

15% increased damage on dots and dot mitigation is excessive in comparison to the mitigation other classes have available.

I don't imagine necromancer being tanky by nature. more so the damage and pressure being strong with good sustain. at the moment its basically a complete package in PVP even worse than the warden its like 2x more powerful than any meta build in the past at the moment.



Edited by LordSkruff on April 15, 2020 10:11PM

#1

Sours: https://forums.elderscrollsonline.com/en/discussion/521544/everything-wrong-with-balance-in-eso

Online:Equilibrium

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Equilibrium: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for [2700 / 2800 / 2900 / 3000] Magicka. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
Spell Symmetry: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, the cost of your next Magicka ability is reduced by [30 / 31 / 32 / 33]% for 5 seconds. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.
Balance: Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for [22 / 23 / 24 / 25] seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.

Equilibrium allows you to convert Health into Magicka. After casting, you cannot heal yourself for 4 seconds, though you may still receive healing from other players. Thus it is mostly of use when playing with a group, though your group's healer(s) may resent the extra work you are giving them to keep you alive if you overuse this ability. Spell Symmetry also reduces the casting cost of your next spell, while Balance adds both Physical and Spell Resistance, protecting you from damage.

Patch Notes[edit]

 

1.1.2

  • Spell Symmetry: Increased the minimum health threshold required to use this ability.

 

1.3.3

  • Auriel's Shield: This item set no longer creates a damage shield when you damage yourself with abilities such as Equilibrium.

 

1.6.5

  • Slightly reduced the amount of Magicka gained per cast of Equilibrium.
  • Balance: This ability now applies the Major Fortitude buff for 20 seconds.

 

2.4.5

  • Reduced the health cost for this ability and its morphs by 20%. The amount of Magicka gained in exchange remains unchanged.
  • Balance: In addition to the changes made to the base ability, we also redesigned this morph so it no longer grants the Major Fortitude buff for 17 seconds after casting; instead, it grants the Major Resolve and Major Ward buffs for 4 seconds after casting.

 

2.7.5

  • Balance: Increased the duration of the Major Resolve and Major Ward buffs granted by this morph to 20 seconds from 4 seconds.

 

3.0.7

  • This ability and its morphs' Health to Magicka trade value is now determined by your character level, instead of scaling with your Max Health; it restores 3000 Magicka for 6000 Health at Rank IV.
  • This ability and its morphs now reduce all of your healing done and damage shields you create by 50% for 4 seconds, instead of preventing you from healing yourself.
    • Developer Comments: This updated design to Equilibrium matches the direction for many changes that were made in Update 14 where resources restored by abilities are a flat value instead of scaling with your stats. We're making Equilibrium match the paradigm of being universally useful for all characters, instead of being primarily a tool for tanks to get a massive amount of Magicka back. Additionally, some players heavily rely on damage shields for survivability, so the healing penalty of this ability could be circumvented. It now affects all healing and damage shields done, but the value of the penalty has been reduced to compensate.

 

5.1.5

  • Balance: The Major Ward and Resolve will now begin their duration at 22 seconds instead of 20 seconds. At Rank IV with 2 points committed into Everlasting Magic, the duration will be a glorious 30 seconds, rather than the unsightly 27.6 seconds.
  • Spell Symmetry: Increased the cost reduction granted from this ability to 33% from 28% Rank IV.
Sours: https://en.uesp.net/wiki/Online:Equilibrium
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ESO Skill Balance

So you can cast this skill while blocking and it wont drop your block – and when you cast it you sacrifice some health and in return you gain Magicka. If you go with the Balance morph which is the one I advise for most situation then you’ll also gain the longest source of Major Resolve in the game which gives you nearly 6k resistances. Sometimes its not 100% necessary to use this morph if you are in an organised group with a good Warden support who is capable of maintaining Frost Cloak 100% then your don’t need Balance and you can use the other morph.

Then we have the other morph spell symmetry which is good for classes who already have Major Resolve but need sustain – so the Nightblade has built in Major Resolve to their passives so Balance is not needed and Spell Symmetry would be better. Spell Symmetry reduces the cost of your next magicka ability which means even better sustain but you don’t get the major resolve.

When is this skill useful?
If you struggle for Magicka sustain then you need to use this, if you are in an organised team and you are trying to push higher skill uptimes then this will help you be able to cast more frequently and its also great in-between fights to regen Magicka as you make your way into the next fight.

Now some people are put off by the health cost and are a bit afraid that using this will basically cause you to die and that can sometimes be the case if you use this skill carelessly. So when the skill is maxed levelled and you have the Mage Adept passive Balance will cost 4800 Health to cast. If you think about this patch and how people have easily over 40k health with pretty much every heavy armor build, losing 4.8k health is not that big of an issue.

That doesn’t mean you should just cast it whenever you want, you always want to cast it leading into a fight and if you are using it during a fight just make sure you use it in a point of combat with low damage so don’t use it while a boss is charging a heavy attack or mechanic, don’t use it while you are standing in an AoE or you are currently being damage by a DoT attack – every fight has quiet points and you just time it during those. If you have a reliable healer in your group then casting it anytime outside of a heavy attack or mechanic will be no problem at all and you basically regain the heath back instantly

When you use Balance – if you try to healing yourself back to full after casting it you’ll need to watch out of the debuff you get for 4 seconds after casting Balance. So your healing and damage shields are reduced by 50% for 4 seconds after casting and again, this is all about timing. If you have a healer then its not a problem. If you are in a particularly difficult situation then what you can do it cast a damage shield prior to using Balance and that will not be diminished afterwards, its only new damage shields cast during the 4s debuff that are lower. So effectively you can precast Igneous Shield, use Balance and that will protect you enough for that debuff period.

The 4s debuff ends a lot faster than it seems as its already counted down 1 second when you’ve cast it – its all about timing, if you times the cast so that it wasn’t during a heavy attack, then you wont even need to worry about it. If you have Health Recovery this isn’t effected by the debuff also, so you should have 2 health recovery ticks over those 4 seconds which is potentially going to heal 1.5k Health per tick/3k total which is almost the full amount you lost via using balance.

There are just some really important ways to use this skills – vHoF 1st boss springs to mind as an essential place for this, especially the Spell Symmetry morph as a Tank you will be expected to be spamming purges for your group and to do this you cast Spell Sym/Purge/Spell Sym/Purge as much as you can.

In dungeons I use it a lot so I have Balance and Unrelenting Grip on the same bar as a DK, when I go into an add pull I precast balance, I run in and I chain/talons the enemies, when I am almost out of Magicka I Igneous Shield, Balance, and then carry on chaining & talons and with my Dungeon setup of Yolnahkriin and Drakes Rush I have like 47k Health so its not even noticeable that I lost 4.8k and I just wait for my health to drop under 30% before I cast my Dragon Blood heal to maximise the benefit.

Places like Cloudrest portals where you are essentially on your own, its still safe to use balance but you always use it before you enter, when in the portal its safe to recast when the boss moves and its underground or just before you jump up onto the wall, then you have the healing debuff while on the wall not taking damage, then you jump down, healing debuff is gone and you have magicka.

If you have any questions or queries about this skill please let us know in The Tank Club Discord

Sours: https://thetankclub.com/eso-skill-balance/
The Guy that can balance almost anything. (Rocky Byun, Balance Artist)

Secluded Grove

Ultimate
  • Swell a healing forest at the target location, instantly healing the most injured friendly target for 986Health. The forest continues to heal you and your allies in the area for 331Health every 1 second for 6 seconds.
Green Balance Rank 1290
UltimateInstant
(6s)Range 28m
Radius 8m
(Ground)

Enchanted Forest
(Morph)

  • Swell a healing forest at the target location, instantly healing the most injured friendly target for 987 Health. The forest continues to heal you and your allies in the area for 331 Health every 1 second for 6 seconds.
  • You generate 20Ultimate if the initial is used on a friendly target under 50% Health.
  • Gain Ultimate when healing a low health ally.
Secluded Grove Rank IV90
UltimateInstant
(6s)Range 28m
Radius 8m
(Ground)

Healing Thicket
(Morph)

  • Swell a healing forest at the target location, instantly healing the most injured friendly target for 987 Health. The forest continues to heal you and your allies in the area for 331 Health every 1 second for 6 seconds.
  • The healing over time will continue to heal you or your allies for 4 seconds after leaving the forest.
  • The healing over time will continue to heal you and your allies after leaving the area.
Secluded Grove Rank IV90
UltimateInstant
(6s)Range 28m
Radius 8m
(Ground)

Fungal Growth

Active
  • Seed a large area of mushrooms that heals you and all allies in your frontal cone for 821 Health.
Green Balance Rank 14591 MagickaInstant20 meters
(Cone)

Enchanted Growth
(Morph)

  • Seed a large area of mushrooms that heals you and all allies in your frontal cone for 822 Health.
  • Any target healed gains Minor Intellect and Minor Endurance. increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
  • Affected target have increased Magicka and Stamina Recovery.
Fungal Growth Rank IV4591 MagickaInstant20 meters
(Cone)

Soothing Spores
(Morph)

  • Seed a large area of mushrooms that heals you and all allies in your frontal cone for 822 Health.
  • Heals for 15% more on allies that are within 8 meters of you.
  • Converts into a Stamina ability. Allies near you are healed for more.
Fungal Growth Rank IV3901 StaminaInstant20 meters
(Cone)

Healing Seed

Active
  • Summon a field of flowers which blooms after 6 seconds, healing you and your allies in the area for 1232Health.
  • An ally within the field can activate the Harvest synergy, healing for 1188Health over 5 seconds.
Green Balance Rank 42431 MagickaInstant
(6s)Range 28m
Radius 8m
(Ground)

Budding Seeds
(Morph)

  • Summon a field of flowers which blooms after 6 seconds, healing you and your allies in the area for 1232 Health.

  • While the field grows, you and allies are healed for 137 health every 1 second. you can activate this ability again to cause it to instantly bloom.

  • An ally within the field can activate the Harvest synergy, healing for 1188 Health over 5 seconds.

  • The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.

Healing Seed Rank IV2431 MagickaInstant
(6s)Range 28m
Radius 8m
(Ground)

Corrupting Pollen
(Morph)

  • Summon a field of flowers which blooms after 6 seconds, healing you and your allies in the area for 1233 Health.
  • Enemies who enter the field are afflicted with Major Defile, reducing their healing received by 16%.
  • An ally within the field can activate the Harvest synergy, healing for 1188 Health over 5 seconds.
  • Enemies in the area receive less healing.
Healing Seed Rank IV2431 MagickaInstant
(6s)Range 28m
Radius 8m
(Ground)

Living Vines

Active
  • Grow vines to embrace you or the lowest Health ally in front of you for 10 seconds. The vines heal the target for 245 Health each time they take damage. This effect can occur once every 1 second.
Green Balance Rank 202700  MagickaInstant
(10s)28 x 12 meters
(Area)

Leeching Vines
(Morph)

  • Grow vines to embrace you or the lowest Health ally in front of you for 10 seconds. The vines heal the target for 246 Health each time they take damage. This effect can occur once every 1 second.
  • The vines apply Minor Lifesteal to enemies that damage the target for 10 seconds, healing you and your allies for 600Health every 1 second when damaging that enemy.
  • Minor Lifesteal is applied to the attackers.
Living Vines Rank IV2700 MagickaInstant
(10s)28 x 12 meters
(Area)

Living Trellis
(Morph)

  • Grow vines to embrace you or the lowest Health ally in front of you for 10 seconds. The vines heal the target for 247 Health each time they take damage. This effect can occur once every 1 second.
  • When the vines expire, they heal the target for an additional 597 Health.
  • Heals when the effect ends.
 Living Vines Rank IV2700 MagickaInstant
(10s)28 x 12 meters
(Area)

Lotus Flower

Active
  • Embrace the lotus blessing, causing Light Attack to restore 1320 Health and your fully charged Heavy Attack to restore 3960 Health to you or a nearby ally for 20 seconds.
Green Balance Rank 302970 MagickaInstant
(20s)12 meters
(Area) 

Green Lotus
(Morph)

  • Embrace the lotus blessing, causing Light Attack to restore 1320 Health and your fully charged Heavy Attack to restore 3960 Health to you or a nearby ally for 20 seconds.
  • You gain Major Savagery, increasing your Weapon Critical rating by 2629 for 20 seconds.
  • Grants weapon critical
Lotus Flower Rank IV2700 MagickaInstant
(20s)12 meters
(Area) 

Lotus Blossom
(Morph)

  • Embrace the lotus blessing, causing Light Attack to restore 1320 Health and your fully charged Heavy Attack to restore 3960 Health to you or a nearby ally for 20 seconds.
  • You gain Major Prophecy, increasing your Spell Critical rating by 2629 for 20 seconds
  • Caster gain spell critical
Lotus Flower Rank IV2700 MagickaInstant
(20s)12 meters
(Area)

Nature's Grasp

Active
  • Launch a vine to swing yourself to an ally, healing them for 2035Health over 10 seconds. Gain 3ultimate when this effect completes if you are in combat.
  • This ability scales with your highest offensive stats.
Green Balance Rank 424051 MagickaInstant
(10s)28 meters

Bursting Vines
(Morph)

  • Launch a vine to swing yourself to an ally, healing them for 1233 Health 
  • Gain 10 ultimate when healing an ally under 60% health while you are in combat. The cooldown on this effect is 4 seconds.
  • This ability scales with your highest offensive stats.
  • Travel faster, heals instantly, restores more ultimate.
Nature's Grasp Rank IV4051 MagickaInstant28 meters

Nature's Embrace
(Morph)

  • Launch a vine to swing yourself to an ally, healing them for 2046 Health over 10 seconds. Gain 3 ultimate when this effect completes if you are in combat.
  • This ability scales with your highest offensive stats.
  • Heals both you and the ally.
Nature's Grasp Rank IV4051 MagickaInstant
(10s)28 meters

Accelerated Growth

 

PassiveRank I
  • When you heal yourself or an ally under 40% Health with a Green Balance ability gain Major Mending, increasing your healing done by 16% for 1.5 seconds.
Green Balance Rank 8---Rank II
  • When you heal yourself or an ally under 40% Health with a Green Balance ability gain Major Mending, increasing your healing done by 16% for 3 seconds.
Green Balance Rank 18 ---

Nature's Gift

 

PassiveRank I
  • When you heal an ally with a Green Balance ability, gain 125Magicka or 125Stamina, whichever resource pool is lower. This effect can occur every 1 second.
Green Balance Rank 14---Rank II
  • When you heal an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur every 1 second.
Green Balance Rank 27- --

Emerald Moss

 

PassiveRank I
  • Increase your healing done with Green Balance abilities by 1% for each Green Balance ability slotted.
Green Balance Rank 22---Rank II 
  • Increase your healing done with Green Balance abilities by 2% for each Green Balance ability slotted.
Green Balance Rank 36 ---

Maturation

 

PassiveRank I
  • When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 10 seconds.
Green Balance Rank 39---Rank II
  • When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 20 seconds.
Green Balance Rank 50 -- -
Sours: https://elderscrollsonline.wiki.fextralife.com/Green+Balance+Skills

Eso balance skill

Balance


Balance

Instant
Self
6000 Health

Barter with Oblivion to trade vitality for power, sacrificing 6000 Health in exchange for 3000 Magicka.

After the exchange is complete, you gain Major Resolve and Major Ward for 25 seconds, increasing your Physical Resistance and Spell Resistance by 5948.

The exchange reduces your healing done and damage shield strength by 50% for 4 seconds.

After the exchange is complete, you gain Major Resolve and Major Ward.

 

Sours: https://elderscrollsonline.wiki.fextralife.com/Balance
*NEW* ESO: The Warden: ALL Green Balance (Healing) Skills, Abilities, and Morphs

Balance on a skill line level

This is not even about class balance. We already know that some over there are incapable of grasping that concept. This topic is about balance within skill lines themselves. There are so many useless skills in this game. For every useful ability I'd guess there are about 2-3 useless ones. You have some weapon skills that are so vastly superior than others within their own skill line. The following example is the kind of design flaw that makes me facepalm for you. There are plenty of abilities in this game that need to be reworked.

For example: Stampede is hitting my targets for about 600-650ish. Uppercut has a cast time and is only causing around 430?

Uppercut has a cast time and costs more to use! Why is a gap closer that stuns and deals significant damage spammable? These abilities should have a situational use and not spam.

Since it's important for ZOS mods to have these posts be constructive here's some constructive feedback.

Have abilities make sense and be situational

Gap closers should cost significantly more than abilities that are not due to their CC and legitimate damage. The minimum range should also be increased so I don't just have to take 3 steps back to charge you again for another 600+.

There are so many abilities in this game that require some attention. An example is the NB cloak still gets broken by abilities that CC on cast instead of impact. Projectiles still break this ability as well as some DoT. It has been 6 months since release and the game has been actively tested for nearly a year plus.

Give abilities a situation and make the poorly built abilities into something that is useful.


teeter-totter.jpg

PS Off-Topic: Don't get me started on your server performance in Cyrodil.
Edited by Lionxoft on September 25, 2014 5:36PMSours: https://forums.elderscrollsonline.com/en/discussion/133528/balance-on-a-skill-line-level

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