GloatingSwine wrote: »Here's a suit of 15th century gothic plate armour with faulds. Notice how they're in exactly the opposite place to where they would be on ESO armour. The flappy bits on our armour are in all the places the real armour isn't and the one place they decided needed extra protection is exactly where the flappies miss!
We are in bizarro-world armour.
Ever considered that 15th century armour was badly designed?
acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Zodiarkslayer wrote: »You are completely neglecting penetration?
randconfig wrote: »YandereGirlfriend wrote: »MincMincMinc wrote: »madmufffin wrote: »ZOS regularly talks about making performative changes, then makes a horrible change to a class and adds in more checks for the combat system. Makes sense to me. May as well just be when you use a dark magic skill or just be a flat buff since the skill line is already dumpster tier anyways.
True, how do we have half the combat team working on vengeance and proving the combat system is too bloated with sets and effects.....then the other combat team is pumping out skills/sets that have paragraphs of effects and interact with handfuls of passives?
Think of something like the NB flanking passive.
Every single tick of damage dealt means checking the angle of the player to the target(s), which is so very computationally wasteful. Like cool concept, sure, but just way too expensive, particularly when every player in both PvE and PvP is running that line.
Remember when the unique % buffs to like Dunmer Flame Damage were stripped away and replaced by static Weapon Damage values because it was deemed too computationally extravagant to make the % calculation for every such Flame tick? And yet that was peanuts compared to the flanking passive and similar bloated procs that are not even tied to abilities or sets or CP.
This is why we needs programmers in the metaphorical room with the designers at all times.
I think the angle between you and your target is calculated every time you attack them, since it's used to correctly place and orient projectiles, proc set animations, character models, animations, etc. So this change to the passive doesn't require additional calculations.
randconfig wrote: »YandereGirlfriend wrote: »randconfig wrote: »YandereGirlfriend wrote: »Minimum Travel Times, Cast Times on ultimates... things that the game never needed yet here we are dealing with them and their baggage anyway.
Personally I think these minor adjustments to abilities make sense, as they let the ability animation play out correctly, making the game better visually. A lot of people point out how the minimum travel time makes this ability feel bad to use, but the issue isn't the minimum travel time being so great, it's that the ability itself is so underwhelming/doesn't last long enough to feel good to use.
When they finally buffed the damage and added the corpse mechanic to Flame Skull necromancer grave lord ability, it went from being a meme to being a class staple ability, despite having the long minimum travel time.
Mage's Wrath was already a class staple ability when it's duration was 4seconds, the 2 seconds duration nerf is the reason the ability is trash now. The only way they could make this work is if the base damage of Mage's Wrath was equal to a standard spammable class ability, and the 2 second execute bonus damage was left in place.
I'm fine with either, revert the duration nerf to bring it back to 4 seconds, or buff the base damage to be equal to a spammable single target ability in addition to the 2 second execute bonus.
Going to agree to disagree that Mage's Wrath or the other morph were good or useful prior to the duration nerf.
Nobody used them in actual content, they literally were kill-stealing tools for low-tier players in PvP formats. Which is not good enough or broadly useful enough to continue justifying its existence.
As has been stated better by others in this thread, there needs to be a PvE morph and better execute threshold scaling.
You say "kill-stealing", I say "kill-securing or execution" ability. With the 4 second duration, you could time it for decent combos in PvP, which is a lot of the content I play. It's also useful in PvE when farming/killing large mobs of enemies.
The reduced cost morph I agree should be reworked completely since it has no purpose.
WaywardArgonian wrote: »Siege damage is already ridiculously powerful.