ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
Using Puncturing Sweep I've noticed that the next one doesn't fire until the animation of the previous one as finished.
I did a quick test chaining 5 together by pressing key before animation finished to queue up the next one and it took 12.1 to all five. That's 2.4secs per cast not 1.1sex as in the tooltip.
What I think they've done is made so abilities cannot be recast until the animation is finished. Which is fine if the animation is the only as long as the cast time. They should shorten the animation to 1.1secs or increase the damage to reflect the longer cast time.
(Sidenote: The same thing happens for me with shield bash before I could clip the animation to spam it but now i need to wait until the animation as played out before using it again)
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
I dont know who is in charge of testing changes and approving said changes but they need to be fired. You probably cost yourself a 10000 subs because of stupidity. You dont "balance" an ability because of bots.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
Thanks for updating us on this. Glad to know it's going to be taken care of.ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
+1ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
I dont know who is in charge of testing changes and approving said changes but they need to be fired. You probably cost yourself a 10000 subs because of stupidity. You dont "balance" an ability because of bots.
Nickhead420 wrote: »I can understand that they don't want people spamming it, but what should have happened was a GCD on the ability so that we can't use it again for a second or so. A total ability lock is just pointless. If it's going to stay this way, can we at least have the knockback affect all targets?
This reminds of one of those intentional government/corporate/school *** moves to test if there will be no backlash so they can do more of the same.
ZOS_JessicaFolsom wrote: »Hey folks, wanted to post a small update on this. We started looking into this yesterday as soon as we saw reports. We're working on gathering the details--if this slipped through the patch notes, we'll get it added.
This reminds of one of those intentional government/corporate/school *** moves to test if there will be no backlash so they can do more of the same.
I sort of agree. I don't see how a nerf this big could have simply been "Accidentally left out of the patch notes". It sounds like the did it and PURPOSELY left it out of the notes to gauge our reaction.
ZOS_JessicaFolsom wrote: »stevenpotter321b14_ESO wrote: »Get it added? As in, added as something to fix, or adding a note to patch notes mentioning a delay being added?
We're tracking down what was changed. Once we have all the details, we will amend the patch notes.
You are bad.... Dardric Curse does damage 6 seconds after(3.5 if morphed specifically) the cast... and only one can be used at a time, not matter how many Sorcerers are on.KrwawaRyba wrote: »+1ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
I dont know who is in charge of testing changes and approving said changes but they need to be fired. You probably cost yourself a 10000 subs because of stupidity. You dont "balance" an ability because of bots.
Increasing cost of basic skill puts the templars only to light armor builds, hv is not viable even with pure magicica restore increse with channeled focus (from 10 to 20 mana per second (in 1.1.2)).
temps dps skills:
BJ 42mana CHANELED!!!!!!!!!!!!!!!!!!!!!!!!!! time cost 1.1s+0.5s+ lag = 2s
Sun fire 35mana instant time cost ~ 1s
Solar Flare 42mana instant time cost ~ 1s
Sorc dps skills:
Deadric Curse 39mana INSTANT time cost ~ 1s
Crystal Shards 53 (instant 26!!!) INSTANT time cost ~ 1s
Mages Fury 32mana!!! (non stop spam skill) INSTANT!!! time cost ~ 1s
Damn that dev's are so bad....
KrwawaRyba wrote: »+1ZOS_JessicaFolsom wrote: »Thank you all for your patience as we tracked this one down. We have an answer for you.
In patch 1.1.2, we increased the internal cooldown of Biting Jabs from 0.5 seconds to 1.2 seconds. Unfortunately, this change was not documented in the patch notes. This was not intended, and we do apologize.
This change was made to balance the ability's high single target damage. However we have been reading your feedback, and agree that the ability feels too unresponsive now. We will be reverting this change for the next patch (as soon as possible), and instead will slightly increase the ability's resource cost.
I dont know who is in charge of testing changes and approving said changes but they need to be fired. You probably cost yourself a 10000 subs because of stupidity. You dont "balance" an ability because of bots.
Increasing cost of basic skill puts the templars only to light armor builds, hv is not viable even with pure magicica restore increse with channeled focus (from 10 to 20 mana per second (in 1.1.2)).
temps dps skills:
BJ 42mana CHANELED!!!!!!!!!!!!!!!!!!!!!!!!!! time cost 1.1s+0.5s+ lag = 2s
Sun fire 35mana instant time cost ~ 1s
Solar Flare 42mana instant time cost ~ 1s
Sorc dps skills:
Deadric Curse 39mana INSTANT time cost ~ 1s
Crystal Shards 53 (instant 26!!!) INSTANT time cost ~ 1s
Mages Fury 32mana!!! (non stop spam skill) INSTANT!!! time cost ~ 1s
Damn that dev's are so bad....