GorraShatan wrote: »Siege damage can't be mitigated now. To me that seems like the biggest change after the change to crits.
Seems like that will a pretty important way to punish zergs and wipe flags. It'll make terrain much more important too.
Caltrops will also do a metric buttload more damage to a large group.
Thoughts?
Princess_Asgari wrote: »
Which nerf
Princess_Asgari wrote: »
Which nerf
In my opinion, from purely a PVP perspective is that magicka sorcs do not experience much change. The changes to Critical Surge and Impenetrable while also taking Destruction staff to spell power and presumably reducing the defenses of Light Armor could end up being an overall buff or nerf. You lose Crit Surge buffing Destruction spells but also gain reliable self healing. At the same time, the heals might trigger on low dmg hits and result in poor HPS.
Stamina Sorcs desperately needed some stamina sustainablilty, but it comes in a channel ability. Channeled abilities are tough to use against a good opponent without a liberal use of Bolt Escape. Bolt Escape + Crit Surge + new magicka draining Dark Exchange + stamina Sorc will be difficult to pull off.
Princess_Asgari wrote: »
Which nerf
Princess_Asgari wrote: »
Which nerf
In my opinion, from purely a PVP perspective is that magicka sorcs do not experience much change. The changes to Critical Surge and Impenetrable while also taking Destruction staff to spell power and presumably reducing the defenses of Light Armor could end up being an overall buff or nerf. You lose Crit Surge buffing Destruction spells but also gain reliable self healing. At the same time, the heals might trigger on low dmg hits and result in poor HPS.
Stamina Sorcs desperately needed some stamina sustainablilty, but it comes in a channel ability. Channeled abilities are tough to use against a good opponent without a liberal use of Bolt Escape. Bolt Escape + Crit Surge + new magicka draining Dark Exchange + stamina Sorc will be difficult to pull off.
Ah thank you for the response, since it seems like most sorcs are gonna be capped wont crit surge imulse be strong tho, just gonna have weapon dmge as spare change no? Id have to get into it more myself tho
Princess_Asgari wrote: »Princess_Asgari wrote: »
Which nerf
If the notes are correct negate ain't very OP now. And crit surge has a cool down while not giving the only class heal from before. Also no more shield stacking like before so less shields to hide behind.
Princess_Asgari wrote: »Princess_Asgari wrote: »
Which nerf
If the notes are correct negate ain't very OP now. And crit surge has a cool down while not giving the only class heal from before. Also no more shield stacking like before so less shields to hide behind.
Sorry but did i miss the line in all that patch notes text about;
Removed block casting so targets can actually be hit while casting?
Princess_Asgari wrote: »Princess_Asgari wrote: »
Which nerf
If the notes are correct negate ain't very OP now. And crit surge has a cool down while not giving the only class heal from before. Also no more shield stacking like before so less shields to hide behind.
Absorption field morph?Sorry but did i miss the line in all that patch notes text about;
Removed block casting so targets can actually be hit while casting?
Wasn't removed, just nerfed so you have to light attack between cast for ult
templars got bumducked, at least in my opinion. Several overall nerfs, massive nerf to templar healing with the change to the mending passive... like freaking massive nerf there. A few subtle buffs for PvE templars but thats obviously pointless in PvP.
Obviously I'm biased towards PvP, but given they claimed templars were getting useful buffs, including healing, and most of our useless heal abilities were now going to be useful... I don't see any changes that make them useful. They nerfed the hell out of radiant aura reducing the regen rate from 80% to 30% when active and 15% passive to 10%. Rune focus is still useless, why bother using it when there are at least 3 other abilities everyone can use with the same effect. A channeled execute is laughable and they haven't learned their lesson on how weak channeled abilities can be so they gave the channeled execute already to the class that has been pigeonholed into channeled abilities (note I'm a healer, but this is just stupid). As I said before massive nerf to basically the one passive that made templar healers actually able to distinguish themselves as a healer. I can't tell if the change to rite of passage is a buff or nerf, sure the range increase might be useful, but they changed it into projectiles for god knows what reason/logic which means it is now a delayed heal.... fantastic, you turned the "oh *** heal ultimate" (the only heal ultimate useful in the game) into a delayed ultimate heal? WHAT. I see a ton of changes to things that weren't broken about healing (the game already has a super low TTK) with no reason to change them. With other changes in 1.6 coming with buffs to damage, people being able to crit now, etc. TTK is going to be a freaking joke.
Magelight got bumducked too.
And what happened to the new alliance war abilities? Are you serious ZOS?
R.I.P Stamina templars. You had one overall perfect build and they took away that from you.
rip aura
Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
...
(Nearly) Every build is now obsolete. Commence operation Theory Craft on PTS.
david.haypreub18_ESO wrote: »R.I.P Stamina templars. You had one overall perfect build and they took away that from you.
rip aura
It is a massive nerf to stamina Templars. For those who didn't notice it, Restoring Aura is going from 80% stamina regen to 30%... which basically pulls the rug out from the stamina Templar.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
david.haypreub18_ESO wrote: »R.I.P Stamina templars. You had one overall perfect build and they took away that from you.
rip aura
It is a massive nerf to stamina Templars. For those who didn't notice it, Restoring Aura is going from 80% stamina regen to 30%... which basically pulls the rug out from the stamina Templar.
stop crying without thinking
you are going as a dedicated stamina user from adding 3 point of stamina reg with "80%" increasement to 50point increasement with 30% value thanks to the drop of dimnishing returns.
the change was needed as 250-400stamina reg would be by far to much and tremendously overpowered. [using old stamina reg numbers]
Princess_Asgari wrote: »