I'm not a templar I'm a Stam dk/nb
You must be new here:> Zos simply does not tweak a skill so it's more in line with other skills. That doesn't happen. There is no 'equality' between classes either. Everyone gets their time to shine on a rotating basis and templar's time has passed:> So get in line and wait for your turn!
You must be new here:> Zos simply does not tweak a skill so it's more in line with other skills. That doesn't happen. There is no 'equality' between classes either. Everyone gets their time to shine on a rotating basis and templar's time has passed:> So get in line and wait for your turn!
There's like 4 skills that hit to hard and needed adjustment other then that the game was find and I mean slight adjustment nothing major to justify a 30% damage nerfs that is working against the champ system they created
You can not balance the game when you let global problems like infinite resourcce, champion system imbalance (both between builds and ranks) or zergballs persist while adjusting individual skills. That would be treating symptoms and possibly create new imbalances before and after you adress the real problems.
And that's exactly what they do, treating symptoms.
Septimus_Magna wrote: »You can not balance the game when you let global problems like infinite resourcce, champion system imbalance (both between builds and ranks) or zergballs persist while adjusting individual skills. That would be treating symptoms and possibly create new imbalances before and after you adress the real problems.
And that's exactly what they do, treating symptoms.
I agree the CS creates a huge gap between normal players and grinders who spend 10 hours a day in CWC. The damage reduction of the Cyrodiil Battle debuff decreases the
The systems that are designed to discourage zergs are often not used properly, if you hit a stacked zerg with a couple fire ballista's and a meat bag at the same time most of them usually die instantly. If every siege is fires randomly its easy to heal and purge through the damage.
Proximity Detonation will be modified to be a more effective anti-zerg skill. The damage will scale up if you hit more people with the explosion. I think this could be step in the right direction but we will have to wait and see.
I would also like to see some kind of damage/healing debuff if more than 30 people of the same alliance are inside a 10m radius of eachother.
HungryHobo wrote: »Animation cancelling + the wind up skills that hit hard = instadeath for a lot of pvpers. The game meta is essentially DPS. I think this answer is simplistic and maintains the value of those skills. Frankly I like it. The resultant Shield "Nerf" is an actual buff if you look at the % change from current states to the prospective stats.
Shields are reduced by 20% currently, they are getting nerfed to 50%. that is a 30% negative change..
Damage is 0% currently, and will change to 50% = -50%
Healing is 0% currently, and will change to 50%. = -50%
Shields are essentially becoming as strong as the pre-20% nerf but this time effectively buffered by 2x the HP.. which benefits the Templar/DK shields too compared to the "OP Sorc Hardened Ward."
HungryHobo wrote: »Animation cancelling + the wind up skills that hit hard = instadeath for a lot of pvpers. The game meta is essentially DPS. I think this answer is simplistic and maintains the value of those skills. Frankly I like it. The resultant Shield "Nerf" is an actual buff if you look at the % change from current states to the prospective stats.
Shields are reduced by 20% currently, they are getting nerfed to 50%. that is a 30% negative change..
Damage is 0% currently, and will change to 50% = -50%
Healing is 0% currently, and will change to 50%. = -50%
Shields are essentially becoming as strong as the pre-20% nerf but this time effectively buffered by 2x the HP.. which benefits the Templar/DK shields too compared to the "OP Sorc Hardened Ward."
At least have a look at battle spirit before posting that nonsense.
leepalmer95 wrote: »HungryHobo wrote: »Animation cancelling + the wind up skills that hit hard = instadeath for a lot of pvpers. The game meta is essentially DPS. I think this answer is simplistic and maintains the value of those skills. Frankly I like it. The resultant Shield "Nerf" is an actual buff if you look at the % change from current states to the prospective stats.
Shields are reduced by 20% currently, they are getting nerfed to 50%. that is a 30% negative change..
Damage is 0% currently, and will change to 50% = -50%
Healing is 0% currently, and will change to 50%. = -50%
Shields are essentially becoming as strong as the pre-20% nerf but this time effectively buffered by 2x the HP.. which benefits the Templar/DK shields too compared to the "OP Sorc Hardened Ward."
At least have a look at battle spirit before posting that nonsense.
Ppl defending sorc are cute aren't they, this will still benefit sorc's though, even though they lose a bit of shield the fact that they won't be able to be killed by burst dmg in a 1v1 (which is the only way to kill them) simply because damage is now lowered meaning sorc have more reaction time to put up there hardened ward xD.