Quick question about Cloak skill: as Dark Cloak doenst removes DoT's , Shadow version supress 'em - is the duration increased? Most damage overtime effects last for ~8 secs leaving Stamblades basically on mercy of Vigor(+Rally) to survive melting heat of some Dragonknights. Meanwhile Magicka based NB can stay for meaningful time. However slipping through oils/fire ballistas seems to be even easier... due to supressing instead of purging.
well on any breach is atleast one kind of aoe, like caltroops, wich will hit you out of cloak and you will melt in seconds
Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
timidobserver wrote: »I haven't read the notes thoroughly yet, but I do think Templar win the award for the largest single class nerf in the patch notes.
From what I can see, Templars didn't get nerfed at all aside from BoL.
Aside from the change to path, Nightblades got nerfed all around (but not unreasonably.)
I have to say... this pretty much addresses 90% of the problems I have with the game. I'm impressed! Although, I'm kind of sad the Khajiit crit passive didn't seem to get fixed -- at least, not yet. But Argonians get a small bit of love, so I'm happy.
It makes the most sense for PVP where Templar medics would just sit there and spam BOL over and over and over and over... this reduction will actually help nullify the high healing of BOL being spammed by multiple Templars in zerg blobs.Dagoth_Rac wrote: »Well RIP breath Of life, welcome to "I'm a healer I must Healing springs"...
This is a bizarre nerf. Healing Springs is great for a group that is stacked. But all the boss mechanics in PvE have been moving towards forcing groups to move around and spread out. And now they nerf ability to heal groups that move around and spread out! It'll be great for ball zergs in PvP. As any group *not* in a ball zerg will have a more difficult time healing thanks to Breath of Life nerf.
It makes the most sense for PVP where Templar medics would just sit there and spam BOL over and over and over and over... this reduction will actually help nullify the high healing of BOL being spammed by multiple Templars in zerg blobs.Dagoth_Rac wrote: »Well RIP breath Of life, welcome to "I'm a healer I must Healing springs"...
This is a bizarre nerf. Healing Springs is great for a group that is stacked. But all the boss mechanics in PvE have been moving towards forcing groups to move around and spread out. And now they nerf ability to heal groups that move around and spread out! It'll be great for ball zergs in PvP. As any group *not* in a ball zerg will have a more difficult time healing thanks to Breath of Life nerf.
ZOS_GinaBruno wrote: »Argonian Resistance: Increased the maximum health bonus from this passive ability to 3/6/9% at Ranks I/II/III from 2/4/6%.
But nothing about Carnage for Khajit? Really? Please tell me I missed it?
If the concern is based from the lower Critical Strike Chance, that was due to an issue with Dexterity and Pressure Points which is fixed in this update; it was just amplified for Carnage since that passive already affects crit.
If there's something else, then please let us know.
ZOS_GinaBruno wrote: »Apologies, everyone. Missed a note under the Champion System:
- The Ritual
- Mighty: This ability will now increase Physical, Poison, and Disease Damage dealt, rather than Physical Damage only.
ZOS_GinaBruno wrote: »HeroOfNone wrote: »Are siege effects purgable? Thought that was going to be another featured change @ZOS_GinaBruno @ZOS_BrianWheeler
They were purgable before, and continue to be purgable.
ZOS_BrianWheeler wrote: »
- All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
ZOS_GinaBruno wrote: »
- Magelight:
- This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter).
ZOS_GinaBruno wrote: »Apologies, everyone. Missed a note under the Champion System:
- The Ritual
- Mighty: This ability will now increase Physical, Poison, and Disease Damage dealt, rather than Physical Damage only.
Breath of Life has a 28 meter range and does really, REALLY strong heals. I think the cost is fair given the range. At closer ranges, the updates to Healing Ritual and its morphs would be more effective now (25% faster cast time) and it still does really strong heals as well.The magicka cost of Breath of Life is a bit too steep considering the nerf now... Could the cost be adjusted?
Breath of Life has a 28 meter range and does really, REALLY strong heals. I think the cost is fair given the range. At closer ranges, the updates to Healing Ritual and its morphs would be more effective now (25% faster cast time) and it still does really strong heals as well.The magicka cost of Breath of Life is a bit too steep considering the nerf now... Could the cost be adjusted?