This is simply untrue.deadpool3431 wrote: »Miats addon can still notify you of ranged damage from stealth in pvp and it can still give someone my general location
[*]Billium813 wrote: »[*]Zodiarkslayer wrote: »Backlash hits like a wet noodle. Most players that use it do not check combat metrics. They use it more out of habit than calculation.
[*] Yeah, I am one of those players. I just can't stop trying to force PotL.
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[*] It rarely ever pops for more than 4k for me though. On average, it hits for about 2k. Most of the time it's disappointing.
The Templar changes are unexpected. I don't have access to the PTS currently, but I'm eager to hear more about how they will affect those abilities. It seems Sun Shield got a nice buff, though. It will also make Templar survivability stronger in PvP with Minor Maim plus the Spear Wall passive (Minor Protection). I still miss some extra utility or buffs/debuffs through Templar passives, though.
This is the official feedback thread for current class balance and abilities. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
Ironically, I was writing a post on that thread before I even saw this quote.Theist_VII wrote: »When was the last time you’ve seen the skill in PvP? You say it will be used more. Why are people not just making better sources of Warding for themselves AND their group or Minor Maim through Scribing for their Templars?
Now, -5% damage done is nowhere near enough of a debuff to warrant slotting a skill that does nothing else, quite literally. There’s a cap of 6 on Sun Shield making it useless when surrounded, and the cost of the skill does not warrant the benefit.
You cannot spam the skill because of its cost, which is something you would need to do when getting hammered on by a group of players, and the damage is nowhere near enough to peel people off of you when surrounded.
There’s a reason why people aren’t using the skill, and Minor Maim is not going to change that.
ZOS wrote:In our ongoing crusade to improve the Templar Tank experience, we're making some number tweaks on their primary defensive ability to make it feel punchier when used in the thick of a fight.
We're attempting to help Templar tanks feel a bit more zealous as they jump into battle by adding a taunt to this ability and its morphs. Since these abilities don't really focus on damage, they've naturally been more beneficial for tanks to run, but didn't do enough to justify the bar slot. The added function of a taunt and extension of Major Protection will give another potential tool for how you wish to lead the charge as a tank, with a more class-appropriate feel as you spread the light anywhere you go.
In our ongoing crusade to improve the Templar Tank experience, we're making some number tweaks on their primary defensive ability to make it feel punchier when used in the thick of a fight. Minor Maim helps them potentially save a bar slot from another ability or source, while the increased base scaling reduces the variance in power on the morphs to make sure both feel potent enough that you can dive into the front lines and survive for a few moments longer. Now that these abilities have much more density to them, we're also increasing the cost to match the standard other defensive abilities like it have.
Originally the healing on this ability and its morphs were meant to help aid non-pet Sorcerers gain some more on demand healing in their kit, which the adjustments have certainly helped with. However, in addition to the bonus scaling of Max Health and Magicka that Expert Summoner granted, it was creating a case where the ability could single-handedly keep you alive with little to no additional healing sources, enabling far too much defensive power in a singular button press. We're toning down the healing by a sizable chunk to match the power of Regenerative Ward, which sees a significant less amount of use compared to Hardened Ward, for a healthier balance point.
Tommy_The_Gun wrote: »- PTS - NB's cloak lacks that reactivity. It is just a toggle. The whole depth is gone. I can kinda understand that to a certain degree - you want to make the class more accessible. And that is fine. But the devil is in the details... or in this case - numbers:
I did a simple series of tests:
- On live server, while staying still & casting Shadowy Disguise every 2,9 seconds, I was able to get a result of 18 - 20 seconds of invisibility.
- On PTS, with the same build, the longest duration I was able to achieve was 10 seconds.
20 seconds on live vs 10 seconds on PTS. 50% nerf.
Who asked for this toggle on & off change to Nightblade Cloak?
ABSOLUTELY NOBODY
Not one person who mains a Nightblade wants this change.
If this change makes it live that’s my last ESO Plus or any other payment ever to you guys. My subscription gets shut off the day 44 drops with this change. I’m sure it will be the same for others.
But yes, absolutely ZOS, do more to drive more players from the game by changing things no one wants instead of fixing the bugs that have been around for years.
Yes. Everyone means like maybe 5 or 10 people in this case... I mean I do sit on this forums often & since a long time and you are right - for a long time a tiny group of same people wanted invisibility to be removed from the game.Who asked for this toggle on & off change to Nightblade Cloak?
ABSOLUTELY NOBODY
Not one person who mains a Nightblade wants this change.
If this change makes it live that’s my last ESO Plus or any other payment ever to you guys. My subscription gets shut off the day 44 drops with this change. I’m sure it will be the same for others.
But yes, absolutely ZOS, do more to drive more players from the game by changing things no one wants instead of fixing the bugs that have been around for years.
Look at the forum, everyone has been asking this for years.