D0ntevenL1ft wrote: »Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.
More diversity = more fun IMO.
D0ntevenL1ft wrote: »Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.
More diversity = more fun IMO.
Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.
D0ntevenL1ft wrote: »Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.
More diversity = more fun IMO.
Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.
Playing a Stam Sorc. I was running a build that was working well for me prior, heavy armor with ravagers, agility, and various monster sets mostly bloodspawn. Simple but effective. First off, it didn't work well at all. Resources drained in the snap of a finger, heavy attacks did not help and were generally too slow to deal with what seemed like a lot of medium and light armor wearing, hard hitting builds that were very squishy but have high regen and very high damage. Heavy armor basically feels like wearing a heavy trash can right now. I then switched to medium armor and bumped my stam regen to 2k with 2 heavy armor as well. Much better. There is now a reason to wear medium armor, it makes a massive difference in resource sustain. I assume that was ZOS' goal, so well done there. I think heavy armor will work for tanks and specific heavy attack builds, maybe. Overall though there has been an immediate rise in gank builds and high damage, squishy builds. We will see if this continues. Taking a keep with a few players is extremely hard now, much more so than before. Anyway these are my first impressions, zergs are going to be a huge issue once populations pick up. I'm interested to hear what other people discover as we go along. Good luck out there!
THEDKEXPERIENCE wrote: »Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.
Takes-No-Prisoner wrote: »THEDKEXPERIENCE wrote: »Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.
Same. In theory, I want to use Heavy Armor on my MagDK and MagPlar. With how I build I don't think it'll be a problem, BUT I want to take a peek at what other people are doing on PC to adjust to the resource meta.
Don't get me wrong, I have a Stamplar in medium, a StamBlade in medium, and some other toons in Light armor. So the OP has me a little excited to jump into these armors again.
THEDKEXPERIENCE wrote: »In preparation for this update I moved 100 CP into the one that gives 16% more resources returned on heavy attacks. In PVE I seem to be getting 4 to 6k back on average. I think that will get pushed to 5.2k to 7.8k. I'm honestly not sure if the numbers are the same in PVP or cut in half.
Fully-charged Heavy Attacks no longer restore resources if the attack is dodged or blocked.
Developer Comments:
Since fully-charged Heavy Attacks received a significant buff to the amount of resources they restored, we’ve introduced more counterplay to stopping your enemies from being able to easily replenish their resources.
Build diversity... game code for less efficient aka I don't have time to farm, I don't have money, I don't want to farm, I want the game to support my play style.
The hardest thing for me has been the change to the timing of dark deal. I dropped all cost reduction a few days before the patch and switched to eternal hunt medium as my primary set. I keep dodge rolling right before dark deal ends and not getting resource now. I didn't think it would make a difference but it has.
HeathenDeacon wrote: »OP- was this in CP or non CP?
D0ntevenL1ft wrote: »Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.
More diversity = more fun IMO.
Yes, honestly its nice to be able to consider more medium armor like automotons now that its affected by major brutality. We could use some better crafted sustain sets though. The problem is though, the ability to survive in a smaller group against a bigger group has gone down. I actually think it will be harder for newer players to survive now because 1v1 does feel much more skill based imo. So, as I said, I think gank builds will be on the rise and definitely zergs.
What was the change in the patch mentioning automotons benefiting from major brutality? I read the notes but don't remember seeing where that came up though I probably missed it.
THEDKEXPERIENCE wrote: »Takes-No-Prisoner wrote: »THEDKEXPERIENCE wrote: »Sounds awesome! Even as a heavy armor user I'm all for this. I am really interested to see how my heavy attack spamming playstyle fits.
Same. In theory, I want to use Heavy Armor on my MagDK and MagPlar. With how I build I don't think it'll be a problem, BUT I want to take a peek at what other people are doing on PC to adjust to the resource meta.
Don't get me wrong, I have a Stamplar in medium, a StamBlade in medium, and some other toons in Light armor. So the OP has me a little excited to jump into these armors again.
In preparation for this update I moved 100 CP into the one that gives 16% more resources returned on heavy attacks. In PVE I seem to be getting 4 to 6k back on average. I think that will get pushed to 5.2k to 7.8k. I'm honestly not sure if the numbers are the same in PVP or cut in half.
Between that and the Templar magic recovery circle (Channeled Aura I think it's called) I've never had much of problem sustaining even with sub 700 magic recovery.
I'm of the opinion that the nerfs/buffs will hurt others who are not used to playing with low regen and help me just because I'm used to it. We'll see!
GreenSoup2HoT wrote: »@Vapirko I think this is generally just understanding mechanics. Ive noticed this on my gank blade when switching from food to drink. The damage doesnt seem all that impactful but somtimes neither does the regen over the max stat pool.
D0ntevenL1ft wrote: »Good hopefully we see more build diversity than all heavy armour. This will then crease more weapon trait diversity away from strictly sharpened.
More diversity = more fun IMO.
@Vapirko May I ask what build that is? When I get 3k wp dmg my regen always suffers.GreenSoup2HoT wrote: »@Vapirko I think this is generally just understanding mechanics. Ive noticed this on my gank blade when switching from food to drink. The damage doesnt seem all that impactful but somtimes neither does the regen over the max stat pool.
I can definitely feel the regen over max stats, around 35k stam and 2k regen give or take seems to work well. But now I've found a build to give me 3k wpn damage, 1800 regen and 34k stam and it's working well. Also a ton of ulti gen and cost reduction. I still have two jewelry pieces with wpn damage so I could go much higher on the regen if I wanted.