WTB Shimmering Shield, Cloak, and/or shieldstacking on my magplarmikey_reach wrote: »The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.
Only the people that are bad at wearing light armor will go back to heavy. Ive never used reposte and i have no problem surviving in light armor on my magden, magnb, or mag sorc. Cant really speak for the other clases though.
The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.
Except for 90% of the players using reposte are heavy armour mag DKs or Magplars. Heavy plus reposte. Invalid argument
FlamingBeard wrote: »The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.
Except for 90% of the players using reposte are heavy armour mag DKs or Magplars. Heavy plus reposte. Invalid argument
You’re absolutely wrong. Riposte is used so that magplars and magDKs could still have decent damage while not dying immediately due to not being able to shield stack since they can’t get 50k magicka like magsorcerers, magblades or magwardens can.
This Wizards nerf is just indirectly buffing shield stackers again which is not a good thing due to how bulky 20k+ shield stacks make a player since they cannot be critically hit.
This is a direct nerf to non-shield stacking classes who used Wizards to stay in light armor.
Give Templar better CC at least since we just keep losing damage and survival.
Preferably SOON, not 3 months from now or longer.
Annnnnnnnd magic wardens go another 4 months without a class stun, execute, or efficient/effective spammable. AWESOME!!!!!
Welcome to mag DK world mate, all DK welcome Mag Wardens with open arms to this kind of treatment, though you have at leats 1 skill giving u possibility of execution even though it is absolute garbage in PVP. TBH I can't imagine my mag DK run in cyrodil without ulti generator like Blood Spawn, as I treat my ultis as execution. But hey if you ever get proper execute be kind and support DK
Ragnarock41 wrote: »Ragnarock41 wrote: »All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.
Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?
They have good damage , but stamplar sustain is broken.
Ragnarock41 wrote: »All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.
Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?
Beam? That's only mag. Jabs you have to just side step
So steel tornado which is aoe undodgable then.
TheNightflame wrote: »Ragnarock41 wrote: »All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.
Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?
Beam? That's only mag. Jabs you have to just side step
So steel tornado which is aoe undodgable then.
so you're basically listing all universally available things, and then potl being the only stamplar thing thus stamplars are overperforminng?
Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.
Joshlenoir wrote: »Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.
No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
No CP is for elementary PvPers
Joshlenoir wrote: »Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.
No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
No CP is for elementary PvPers
Joshlenoir wrote: »Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.
No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
No CP is for elementary PvPers
LOL...No CP is way more fun, no procs needed. The time to kill just means that 1vXers whose sole focus is getting the enemy to over-extend so they can 1vs1 in quick succession can't survive/sustain infinitely. The CP power creep is real and it needs adjusted. No CP means you have to make meaningful choices in your build instead of going double heavy armor damage proc sets (like Seventh/Fury) on a Warden or infinitely streaking on a MagSorc since damage is built in to the class.
On a different note, proc sets that deal damage (Caluurion/Zaan) are too strong in No CP, but bad players will always struggle wherever they play. Can't name names, but played a MagSorc in Zaan/Caluurion/Heavy Sloads and he still got destroyed because he lacked skill. Proc set nerfs would mean more class changes, so that won't be happening anytime soon.
Annnnnnnnd magic wardens go another 4 months without a class stun, execute, or efficient/effective spammable. AWESOME!!!!!
Welcome to mag DK world mate, all DK welcome Mag Wardens with open arms to this kind of treatment, though you have at leats 1 skill giving u possibility of execution even though it is absolute garbage in PVP. TBH I can't imagine my mag DK run in cyrodil without ulti generator like Blood Spawn, as I treat my ultis as execution. But hey if you ever get proper execute be kind and support DK
Mag dks are in a great place. Especially after the buff to reflective plate. They dont need an execute, they deal constant pressure.Ragnarock41 wrote: »Ragnarock41 wrote: »All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.
Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?
They have good damage , but stamplar sustain is broken.
2k stam regen is not enough? Weaving a heavy attack is not enough? Using meditate on back bar is not enough? Tri-stat potions are not enough?
Come on mannnnnnnnnnn
Joshlenoir wrote: »Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.
No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
No CP is for elementary PvPers
LOL...No CP is way more fun, no procs needed. The time to kill just means that 1vXers whose sole focus is getting the enemy to over-extend so they can 1vs1 in quick succession can't survive/sustain infinitely. The CP power creep is real and it needs adjusted. No CP means you have to make meaningful choices in your build instead of going double heavy armor damage proc sets (like Seventh/Fury) on a Warden or infinitely streaking on a MagSorc since damage is built in to the class.
On a different note, proc sets that deal damage (Caluurion/Zaan) are too strong in No CP, but bad players will always struggle wherever they play. Can't name names, but played a MagSorc in Zaan/Caluurion/Heavy Sloads and he still got destroyed because he lacked skill. Proc set nerfs would mean more class changes, so that won't be happening anytime soon.
both no cp and cp have their own playstyles and skillsets. I hate how forgiving cp pvp is and how drawn out duels are so I prefer no cp. Josh completely disregarded no cp as a joke but I know many cp pvpers who find out that they do not enjoy no cp as they have a harder time surviving and so cannot farm ap as easily. As I result I prefer no cp because of the time to kill and how things like resource management and other things are far more punished.
SidewalkChalk5 wrote: »WTB new combat devs. I'll pay Crowns, Crown gems, gold, AP, tel var, whatever you want.
Seriously, that's it? This is the best they can do? After weeks of work during PTS to solve the problems (and months before)? After the phenomenal assistance of the Class Reps? Just hire the Class Reps, since they clearly have a better grasp on the state of imbalance and how to remedy it. What started as a way to consolidate community mob wisdom has only proven the perception that current employee(s) don't understand how to competently perform their own job(s).
Speaking for Templar: the changes made were generally good this time around, but not great and not enough. The Radiant buff is good. Rune changes are okayish. Removing the cast time from Solar Barrage should've been good, but came paired with the typical stupidly excessive nerf that Templars always suffer. The problem is that we still have a dozen-plus outstanding design flaws that need to be fixed: No AOE root and terrible CC options on the class with the worst mobility, worthless class "Ultimates", bad passives, redundant/useless buffs (Sun Fire's Major Prophecy), and other problems. All of these could be easily fixed in one day by one competent developer, but your team wasted months working on three skills. Pathetic!
And Wardens? I don't even play mine anymore, but accurately describing ZOS's treatment of them is too vulgar for public forums.
IMO,
Class changes for PvP:
Stamplars got a nice buff to mag sustain with focus changes
Magplars got more tanky while in their house with focus changes and defile meta decline
All Sorcs get a nerf to an overperforming CC in order to allow better counter play
Stamblades get a nerf to an overperforming Ultimate in order to allow better counter play
All DKs get a buff for class mobility with wings changes
Magdens get a buff by becoming the only class that provide consistent AoE Defiles
Stamdens get a buff with the defile meta decline
Magblades remain in a tough place with an identity crisis
Stamdens stay at/near top in PvP, but severally lagging in PvE
Magblades stay at/near top in PvE, but severally lagging in PvP
PvP Rankings:
Stamblade
Stamden
Magsorc
MagDK
Stamsorc
Magplar
Stamplar
StamDK
Magblade
Magden
PvE DD Rankings:
Magblade
Stamblade
StamDK
Magplar
Magsorc
Everyone else
Meta changes:
Defile meta is dead
Oblivion meta is still OP against the wrong targets (should always be % of max health instead of flat damage)
Troll King is stronger
Werewolf is stronger
Newer DD sets stay at the top (from Summerset/Wolfhunter)
Older tank sets stay at the top
Stam builds will be stronger in PvP benefitting from and fighting against werewolves
Mag builds will be stronger in PvE benefitting from range/shields
Just my opinion, what's yours?
Magblade are still right behind stamblade and magsorc IMO in PvP. Maybe better in some areas. Good ones will wreck most anyone and be impossible to catch.
ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Rune Cage: This ability and its morphs can now be dodged.
StamNB rolly polly god mode now, gg zos.
Rune Cage still need to be reduced down to 3s duration. Any target caught without stamina with 5s hard cc is guarantee free kill. Which means you can drop 2-3 rune cage on magicka users and on that second or third reapply they are done. Hardly balanced gameplay.
ZOS these patch notes are overall good but pleaseeee don't make defensive rune dodgeable. The whole point of the proc condition is to provide some defense when being ganked or need some breathing space to heal, but now this morph just reverts sorcs to being prone to getting bursted. Defensive rune was never used offensively either, hence the name, and this is why it was never overperforming.
@ZOS_Wrobel @ZOS_JessicaFolsom @ZOS_GinaBruno
ZOS_GinaBruno wrote: »Sorcerer
- Rune Cage: This ability and its morphs can now be dodged.
- Siege weapon damage and effects will no longer proc item sets.
Item Sets
[*]Durok’s Bane
[*]NEW:[*]Ward of Cyrodiil
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 8 seconds per enemy.
[*]NEW:[*]Wizard’s Riposte:
- When you deal melee damage, you apply Major Defile to the enemy for 3 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
[*]NEW:
- When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.
P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.
I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.
Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.
I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.
Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.
I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.
Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Rune Cage: This ability and its morphs can now be dodged.