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PTS Patch Notes v1.6.1

  • Shiall
    Shiall
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    Nice, now we have not only spear spam bots who can hold you in permanent stun (yeah its channeling but you still can't interrupt it with bash). Now we have uppercut bots (block or die).
    BTW what is the point of 10 sec+ immovable if you still need ONLY anti-control immunity? If you want to buff your resists and armor - any class has better options to defend yourself (well...except NB maybe).
    P.S. Blazing shield is still bloody op but i like it - my templar is 34lvl already.
    Edited by Shiall on February 4, 2015 9:12AM
  • Grao
    Grao
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    Well we made some progress with surge now if you can remove it's GCD and that of Overload, restore Negate Magic. Sorcerers will start looking more viable.

    Structured Entropy and other morphs are still far more viable to a magicka sorcerer. It costs a third of Surge, it does damage and it heals too.

    Edit: OOH, and it increases your health pool which in turn allows you to relocate some attribute points to magicka in turn increasing your damage output.
    Edited by Grao on February 4, 2015 9:26AM
  • timidobserver
    timidobserver
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    spoqster wrote: »
    I don't like the change to immovable. It means you have to keep two different times in mind while fighting. That's bad usability.

    I am going going to go into my addons that track durations and edit the time down to 5 seconds and just pretend like immovable has a 5 second duration rather than even entertaining the amazing idea that it should have two durations.
    Edited by timidobserver on February 4, 2015 10:49AM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Fayaburn
    Fayaburn
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    About Immovable :
    Duration : 10 sec duration
    CC Immunity : 5sec
    CC Immunity by CC-break : 5sec

    IMHO, the aim here is to force players to alternate between those two CC Immunity sources.
    I find this change fun and requiring more skill than just refreshing a buff every X seconds to gain full immunity.
    Altef Quatre - v14 Breton Sorcerer
    Melina Dagda - v14 Dunmer Dragonknight
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    k9mouse wrote: »
    Minsc wrote: »



    Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?

    Nord :) and the cat, check Soulac's photo :smiley:

    Khajiit been nerft enough! Thank you and now go pick on an other race.

    Actualy, Khajiits got indirectly buffed with the 1.6 patch. They surely have no stat increases compared to the other races. But with the nerf on critical chances on sets Carnage racial passive now adds a lot of value to the Khajiit race. That 6% critical chance equal 2850 magicka/stamina or 4050 health just from set bonuses.
  • F7sus4
    F7sus4
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    GRxKnight wrote: »
    Templars don't need to be healers right now...

    On one side it adds versatility to the game when all the classes can fit (better or worse) to every role (DPS, tank, healer), but on the other side should they, really? It makes all classes less unique.
  • F7sus4
    F7sus4
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    Actualy, Khajiits got indirectly buffed with the 1.6 patch. They surely have no stat increases compared to the other races. But with the nerf on critical chances on sets Carnage racial passive now adds a lot of value to the Khajiit race. That 6% critical chance equal 2850 magicka/stamina or 4050 health just from set bonuses.
    That came to my mind as well at some point. So yes, 1000% agree.

    And the reason why it's true: With all Weapon/Spell Crit in the game being nerfed to 25-50% of their initial values, allowing Khajiits to keep their Crit racial passive so high is actually a relative buff. Makes it an overkill.
  • Khivas_Carrick
    Khivas_Carrick
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    Templar Aedric Skill line has a passive (the bottom one) that buffs the weapon damage of Aedric skill line abilities. Pretty sure since they use magicka they are spell damage now.

    Nah dude, it's weapon damage period lol
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
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    F7sus4 wrote: »
    GRxKnight wrote: »
    Templars don't need to be healers right now...

    On one side it adds versatility to the game when all the classes can fit (better or worse) to every role (DPS, tank, healer), but on the other side should they, really? It makes all classes less unique.

    The classes should be unique based mostly on flavor and a key spell or two. This isn't a typical mmo where classes set the identity for the character, but rather just act as a tool set for the player, and all tools have a logo on them.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Gyudan
    Gyudan
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    Grao wrote: »
    Grao wrote: »
    Really @ZOS_GinaBruno? On your ESO Live your Dev adimited they were looking into sorcerer's numbers because the DPS was too low and this is the best you guys could come up with?

    You sort of buff the ultimate almost no sorcerer manages to use and destroy the only spell that made Sorcerers needed for Trials? Do you realize most end game guilds will only allow for one sorcerer in their core group? Do you understand the only reason they allow that one sorcerer is because they need Negate?

    You guys just killed our class...

    The new overload light attack hits like a truck now. If only we could get rid of the GCD again...

    Problem is, DPS alone doesn't get a class into Trials. You need to be useful to the raid in general and the only really good buff we can offer now is with Atronach and that only affects 1 person.

    Using a Dark Magic ability gives about 3% spell crit to the entire group for 20 seconds now.
    Also, I disagree with you, DPS alone gets you into trials. That was the main reason why there were so many DKs there.
    Wololo.
  • SantieClaws
    SantieClaws
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    This one would like a khajiit racial skill called 'Sugar Rush' that makes us go faster when we are running from guards that accuse us unjustly of borrowing from pockets.

    I'll get some time on the PTS after work tonight hopefully and by the end of the weekend I hope to have some sort of video put together of at least some of the costumes on my eight alts. We will see how far those testing crowns go!
    Shunrr's Skooma Oasis - The Movie. A housing video like no other ...
    Find it here - https://youtube.com/user/wenxue2222

    Clan Claws - now recruiting khajiit and like minded others for parties, fishing and other khajiit stuff. Contact this one for an invite.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    https://www.imperialtradingcompany.eu/
  • MonkeyFuzzz
    MonkeyFuzzz
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    Gandogal wrote: »
    OVERVIEW

    Sorcerer
    • Negate Magic: This Ultimate ability now removes enemy-placed effects when it is initially cast instead of constantly for the entire duration of the ability. Also, this ability’s cost has been reduced by 10%.

    Ok i guess i can understand that the constant removal of enemy-placed effects is really awesome but now only on initial cast ....BAD ZoS...BAD. How about this, lower the cost 35% more. That should compensate for the unnecessary nerf
  • istateres
    istateres
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    No fix for the horse problems?

    Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
  • Merlin13KAGL
    Merlin13KAGL
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    OtarTheMad wrote: »
    I get what you mean about the purple bubble, but it's not always cut and dry. If any part of an ultimate cuts into part of the bubble, the entire ultimate is negated. So if for instance a Negate goes down in the front flag room of a keep and someone places it well, they prevent anyone else from dropping an area effect ultimate as well because there usually isn't enough room without some fringe edge overlapping. Now you're no longer controlling the area within the Negate, but also a large margin around it.

    If they could make it so that it only nullified what was actually inside the purple dome while allowing anything outside of it to exist, then I think a lot of people would be okay with that. I'm guessing that it's not so easy to implement this however since Zenimax went a different route.

    I honestly do see why it can be a frustrating ultimate. On my other characters it will annoy me that it's almost like some Sorcs wait for you to drop that Standard, or Nova or Veil so they can Negate it... I know I wait for those moments on my Sorc.

    However the way I read it, maybe I read it wrong... long day at work, but I can drop my Negate and take away a Veil but then a DK can just run in and drop a Standard and because it was not on the ground when I dropped Negate... it won't be Negated... kind of kills the Ultimate really. I'll be testing it however in PTS when I can... I don't have my characters available this week since I'm NA but I can make a template copy of my Sorc and try things out. We'll see, if it's pointless now I'll just use Meteor and another ultimate like Barrier, War Horn or Dawnbreaker.
    @OtarTheMad , oddly enough, this seems to be the way it works for me in live. Bogdan the Nightflame Vet EH endboss is a prime example. It quite litterally cuts a circle out of the existing effects.

    The way it does not work for me - they way it's supposed to, now, is that I've never had something not be able to drop AoE inside my Negate from the outside (Fire Rune, for instance)

    So, apparently, it will continue to (not) work the way I am used to it.

    Regarding the "enemy placed effects at time of cast," Negate should be negate - it is a no-magic-zone.

    As they have changed it, you are completely correct, DK drops standard, you Negate standard, DK outside drops another essentially negating your negate.

    It has lost functionality for the Dispel it was intended to be, and instead, has become more of an AoE Ally buff zone.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Merlin13KAGL
    Merlin13KAGL
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    istateres wrote: »
    No fix for the horse problems?

    Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
    @istateres

    When you first log into a character, you have to go to the stable and select your horse from your collection, I believe. Then your capacity should reflect the upgrades.

    Since the horse you had no live does not exist anymore (it got morphed), when you first log it, it seems you have no horse until you pick it up again.

    Hope this helps. (It's what I had to do to get it to snap out of it.)
    Edited by Merlin13KAGL on February 4, 2015 3:04PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Grao
    Grao
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    Gyudan wrote: »
    Grao wrote: »
    Grao wrote: »
    Really @ZOS_GinaBruno? On your ESO Live your Dev adimited they were looking into sorcerer's numbers because the DPS was too low and this is the best you guys could come up with?

    You sort of buff the ultimate almost no sorcerer manages to use and destroy the only spell that made Sorcerers needed for Trials? Do you realize most end game guilds will only allow for one sorcerer in their core group? Do you understand the only reason they allow that one sorcerer is because they need Negate?

    You guys just killed our class...

    The new overload light attack hits like a truck now. If only we could get rid of the GCD again...

    Problem is, DPS alone doesn't get a class into Trials. You need to be useful to the raid in general and the only really good buff we can offer now is with Atronach and that only affects 1 person.

    Using a Dark Magic ability gives about 3% spell crit to the entire group for 20 seconds now.
    Also, I disagree with you, DPS alone gets you into trials. That was the main reason why there were so many DKs there.

    Wrong. DPS excludes you from trials, utility gets you in trials. DKs were preferred because together with amazing DPS they have absurd utility thanks to chains and Standard making every fight far easier.

    Sorcerers had Negate and one of the lowest DPS in the game, but one or two were still allowed in the raid because of that amazing Utility. You needed at least one sorcerer per trail group. Now? Ok, we have good DPS (that consumes Ultimate like crazy)... What else? A 3% crit buff that only applies if you are sitting on top of the Sorcerer? Do you really think that is enough?

    Sorcerers do nothing better then other classes. We have no Class based heal (I think now we are the only class without a heal in the game - woot), our mitigation loses horribly before the mitigation given by DKs, Nightblades and Templars, and to top that, to do DPS in par with the other classes we have to consume 22 Ults per light attack?

    Yeah, I see how balanced Sorcerers are compared to the other classes.
  • Robbmrp
    Robbmrp
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    Sorcerer
    • Dark Magic
      • Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
      • Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.

    Hello @ZOS_GinaBruno‌,

    While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. Sorcerers are already short handed 2 spots on Spells whether they have pets or not. If they don't use Pets they are using Critical Surge + Inner Light or Radiant Magelight to make up for the loss in Pet DPS/Heals.

    Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all.

    My suggestion is simple and will stop all of the sorcerer complaints about healing.

    Since Critical Surge is already setup for healing, leave everything else as it is in update 1.6.1 except for the change below.

    Remove the Critical Strike requirement for the heal. Instead of 65% of Crit, change it to 50% of damage delt with minimum/maximum healing amounts. The lower the minimum heal = higher maximum heal. So if the minimum is 50, set the maximum at 500-600. Getting a 50 point heal every 1 second isn't going to help that much thus the need for a larger maximum heal. If the minimum is 100 set maximum to 350-450.

    This would help balance out the Sorcerer with other classes.

    Thanks
    NA Server - Kildair
  • Petros
    Petros
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    Blood Spawn gear got nerfed to 15 ultimate instead of 25...wow

    Things that are too strong are getting balanced. This is a good thing. I am still trying to collect my blood spawn shoulders :)

    Don't waste your time anymore

    "Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
    - VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Lionxoft
    Lionxoft
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    Lionxoft wrote: »
    Reremnu wrote: »
    are you serious? care to do some serious work on racial passives balance?
    Why are you ignoring threads regarding racial imbalance/race change
    (like this for example or plethora other topics regarding the issue)?

    Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?

    Nords

    health regen is awful
    Frost resist is useless

    3% health increase and the damage decrease are the only two that are worth anything.

    6% flat damage reduction. Trying to make your post more informative.

    I said and the damage decrease..I don't have to list a value since I said it was the only thing with the health increase worth a damn.

    6% flat mitigation is pretty significant to not mention it in detail. I'd be interested in hearing your suggestion for a balanced change.
  • Lionxoft
    Lionxoft
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    These 1.6 changes completely blew up a fun game. I thought that this patch was supposed to bring build diversity and variety?

    I went ahead and checked you in. Right this way. Welcome to Arkham Asylum.
    batman-arkham-asylum-gate.jpg
  • Sylvyr
    Sylvyr
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    I suspect they want characters out hunting wildlife for food, to level crafting. But, yeah, I agree, 150g means we now have a world where a carrot is literally more valuable than a sword or armor. Which might make sense for a city under siege, but makes no sense for the general game world.

    30g-50g would make some kind of sense. 150g is a lot crazier than it sounds at first glance.

    Maybe when spellcrafting comes out we can design a spell to transmute swords to carrots?

    Badge: Wall-of-Text GRANDMASTER

    PvP: Patch Vs. Player

    ZoSence (n.):
    1) What is reasonable or comprehensive using ZoS logic. "That makes ZoSense"
    2) Making zero sense. "That makes ZoSense"
  • Grao
    Grao
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    Robbmrp wrote: »
    Sorcerer
    • Dark Magic
      • Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
      • Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.

    Hello @ZOS_GinaBruno‌,

    While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. Sorcerers are already short handed 2 spots on Spells whether they have pets or not. If they don't use Pets they are using Critical Surge + Inner Light or Radiant Magelight to make up for the loss in Pet DPS/Heals.

    Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all.

    My suggestion is simple and will stop all of the sorcerer complaints about healing.

    Since Critical Surge is already setup for healing, leave everything else as it is in update 1.6.1 except for the change below.

    Remove the Critical Strike requirement for the heal. Instead of 65% of Crit, change it to 50% of damage delt with minimum/maximum healing amounts. The lower the minimum heal = higher maximum heal. So if the minimum is 50, set the maximum at 500-600. Getting a 50 point heal every 1 second isn't going to help that much thus the need for a larger maximum heal. If the minimum is 100 set maximum to 350-450.

    This would help balance out the Sorcerer with other classes.

    Thanks

    In addition to this, please make the Twilight Matriarch an instant heal (not a channel) and allow the Matriarch to target party members, finally giving Sorcerers an ability that heals not only them selves, but also allies.
  • Emma_Overload
    Emma_Overload
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    Robbmrp wrote: »
    Sorcerer
    • Dark Magic
      • Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
      • Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.

    Hello @ZOS_GinaBruno‌,

    While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. Sorcerers are already short handed 2 spots on Spells whether they have pets or not. If they don't use Pets they are using Critical Surge + Inner Light or Radiant Magelight to make up for the loss in Pet DPS/Heals.

    Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all.

    My suggestion is simple and will stop all of the sorcerer complaints about healing.

    Since Critical Surge is already setup for healing, leave everything else as it is in update 1.6.1 except for the change below.

    Remove the Critical Strike requirement for the heal. Instead of 65% of Crit, change it to 50% of damage delt with minimum/maximum healing amounts. The lower the minimum heal = higher maximum heal. So if the minimum is 50, set the maximum at 500-600. Getting a 50 point heal every 1 second isn't going to help that much thus the need for a larger maximum heal. If the minimum is 100 set maximum to 350-450.

    This would help balance out the Sorcerer with other classes.

    Thanks

    I disagree with this plan. Your ability to heal should always be sufficient to offset the damage you are receiving, otherwise your Sorc is gonna DIE. Think about it! The numbers you are giving are not nearly enough to sustain health through an intense encounter with very tough mobs.

    In a game where there are mobs that can one-shot you (hello Scaled Perforator!), you need to be able to heal your entire max health if necessary, sometimes multiple times per second when you are soloing a very tough group (Craglorn Anomalies and Iron Mines, VR Dungeons). Critical Surge USED to work in these situations. Now it doesn't.

    Please, @ZOS_GinaBruno‌ just remove the cooldown for good!
    Edited by Emma_Overload on February 4, 2015 5:04PM
    #CAREBEARMASTERRACE
  • Darlgon
    Darlgon
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    Justice System
    General
    • Significantly reduced the value of green, blue, and purple quality stolen items.
      ....
    • The fence purchase is now the same as the value listed on stolen items.
    • The cost to launder stolen items has now been significantly reduced, and will never exceed the overall value of the item.

    Bummer

    Ummm.. WHY? In Skyrim, if you had a stolen item, it had a discounted value until you built up faction with the Guild. When I went to a fence for the first time in ESO, I felt like "OH, good, they got this right." BAH.

    Yeah, forgot to bug that.

    Any relief for crafter alts who have to have their main do their stealing of provisioning items? That count of 50 items per day is WAY too low for crafting mats.
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • istateres
    istateres
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    istateres wrote: »
    No fix for the horse problems?

    Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
    @istateres

    When you first log into a character, you have to go to the stable and select your horse from your collection, I believe. Then your capacity should reflect the upgrades.

    Since the horse you had no live does not exist anymore (it got morphed), when you first log it, it seems you have no horse until you pick it up again.

    Hope this helps. (It's what I had to do to get it to snap out of it.)

    While I appreciate the help, thats not the problem. I can ride my horse just fine, but my bag space is not augmented by the characters +50 horse space skill (or whatever its called).

    Additionally, I lost 50 items from each of my characters accounts (PTS versus Live) because my horsemanship skill and the existance of a horse were not recognized on character loading. I normally have space for 140 items (90 characters 50 horse). On PTS, they all have 90 (50 items lost).

    Am I really the only person with this issue? (Note, I did enter a bug ticket).
  • Stinkur
    Stinkur
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    If we cant access our own toons depending on who's turn it is to have live copies.... do we least have access to our live server bank? Maybe have that update daily our bank from live? That way we at least can put items in bank to test things out before we log out the night before on live.

    This might give a temp work around for both sides.
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    Well sorcerers got a huge boost. The daedric summoning line now has a lot more synergy and the pets seem like they don't actually suck anymore.
    :trollin:
  • Emma_Overload
    Emma_Overload
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    istateres wrote: »
    istateres wrote: »
    No fix for the horse problems?

    Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
    @istateres

    When you first log into a character, you have to go to the stable and select your horse from your collection, I believe. Then your capacity should reflect the upgrades.

    Since the horse you had no live does not exist anymore (it got morphed), when you first log it, it seems you have no horse until you pick it up again.

    Hope this helps. (It's what I had to do to get it to snap out of it.)

    While I appreciate the help, thats not the problem. I can ride my horse just fine, but my bag space is not augmented by the characters +50 horse space skill (or whatever its called).

    Additionally, I lost 50 items from each of my characters accounts (PTS versus Live) because my horsemanship skill and the existance of a horse were not recognized on character loading. I normally have space for 140 items (90 characters 50 horse). On PTS, they all have 90 (50 items lost).

    Am I really the only person with this issue? (Note, I did enter a bug ticket).

    Nope, this happened to me, too. I lost my horse AND a bunch of items on 1.6. Of course, I lost my toons on 1.6.1, so it's kind of moot...
    #CAREBEARMASTERRACE
  • Khivas_Carrick
    Khivas_Carrick
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    Some days I wonder why they don't have two Test Servers, one for NA and another for EU.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Cuyler
    Cuyler
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    @ZOS the changes to negate are going to bar sorcerers from experiencing trials in competitive groups. You officially ruined the class in this one change. Can't you just reduce the radius, or duration or something instead.

    Pro tip: endless CCs spam is the biggest problem in PvP, not negate. People who complain about negate in PvP need to L2P. These are the same easy mode players that zerg ball and expect nothing to challenge them. Negate was that skill that worked here and that's why they QQ.

    Wake up, stop being gullible to the easymode player who just want every counter of their tactics removed from the game. It's a big bubble, just dodge roll or stay away, it's not like it lasts forever like roots/CCs.
    Edited by Cuyler on February 4, 2015 8:05PM
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
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