by one shot i think you mean a combination of skills hitting within 1 second?Tonnopesceb16_ESO wrote: »Meh... let the tickle war begin!!!
Don't worry ZOS we will find ways to ONESHOT noobs even if you have nerfed damage by 35%
Attorneyatlawl wrote: »Without the stam regen there is no reason for anyone to be a WW in PvP.
You still receive the bonus from having it slotted, while not transformed, just to note. In some builds you only really rely on one ultimate skill activation in the first place and that won't change much from this. It was silly, in my opinion, to have the werewolf/vampire mechanic boil down to "If you aren't a vampire, you need to be a werewolf as there are zero downsides for it and a free stamina regeneration bonus."
Joy_Division wrote: »• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
- WW now also only gains it's recovery bonus while having the WW ultimate on its bar.
- Nerf? You now only take 25% bonus damage from fire as opposed to 40% (was 50%). If only the class I played got such "nerfs."
- If you are going to cite Lore, be sure to mention what happened when your Vampire in Oblivion took a walk on a nice sunny day. *Poof*.
Oh boy oh boy oh boy, I consider the 25% weakness a nerf oh' great replier.
I want vampires to be elder scrolls vampires, that is with its benefits, and weaknesses.
Let me burn in the sun like in Morrowind no matter the stage, and I will love this game forever - On the condition that the vampires get the equal strength too, naturally.
As for Werewolves, they should've never had an increase in recovery in human form to begin with. The big difference between vampirism and lycanthropy is that vampirism is permanent, carrying both weaknesses and strengths at all times. Where on the other hand Lycanthropy is a beastform, that the cursed humanoid can transform into, in order to get BOTH weaknesses and strengths.
The werewolf recovery nerf was long called for, lycanthropy nor vampirism should never be something you just take because its a buff. There should be equal strengths, and equal weaknesses. The current problem with vampirism is especially that Noxiphilic Sanguivoria is so watered down, that Lamae should be ashamed of being the first ever created vampire, and the progenitor to the first vampiric bloodline in the entirety of Nirn.
SturgeHammer wrote: »@ZOS_GinaBruno, some of these combat changes seem to be fairly harsh (probably not intentionally harsh) to Stam Sorcerer builds. Can this be brought to Eroc Wrobels attention, possibly to get some compensatory buffs before this goes live in August?
by one shot i think you mean a combination of skills hitting within 1 second?Tonnopesceb16_ESO wrote: »Meh... let the tickle war begin!!!
Don't worry ZOS we will find ways to ONESHOT noobs even if you have nerfed damage by 35%
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
Yeah, that is what I am thinking as well bur more in just clarifying. Either ways shields are getting nerfed more than heals, heals getting nerfed more than damage and most alarming to me is if something has 2 of those attributes, they take it double.
They said the desired effect was "to have health bars move around less" Meaning:
- We won't die as fast to burst.
- We won't recover from being low health as quickly or as easily as before.
- We won't be completely unkillable via health shields, blocking, and dodging.
This is a very good thing. TTK can get a needed nerf, but bursters will still have a place in softening targets up. Since healers can't top their allies off as easily the burster will still have a good shot at killing their target, just not as ridiculously quickly, with no chance for the receiving player to respond.
Healers will need to manage resources more thoughtfully and spam less as their heals/shields will be less potent. Other considerations such as buffs/debuffs/CC will come into play as alternatives to raw healing.
Tanks will still be effective in PvP even with the block nerfs. With healing and shields being nerfed, and the pace of combat slowing down, they will be able to intelligently block and respond to assisting allies. They will be able to block less, true, but raw mitigation and the attacks they DO block will be all the more important. Again with the diminishing value of heals.
The net winner here is sustained damage/efficient type builds. I currently play this way on live, and its definitely at a competitive disadvantage to being a pure tank or pure nuker. I'm hoping these changes will bring all of the playstyles more into balance.
by one shot i think you mean a combination of skills hitting within 1 second?Tonnopesceb16_ESO wrote: »Meh... let the tickle war begin!!!
Don't worry ZOS we will find ways to ONESHOT noobs even if you have nerfed damage by 35%
The problem here is that Eric said that some skills was changed in favore of blocking, yet nothing in patchnotesSo battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
Yeah, that is what I am thinking as well bur more in just clarifying. Either ways shields are getting nerfed more than heals, heals getting nerfed more than damage and most alarming to me is if something has 2 of those attributes, they take it double.
They said the desired effect was "to have health bars move around less" Meaning:
- We won't die as fast to burst.
- We won't recover from being low health as quickly or as easily as before.
- We won't be completely unkillable via health shields, blocking, and dodging.
This is a very good thing. TTK can get a needed nerf, but bursters will still have a place in softening targets up. Since healers can't top their allies off as easily the burster will still have a good shot at killing their target, just not as ridiculously quickly, with no chance for the receiving player to respond.
Healers will need to manage resources more thoughtfully and spam less as their heals/shields will be less potent. Other considerations such as buffs/debuffs/CC will come into play as alternatives to raw healing.
Tanks will still be effective in PvP even with the block nerfs. With healing and shields being nerfed, and the pace of combat slowing down, they will be able to intelligently block and respond to assisting allies. They will be able to block less, true, but raw mitigation and the attacks they DO block will be all the more important. Again with the diminishing value of heals.
The net winner here is sustained damage/efficient type builds. I currently play this way on live, and its definitely at a competitive disadvantage to being a pure tank or pure nuker. I'm hoping these changes will bring all of the playstyles more into balance.
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
Yeah, that is what I am thinking as well bur more in just clarifying. Either ways shields are getting nerfed more than heals, heals getting nerfed more than damage and most alarming to me is if something has 2 of those attributes, they take it double.
They said the desired effect was "to have health bars move around less" Meaning:
- We won't die as fast to burst.
- We won't recover from being low health as quickly or as easily as before.
- We won't be completely unkillable via health shields, blocking, and dodging.
This is a very good thing. TTK can get a needed nerf, but bursters will still have a place in softening targets up. Since healers can't top their allies off as easily the burster will still have a good shot at killing their target, just not as ridiculously quickly, with no chance for the receiving player to respond.
Healers will need to manage resources more thoughtfully and spam less as their heals/shields will be less potent. Other considerations such as buffs/debuffs/CC will come into play as alternatives to raw healing.
Tanks will still be effective in PvP even with the block nerfs. With healing and shields being nerfed, and the pace of combat slowing down, they will be able to intelligently block and respond to assisting allies. They will be able to block less, true, but raw mitigation and the attacks they DO block will be all the more important. Again with the diminishing value of heals.
The net winner here is sustained damage/efficient type builds. I currently play this way on live, and its definitely at a competitive disadvantage to being a pure tank or pure nuker. I'm hoping these changes will bring all of the playstyles more into balance.
I think you are missing what I am getting at.
They should get some more passives that don't do much, like 2X regeneration when in water.Yeah, I was really hoping Argonians would have racial passives that were improved, but I'm REALLY disappointed. Unless you're a healer Argonians STILL have the single worst passives.
Yep. 5/10/15% total resource gain wouldn't be out of line given the poor overall set of racials compared to the others. Not to mention requiring consumable use versus being truly passive.
It's just an abuse of game mechanics which have been fixed inside thy patch notesMrBeatDown wrote: »by one shot i think you mean a combination of skills hitting within 1 second?Tonnopesceb16_ESO wrote: »Meh... let the tickle war begin!!!
Don't worry ZOS we will find ways to ONESHOT noobs even if you have nerfed damage by 35%
No, I think hes talking about exploits, Like doing 5k damage with Camoflauge Hunter and killing you with no other damage listed in the death recap, but its the only skill listed, and you were at full health.
They should get some more passives that don't do much, like 2X regeneration when in water.Yeah, I was really hoping Argonians would have racial passives that were improved, but I'm REALLY disappointed. Unless you're a healer Argonians STILL have the single worst passives.
Yep. 5/10/15% total resource gain wouldn't be out of line given the poor overall set of racials compared to the others. Not to mention requiring consumable use versus being truly passive.
I'd like to see something like like Skyrim's "Histskin". Give Argonians a natural bump to armor (2/4/6%) with small base regeneration level (magicka and stam?). This would give them something unique, and something not out line with Argonians historically.
It's just an abuse of game mechanics which have been fixed inside thy patch notesMrBeatDown wrote: »by one shot i think you mean a combination of skills hitting within 1 second?Tonnopesceb16_ESO wrote: »Meh... let the tickle war begin!!!
Don't worry ZOS we will find ways to ONESHOT noobs even if you have nerfed damage by 35%
No, I think hes talking about exploits, Like doing 5k damage with Camoflauge Hunter and killing you with no other damage listed in the death recap, but its the only skill listed, and you were at full health.
Joy_Division wrote: »• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
- WW now also only gains it's recovery bonus while having the WW ultimate on its bar.
- Nerf? You now only take 25% bonus damage from fire as opposed to 40% (was 50%). If only the class I played got such "nerfs."
- If you are going to cite Lore, be sure to mention what happened when your Vampire in Oblivion took a walk on a nice sunny day. *Poof*.
Oh boy oh boy oh boy, I consider the 25% weakness a nerf oh' great replier.
I want vampires to be elder scrolls vampires, that is with its benefits, and weaknesses.
Let me burn in the sun like in Morrowind no matter the stage, and I will love this game forever - On the condition that the vampires get the equal strength too, naturally.
As for Werewolves, they should've never had an increase in recovery in human form to begin with. The big difference between vampirism and lycanthropy is that vampirism is permanent, carrying both weaknesses and strengths at all times. Where on the other hand Lycanthropy is a beastform, that the cursed humanoid can transform into, in order to get BOTH weaknesses and strengths.
The werewolf recovery nerf was long called for, lycanthropy nor vampirism should never be something you just take because its a buff. There should be equal strengths, and equal weaknesses. The current problem with vampirism is especially that Noxiphilic Sanguivoria is so watered down, that Lamae should be ashamed of being the first ever created vampire, and the progenitor to the first vampiric bloodline in the entirety of Nirn.
When we list the base ability for a fix, it also applies to the morphs. So in this case, Flame Lash is included.igyyroub17_ESO wrote: »It says you can dodge roll molten whip, but what about flame lash?
The normal version of Robust remains unchanged for Orc and Nord. Khajiit now have Robust Constitution instead, which gives 20% health regeneration and 10% stamina regeneration, rather than 30% health regeneration.Strider_Roshin wrote: »Robust has been replaced for ALL races, not just the Khajiits correct?
This was our mistake; the change wasn’t included in the notes. The 50% cost increase for Bolt Escape now stacks for each cast within 4 seconds (and we'll make sure this gets added to the original post).@ZOS_GinaBruno - can you clarify re: bolt escape? In ESO live it was suggested the cost increase would stack if recast within four seconds - it doesn't appear that this is the case based on your notes. Can you please confirm?
It’s an activated skill with a duration, so you are correct in that you don’t need to put it on both skill bars.Would anyone be able to clarify the Siphoning Attacks change? So it's not a toggle, but not an activated skill either- more like an "always on" effect if on your bar? (I take it this means we won't need to have it on both skill bars to use seamlessly?)
Yes, it will.So, is the current 50% streak cost increase going to stack now? Or have you rethought that decision?
The initial hit now deals the same damage as Teleport Strike.tinythinker wrote: »Nice. But how much? Will have to compare in PTS.Lotus Fan (Teleport Strike morph): Increased the initial hit damage for this ability.
It now works the same way all other abilities in the game work: there is a 1 second GCD for every skill.is there a still a gcd for the templar charge?
Yes, it should be Death Stroke. Thanks!dennischizophrenia wrote: »Incapacitating Strike (Teleport Strike morph): The stun from Incapacitating Strike will now properly grant CC immunity.
That's a morph of Death Stroke, isn't it?
So battle spirit...The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
So this is on top of what is already in place or those are the values they will be? Either way; it seems to be a heavier hit on shields, then healing while damage is least affected. What about abilities that heal based on damage? Or damage based on shield strength (blazing shield)? Are those not affected twice?
The way it was explained a few weeks ago is that healing/damage shields would both be 50% reduced, so I'm assuming the above note is "extra" and not "total"
Yeah, that is what I am thinking as well bur more in just clarifying. Either ways shields are getting nerfed more than heals, heals getting nerfed more than damage and most alarming to me is if something has 2 of those attributes, they take it double.
They said the desired effect was "to have health bars move around less" Meaning:
- We won't die as fast to burst.
- We won't recover from being low health as quickly or as easily as before.
- We won't be completely unkillable via health shields, blocking, and dodging.
This is a very good thing. TTK can get a needed nerf, but bursters will still have a place in softening targets up. Since healers can't top their allies off as easily the burster will still have a good shot at killing their target, just not as ridiculously quickly, with no chance for the receiving player to respond.
Healers will need to manage resources more thoughtfully and spam less as their heals/shields will be less potent. Other considerations such as buffs/debuffs/CC will come into play as alternatives to raw healing.
Tanks will still be effective in PvP even with the block nerfs. With healing and shields being nerfed, and the pace of combat slowing down, they will be able to intelligently block and respond to assisting allies. They will be able to block less, true, but raw mitigation and the attacks they DO block will be all the more important. Again with the diminishing value of heals.
The net winner here is sustained damage/efficient type builds. I currently play this way on live, and its definitely at a competitive disadvantage to being a pure tank or pure nuker. I'm hoping these changes will bring all of the playstyles more into balance.
I think you are missing what I am getting at.
No, I get what you mean- IE skills like Funnel Health are potentially getting smacked twice as the penalty applies twice (damage, and healing). I was more justifying the overall decision as it outweighs any specific considerations as it will be better for the health of the PvP game overall. I should have clarified.
Dagoth_Rac wrote: »
But remember, the combat team wants werewolf to 'feel more like an ultimate' so I wouldn't expect to make a return on my skill point investment often or to any great amount.
ZOS_GinaBruno wrote: »We'll work on getting everyone's gameplay questions as soon as possible, but in the meantime...
- The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance.
what exactly does that mean?