ZOS_GinaBruno wrote: »That is intended, and follows the same concept as Magelight: you shouldn't be able to cloak if you are revealed. Once revealed, you shouldn't be able to re-cloak or re-stealth.
I have a bit of feedback regarding this piece. I don't mind no longer turning invisible, however cloak and its morphs provide something more than invisibility when cast. I think this ability, when a person is affected by some mechanic keeping them visible, should remain functional, but only as a sort of buff that provides all the side utilities of using cloak, such as allowing the shadow passive to go through, obtain a critical hit on the next hit (for shadowy disguise), and retaining the defensive buff for Dark Cloak.
The reason, I assume, that the counters to this ability have been given much more sway is because the combat team intends players to partake in active combat and not "in and out" sort of combat that cloak provides. By following through with the change that means cloak is not functional when revealed, there is much less of a reason for players to use it in combat, and as a result, combat becomes slightly less diverse. By allowing cloaks' utilities to be retained even when affected by this recent change, it lets the ability still be useful, and it does so during active combat rather than "passive" (the "in and out" type of combat the team seems to be attempting to sway players away from). Counters are good to abilities, but if the counter is too hard, combat becomes less interesting. Let the counters to cloak do exactly what they are intended to do- keep the player in combat. Let cloak, apart from taking players out of combat, retain its utilities, as they were collateral damage to the above change.
duncan_cougarpreeb18_ESO wrote: »ZOS_GinaBruno wrote: »That is intended, and follows the same concept as Magelight: you shouldn't be able to cloak if you are revealed. Once revealed, you shouldn't be able to re-cloak or re-stealth.
I have a bit of feedback regarding this piece. I don't mind no longer turning invisible, however cloak and its morphs provide something more than invisibility when cast. I think this ability, when a person is affected by some mechanic keeping them visible, should remain functional, but only as a sort of buff that provides all the side utilities of using cloak, such as allowing the shadow passive to go through, obtain a critical hit on the next hit (for shadowy disguise), and retaining the defensive buff for Dark Cloak.
The reason, I assume, that the counters to this ability have been given much more sway is because the combat team intends players to partake in active combat and not "in and out" sort of combat that cloak provides. By following through with the change that means cloak is not functional when revealed, there is much less of a reason for players to use it in combat, and as a result, combat becomes slightly less diverse. By allowing cloaks' utilities to be retained even when affected by this recent change, it lets the ability still be useful, and it does so during active combat rather than "passive" (the "in and out" type of combat the team seems to be attempting to sway players away from). Counters are good to abilities, but if the counter is too hard, combat becomes less interesting. Let the counters to cloak do exactly what they are intended to do- keep the player in combat. Let cloak, apart from taking players out of combat, retain its utilities, as they were collateral damage to the above change.
Right on the first count, but wrong on the second.
ZOS hasn't given PvP _any_ thought. This disabling of cloak is just their lazy way of making thieves guild quests more challenging. Those NPCs run magelight! It's them who ZOS want's you to stop clanking past them
But seriously, would it really have beento much to ask for something different for those NPCs!?
Btw. it's the same reason why sneak got the tank nerf of no stamina regeneration as well.
This is not an increased cost for sneaking but a flat out ZERO stamina regeneration while sneaking, no matter if you got 500 or 5k in stamina regeneration.
With this anything stealth related is a NO-GO. Any stealth based passive crippled.
At least the mini-max magicka builds can rejoice, they will be no longer left behind sneaking, instead they will be just as good if not better now then stamina classes.
ZOS, just remove all stamina builds, skills from the game and be done with it.Let's all play sorcs. At least balancing might become easy (enough for you then) with everyone running the same build, using the same skills: No variety, all get the same.
themdogesbite wrote: »A lot of player don't want to grind 300 cp to be competitive in pvp, this no-cp campaign is builded for them. Moreover, CP can give a lot of build possibility, but also negate the need of resource management for a lot of players. This campaign bring back these needs for those who want more difficult or less burst-style fight.
In my opinion, a non-cp campaign is a very good idea, but should not be the only campaign. We need some cp-enabled campaign. But here, we are on the PTS, we are here to test, and we can only have one campaign, so having only the non-cp campaign is a good idea.
Oh, and we have a non-vet campaign and that's one of the best campaign in the entire game because a lot of thing, especially the insane burst build limitation and the lack of deto/meteor/AP farming guild (they are some, but less than in vet campaign).
The impletation of a non CP campaign on live is great, haveing it currently on PTS however is not as great as EU players can't provide any meaningfull feedback.
1. No CP campaign with current Battle Spirit is terrible. Sustain builds can't deal enough damage to kill enemies in duel, burst builds out of resources in 3 sec and waste most of time to regen resources = can't kill anyone too. Turtle vs Turtle currently.
2. Templar sustain still ****. My templar out of resources even on fully sustain build.
3. To test new sets and get maximum potential of new builds I forced to test it on mobs from WGT.