leepalmer95 wrote: »turbonights wrote: »You seem to want to effectively kill the ability for tanks to be viable in dungeons for helping new people. You all are focusing so much on pvp and end game things like trials that you seem to be forgetting about the little man or the utility of a ....well... utility tank for not end game setup.
I have always tanked in MMO's and have tanked for a long time in this game. It took me ages to get a good tank build that both allowed me to keep buffs, debuffs, and group utility while being able to dish out some kind of damage to mitigate potential bad DPS and armor/heals to mitigate bad healing. How did I do this?
1.) Tremorscale (nerfed 10%)
As a tank, our crit is bad, so when I heard about the crit nerf it didn't exactly effect my tank. But now it's reduced by 10%, not allowing what, as has been stated, should have beena group utility tool to even deal effective damage. I loved equipping this when helping people with dungeons. Now, I guess it's either blood spawn to keep up standard (or other damage or utility aoe like fighters guild or support shield uiltimates) for ultimates or lord warden? But...
2.) Standard of Might (nerfed 5%)
It may not seem like a lot, but when I random queue into banished cells 2 and the dps can't even kill the adds effectively before the next batch after taloned, pierce armored, alkosh debuffed, and major brutality/minor brutality (igneous weapons), now I can't even plop down some clutch ass damage saving with standard of might? Least I can do is try to keep heals, shields, and buffs/debuffs up with heavy weaving to restore resources, but now....
3.) Heavy attack resource restore (nerfed 25%)
So echoing vigor is pretty expensive and my main utilites are also expensive, but now I can't weave as much in order to be able to at least keep a decent rotation when needing to compensate for heals.
When was the last time you took a DK tank into a "II" dungeon with some new 10's and 20's? Seriously, I'd like to play with some of the newer things to see what I can do to get around this like additional buffs with powerful assault or converting to spell power cure, but you've nearly killed effectiveness of the tank to compensate for some of the things lacking with newer players.
None of these changes really hurt or effect end game for tanks, but it does seem to further the distance of effectiveness in normal pve for a tank. I don't think I'll queue anymore as a tank. Unfortunately he'll be put in the back to only come out if trials or vet-dlc dungeons are needed because my magic dps sorcerer is more effective as a tank/dps/self-healer to get new poeple through harder dungeons and teach them than my "utility support tank" is.
Your complaining your 'tank' can no longer do dps/ heal and tank all at once?
Pick one of them and stop complaining when you can't do others.
1. Tremor? Use something like bloodspawn so you can throw warhorns around to increase dps.
2. 5% it's still a usable ult for pugging easy dungeons.
3. Noobs shouldn't be going into dungeons that are out of their league currently.
Honestly how are you actually complaining your tank can no longer fulfil all roles.
timidobserver wrote: »@ZOS_GinaBruno you got rid of physical damage screscent sweep? Why???
Makes sense to me. Stambuilds don't need Dawnbreaker and Crescent Sweep.
Yeah, I'm sure you're worried about all the OP stamplars in cyrodiil using OP crescent sweep on you. Oh wait, there aren't any stamplars in cyrodiil.
ZOS_GinaBruno wrote: »OVERVIEW
In this patch, we’ve copied all PC EU characters for use in testing.[/list]
Can you bring in line with the "best-in-slot" sets like Burning Spellweave the other ~ 150 Sets, which are completly useless at the moment? Please?
Example:
The vitality potion nerf is amazing, that was really needed. This was the last overpowered potion, now there is really balance.
Heavy armor nerfs look okay, but I would have prefer buffs to light and medium armor rather than nerfs.
Trainee nerf made it useless, very sad change.
Malubeth nerf is great and needed as well.
Elemental storm nerf, well you know my opinion. Was not needed at all, as it will still be stacked in pvp and the crying won't end, until you render it completely useless as a single cast.
But overall very good balance changes with this pts build. Light and medium still need to be given more meaning in pvp, heavy armor requires more work now, but I think it's still best overall, you'll be just as tanky and the damage will remain the same.
But what the hellthe backlash changes. I might play templar now, that thing is like daedric curse just 50% stronger and now it finally works against damage shields. Templars will be lethal in pvp now, when played right. Templar is no longer the last light when it comes to burst damage.
I would really love to know who at ZoS' got rekt so hard by the old mag DKs. I can't explain otherwise why we still don't have an actually useful dragon blood after 1.5 years.
@ZOS_GinaBruno @ZOS_RichLambert
There are many excellent changes here, and I would like to thank both of you for your dedication to the community and monitoring feedback. There are a few things I'd like to touch on.
The changes to stamina templar are excellent. In PvP, the changes to jabs are going to allow stamplars to put out slightly higher burst, with the skill being undodgeable. The decreased cost on both jabs and javelin will help alleviate certain sustain issues, but I have a feeling sustain is still going to lower than every other class. I'm curious though; Jabs has been this way since launch? That seems like an awfully long time for a balance mistake on the end of the developers to go unaddressed...
My primary concern for stamplars is that they will still not be allowed in trials after this patch. If you would take time to examine the leaderboards, or the criteria top trial guilds use when recruiting stamina DPS, you will notice that Stamplar have no place in either of these things. The simple fact is that they do not produce DPS on par with the other classes, and do not have any unique buffs or debuffs to justify this lack of DPS to a raid group.
I would like you to seriously consider revamping at least one other skill, or perhaps any of the dawns wrath or restoring light passives, to better suit stamplar DPS, specifically. Cost reduction, ultimate generation, resource regeneration. Passives can be changed in just about any way to suit a subclass, especially the passives that are unused by both magick and stamina templar specs. As for an actual class skill, there are a number of unused skills in the templar trees that could be catered to stamplars. Many suggestions have been made, and I'm sure you're aware of them all (vampires bane, other morph of dark flare, any of the ultimates, restoring focus, etc). If something is not done to improve stamplar DPS or provide them with something worth bringing to a raid group, they will remain in the same PvE state as they are on live currently, after update 13.
Once again, thank you for your tireless efforts here on the forums. I hope that more changes will be considered.
how about giving medium a passive that gives 30% or so increased damage against shields?!?
@ZOS_GinaBruno @ZOS_JessicaFolsom still no fix to the bugged pirate skeleton set or the BOL cast bug
How long should we expect these to remain in game then?
Fallewarrior wrote: »Please make nb path scale with thaum cp aswell!
arkansas_ESO wrote: »I don't get it. Magic NBs, already one of the lowest performing classes in both PVE and PVP, got a nerf not only to their main spammable (Strife) but to their ultimate as well. Seriously, was anybody complaining about the magicka morph of Death Stroke? It's the stamina morph that was causing so much forum outrage, and you were told back when you changed it to Disease damage that it was a bad idea, yet you did it anyways. Now magic NBs get nerfed because of it? I don't get it.
The Twisting Path change is one tiny, tiny buff that will do virtually nothing for magic NB's performance in Cyrodiil. I doubt it will even do much for magic NBs in PVE.
Please seriously reconsider every change you've done to magic NB this PTS cycle, even with every other change you've done to armor types and other classes (and the destro passives), magic NB is still going to fall far behind. Our damage is too low. Our mobility is too low. Our skills are buggy (light attack weaving with Strife, Cloak, Grim Focus), too easily countered (Cloak), or underperforming in comparison to similar skills (Impale.) Didn't you ever wonder why so few people play magic NB? It isn't because the concept of a siphon/blood mage isn't appealing to people, it's because playing magic NB is like playing an inferior version magic sorc, and has been that way since the Thieves Guild patch.
david19979 wrote: »Still no word on improving dark homes with either brighter windows or customizable lights, and increasing the furnishing limit.. You can't properly furnish big houses and manors with these numbers, and I don't like living in a warehouse. But we will see if something changes in next week's patch.
Overall its's a great update, but I think the mentioned things should change.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Alliance War
General
- Increased the base amount of AP for capturing resources to 1,500 AP.
- Increased the base amount of AP for capturing a keep to 6,000 AP.
- Increased the base amount of AP for capturing a town to 1,500 AP.
- Increased the base amount of AP for capturing an Imperial City District to 1,500 AP.
ZOS_GinaBruno wrote: »Combat & Gameplay
SorcererDeveloper Comments
- Daedric Summoning
- Haunting Curse (Deadric Curse morph): This morph continues to explode twice per cast, but now explodes once after 3.5 seconds and again after an additional 8.5 seconds.
We initially changed Haunting Curse to boost Sorcerer PvE DPS by freeing up global cooldowns. Due to the overwhelming response from the community on this change, we’ve decided to allow Curse to retain its previous PvP burst potential while being more effective in PvE. If you want to cast Haunting Curse every 3.5 seconds for fast attacks on blocking targets, that’s an option. If you’d like to get more out of your cooldowns, then only cast it every 12 seconds to get 2 explosions. The choice is yours!