I think these changes are pretty explicitly intended to nerf PvE players at least as hard as PvP players. In fact, the changes are crap for PvP as well. Everyone's sustain abilities are getting massive nerfs, except for Dark Deal, and Dark Deal was already one of the best sustain abilities in the game. Weak classes aren't getting buffs, and Stamina Sorcerers, who are already extremely popular, are going to be almost completely dominant.jediprime74 wrote: »I haven't played this game for nearly two years to be forced to focus almost exclusively on resource management, nor do I like the Care Bear approach of decreasing the gap between newer players and established endgame players.
Such a perfect opportunity with the first major "chapter" addition to separate PVP and PVE balancing, a change so desperately called for over the last 3 years, and instead you opt for a blanket nerf to all resources?
Then you drop the resource CP passives completely ON TOP of this AND reduce the remaining most desirable CP perks from 25% max bonus to 15%? Doesn't this sort of scream "thanks for the support long term players, but all that progress you worked for was for nothing because we can't be bothered to add a separate effect for skills and passives in PVP."
I'm sorry but that is really disappointing guys.
I'm sure i"ll get nothing but quantum hate vibrations for saying this, but why is it so hard for you to balance PVP and PVE separately? It seems it would make things SO much simpler and avoid demoralizing your players by constantly sweeping the progress rug out from under them.
I am saying this on behalf of those that have a long term investment in your product. You don't build long term relationships by constantly undermining trust.
KramUzibra wrote: »
luen79rwb17_ESO wrote: »I'll have to login to PTS and test, but seems to me that Templars have been almost completely stripped off the Major Mending buff?
I understand the philosophy of making this buff more rare and tactical but Templars out of the 5 classes, should be the ones to have an easier access and higher uptime, I mean, it's the healing class by design.
CromulentForumID wrote: »I agree it is needed. However, how can they do it? Abilities do not have separate definitions for PVP and PVE as far as I know, and there has to be some kind of practical limit to what they can do with Battle Spirit.
There are a few examples of abilities that have an extra tooltip line stating it works different when used against a player.
It would be really simple to do. Just stop yourself every time you feel the twitch response to make massive unwarranted changes that completely undermine the game dynamics in response to forum QQ and PVP meta and implement it as a tooltip change for PVP-specific effects instead.
ZOS_GinaBruno wrote: »
Templar
[*]Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.