BillNye_Eso wrote: »It still baffles me how they thought the major mending being tied to our shield for a dk sounded like a good idea. Out 2k shield which can be literally light attacked off, In a 1vx situation it's near impossible to actually have major mending. The sustain impact on dk will be very noticeable but can be worked around with sustain sets paired with food and damaging sets will be the work around. All the builds I make for dk usually center around max stat or ult Regen or the resources gained from ults which in turn help me sustain as a dk in no cp. What brought me towards dk when I read the passives it had, I was actually interested in the class. Not for tanking but for resource return as well. I didn't have to rely on Regen as much and I could focus on other things that helped the class sustain on its own ex: being ult Regen for battleroar. Not only did this help, but the healing the class had and the natural tankyness made it extremely fun to 1vx with or group play with. Not gonna lie when I read the changes to igneous shield, a inner demon filled with fire and rage literally bursted out of me and I think the same goes for every other dk main on this forum and in game as well. Igneous shield made the class, not just battleroar or helping hands but igneous. The shield even tho very minor helped us mitigate some dmg that came to use and the major mending also helped tremendously. But once you put major mending to be only up when the shield is up, you'd might as well just take away mending from the ability. There is no longer any use for igneous shield, your literally better off using molten armaments for the heavy attack dmg because if your a do in heavy armor, all your gonna be doing after this patch is heavy attacking so might as well increase the dmg of it. And for everyone saying this helps the class be more balances please don't talk to me in game or on the forums because I will eat you alive like a wild animal eating it's prey. I will devour you. And also my condolences for every stamplar out there, except for your power of the light. That needs a defined nerf. The only way to counter that ability is to dodge roll it. Might as well be an ultimate, I've seen that ability hit for 13k. All in all I hate this patch and everything it stands for good bye. Good thing I didn't buy wardenfall. :
I've only ever played a Templar healer throughout my long time on ESO, and these nerfs just make me so, so sad...
What am I supposed to now? I now have to direct my BoL, which is supposed to be a high cost, non-spammable, EMERGENCY heal. I already know that a lot of low health people are going to die in trials due to that split second it takes the healer to look for them and use the skill. Then we have the repentance nerf, dear god, nothing even needs to be said to emphasize how harmful that is to a Templar overall. Am I now supposed to slot seducer instead of SPC so that I can sustain? Is the intention to force me into a more selfish build at the expense of group utility? And healing CP nerfs to put the cherry on the cake, because, you know, people's healing is too OP these days and it's impossible to die with healers around...
I wanna cry. I'd already come to terms that it would just be sustain nerfs in the CP tree, but this is beyond my worst nightmare.
CireNesnomis wrote: »[quote="Forsakiin;4002351"
Now what? These precious Templars either quit, play a new class,
Sucks for PvE healplars, but everyone who has ever brought a magplar into Cyrodiil has had this coming for a long time. You should have anticipated it earlier.
masterbroodub17_ESO wrote: »Well, unless we see a lot of the nerfs rolled back... I'm not paying for Morrowind. Sure I like the PvE game to be challenging, but I don't want to spend 3 hours doing the same content it use to take 45 minutes to complete. This game was fine, it was fast paced and fun... and the challenge was learning how to get the most out of your build and class. But this just seams like ZOS wants to take the 4 base game classes back to a plain brown rapper so that the Warden can shine. This is the wrong way to do this... just make the Warden OPAF for the first few months, then nerf it down to balance once everyone gets use to it.
As for PvP, these nerfs just re-enforce the "zerg mentality". I don't see anything here making the PvP game "better" or dealing with the real issues in PvP.
Battlegrounds? ... I don't know yet, I guess we'll find out.
Honestly it seems like ZOS is trying to level the playing field for "new players", but that completely insults the people who have been the lights on for the last 3+ years. And to that I say... thanks, but no thanks.
Wrong.
https://forums.elderscrollsonline.com/en/discussion/comment/4016057/#Comment_4016057
Over-reactions. Over-reactions everywhere!
This ability and its morphs now last for 3.5 seconds, down from 6 seconds, but can no longer be removed with Break Free. After the effect ends, enemies will gain CC-immunity.This is a significant reduction to the Magicka and Stamina restored by these abilities [siphoning strikes].
I feel like somehow ZoS has manged to nerf Magblade significantly even though everyone pokes fun at how bad we already are. There are now two classes that have very strong hard counters to us - DKs with wings and Templars with Eclipse and the one thing we had going for us (great sustain with siphoning attacks) is significantly nerfed. Is there any reason what so ever to play Magblade over Sorc in any content in the game, PVE or PVP?
Nightblade
- Shadow
- Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was being broken by numerous abilities including Reflective Light, Silver Shards, and Burning Talon’s damage over time effect.
- Shadow Image (Summon Shade morph): Fixed an issue where the pet summoned by this morph was not critically striking based on your Spell Critical.
- Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now converts the ability into a Stamina ability and causes your Light and Heavy Attacks to restore Stamina based on your character level.
- Siphoning Attacks (Siphoning Strikes morph): This morph now causes your Light and Heavy Attacks to also restore Magicka based on your character level.
- Siphoning Strikes:
- This ability now causes your Light and Heavy Attacks to restore Health instead of Magicka or Stamina.
- Increased the duration of this ability and its morphs to 20 seconds from 15 seconds.
Developer Comments:This is a significant reduction to the Magicka and Stamina restored by these abilities, but the addition of Health restore should give Nightblades more healing to improve their survivability.
Rip saptank. Still no help for merciless resolve. I guess we'll have to see how it plays out but the siphoning change looks like a nasty nerf. 0 reason for this imo. Balance team seems bound and determined to keep pve NBs at the bottom of the barrel. I REALLY hope they take a closer look at this before it hits live.
ESO 3.0
-Fixed an issue where Stamina Dragonknights were unique and viable in PVP.
-Fixed an issue where players could sustain their resources for more than 30 seconds
-Fixed a group of issues that made the upcoming Warden class less appealing than Templars
masterbroodub17_ESO wrote: »Well, unless we see a lot of the nerfs rolled back... I'm not paying for Morrowind. Sure I like the PvE game to be challenging, but I don't want to spend 3 hours doing the same content it use to take 45 minutes to complete. This game was fine, it was fast paced and fun... and the challenge was learning how to get the most out of your build and class. But this just seams like ZOS wants to take the 4 base game classes back to a plain brown rapper so that the Warden can shine. This is the wrong way to do this... just make the Warden OPAF for the first few months, then nerf it down to balance once everyone gets use to it.
As for PvP, these nerfs just re-enforce the "zerg mentality". I don't see anything here making the PvP game "better" or dealing with the real issues in PvP.
Battlegrounds? ... I don't know yet, I guess we'll find out.
Honestly it seems like ZOS is trying to level the playing field for "new players", but that completely insults the people who have been the lights on for the last 3+ years. And to that I say... thanks, but no thanks.
Wrong.
https://forums.elderscrollsonline.com/en/discussion/comment/4016057/#Comment_4016057
Over-reactions. Over-reactions everywhere!
Platitudes. Platitudes everywhere!
So are you trying to tell me how to spend my money or that the distinct feeling I get from seeing what's actually on the PTS as being disheartening is wrong? Trying to figure out the rudimentary communications you're displaying here.
Actually, the resource management is going to be a very huge issue.Sandman929 wrote: »ESO 3.0
-Fixed an issue where Stamina Dragonknights were unique and viable in PVP.
-Fixed an issue where players could sustain their resources for more than 30 seconds
-Fixed a group of issues that made the upcoming Warden class less appealing than Templars
This one is pretty damned funny. I'm not really upset that players are going to have to rebuild with resource management in mind....I'm a little upset that Stam Sorcs are the only class that won't have to.
Uriel_Nocturne wrote: »Actually, the resource management is going to be a very huge issue.Sandman929 wrote: »ESO 3.0
-Fixed an issue where Stamina Dragonknights were unique and viable in PVP.
-Fixed an issue where players could sustain their resources for more than 30 seconds
-Fixed a group of issues that made the upcoming Warden class less appealing than Templars
This one is pretty damned funny. I'm not really upset that players are going to have to rebuild with resource management in mind....I'm a little upset that Stam Sorcs are the only class that won't have to.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
I'm currently cruising threads to find the right one to put this in. Barring that, I'll create my own.masterbroodub17_ESO wrote: »Uriel_Nocturne wrote: »Actually, the resource management is going to be a very huge issue.Sandman929 wrote: »ESO 3.0
-Fixed an issue where Stamina Dragonknights were unique and viable in PVP.
-Fixed an issue where players could sustain their resources for more than 30 seconds
-Fixed a group of issues that made the upcoming Warden class less appealing than Templars
This one is pretty damned funny. I'm not really upset that players are going to have to rebuild with resource management in mind....I'm a little upset that Stam Sorcs are the only class that won't have to.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
Thank you for bringing in some first-hand experience. I hope you left the same feedback in the PTS forums so that ZoS will see it. Here it's buried in ramblings, etc.
To be clear, I still don't think getting rid of the infinite resources is a bad thing. Perhaps they need to adjust the amount of magicka/stamina that each point into it gives, or increase the regen from gear a bit, but I still think this is the right way to go.Uriel_Nocturne wrote: »I'm currently cruising threads to find the right one to put this in. Barring that, I'll create my own.masterbroodub17_ESO wrote: »Uriel_Nocturne wrote: »Actually, the resource management is going to be a very huge issue.Sandman929 wrote: »ESO 3.0
-Fixed an issue where Stamina Dragonknights were unique and viable in PVP.
-Fixed an issue where players could sustain their resources for more than 30 seconds
-Fixed a group of issues that made the upcoming Warden class less appealing than Templars
This one is pretty damned funny. I'm not really upset that players are going to have to rebuild with resource management in mind....I'm a little upset that Stam Sorcs are the only class that won't have to.
I Main a Magicka Templar DPS (Dunmer). I retooled all his gear with a specific mind to maximize Resource regen (5x Seducer [including Destro Flame Staff], 3x Magnus's Gift, and 3x Destruction Mastery [jewelry])(for armor I went with all Light).
With this set-up, I sacrificed a lot in DPS in favor of maximizing resource return; but I figured "what the hell, it may take me a bit longer, but if this resource gear works well, I can handle an increase in TTK, because I'll have the Magicka to back up a longer fight".
I am still rampantly running out of Magicka, and it takes me 30 seconds or longer to replenish a fully spent Magicka pool...
I'm having trouble completing DELVES with the reduction in CP resource management and the nerf to the resource return for Light Armor. The Mobs were a hassle, but I found I could wipe them out at about the same time my Magicka ran out fully. The Delve Boss? I had to fully run out of it's aggro area to the point that the tether kicked in and reset the Boss back to its spawn point... even using Potions I crafted myself (which are infinitely more potent than the ones the game gives you), I couldn't regen Magicka fast enough to take out a Delve Boss. Even in a group, the only reason we beat the Boss is due to combined DPS, and even then, our resources were completely depleted.
I was not able to complete a Public Dungeon. Period.
I couldn't get through the tougher, higher number Mobs at all, and mitigation through Potions helped in the same manner as for the Delves (as in; so little that it was like I didn't use a potion at all).
So our little group then tried a World Boss. That was a *** joke. On us. And we were the punchline.
Talking to the guys in our group of four, our Stamina characters were depleting their Stamina pools just as fast (our StamDK Sword & Board had it worse off than the rest of us) as the Magicka Characters were. Not even our Sorc was able to keep his Magicka pool at a decent flow rate.
Every one was running out of resources fast enough that we couldn't complete the base content.
We briefly discussed trying one of the 4-man Group Dungeons, but quickly decided that was simply out of the question with how our performance in the above content acted out.
If these changes to resource sustain/cost reduction remain "as is", I have no idea how players (even the "elite" end-game players) are going to complete ANY of the Trials.
Stack that Resource sustain/cost reduction with the changes to how the Class Skills and abilities act, and I can easily see Trials and Group Dungeons would be simply unplayable.
This Update 3.0 is going to be a cancer, and actually being able to play a Class (any class really...) is going to be a monumental increase in difficulty.
This coming update is abhorrent, and my wife and I signed out of the PTS in disgust. All we could do was shake our heads at how bad of an experience it was.
Thank you for bringing in some first-hand experience. I hope you left the same feedback in the PTS forums so that ZoS will see it. Here it's buried in ramblings, etc.
This sucked so badly last night...
@ZOS_GinaBruno - It has begun: Farewell @Deltia
https://youtu.be/Nc9OhJmXi70
If you don't like what a company is doing, you don't have to keep giving them your money. Doing content you don't want 95% of the time, just to get gear for content you love, then having to repeat that every six months is NOT balance; it's artificial gameplay hours they can report to their shareholders. I, for one, am done paying for fluff.
@ZOS_GinaBruno - It has begun: Farewell @Deltia
https://youtu.be/Nc9OhJmXi70
If you don't like what a company is doing, you don't have to keep giving them your money. Doing content you don't want 95% of the time, just to get gear for content you love, then having to repeat that every six months is NOT balance; it's artificial gameplay hours they can report to their shareholders. I, for one, am done paying for fluff.
He straight up says in the video that CP is a broken system that keeps being patched instead of removed and replaced with a real end-game progression system.masterbroodub17_ESO wrote: »He cried the same way about champion points. Guess who still plays....
Exactly!You know those changes are bad when someone who feeds their kid by playing your game would rather find another way to do it than continue.