I feel that every class needs be rebuilt from the ground up. Even more so to fit the style of combat they strive to achieve.
NightbladeMechanics wrote: »Templar
Aedric Spear
Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Known Issue: Luminous Shard’s resource return for the casting Templar is still restoring resources based on the largest missing percent. This will be fixed in future PTS patch.
Do you not want magicka specs to be able to tank...anything ever?
ZOS_GinaBruno wrote: »@ZOS_GinaBruno which parts, if any, are included in and or lifted from the NDA?
The class changes from the base game are not under NDA.
Also, everyone, please remember this is only the start of our second week on the PTS. There are still adjustments to be made in the coming patches.
ZOS_GinaBruno wrote: »
Unrelated, we’ve also removed the cat from the office.
NightbladeMechanics wrote: »Templar
Aedric Spear
Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Known Issue: Luminous Shard’s resource return for the casting Templar is still restoring resources based on the largest missing percent. This will be fixed in future PTS patch.
Do you not want magicka specs to be able to tank...anything ever?
When I left the game.. err.. 18 months agoish, they had successfully eliminated the tank. Nothing but raids needed tanks, and then just one in the entire raid. Four-mans were doable with all DPS and one of them using a healstick. The change to "no regen while blocking" was basically the death of the tank. Did something happen that tanks were relevant?
Right now, a tank can join a group and if he doesn't think they will finish the DLC dungeon can leave after 15 mins and be picked up by another group instantly. I believe finder is still broken for replacing roles? so the tank leaving will 9 times out of 10 mean the group collapses and the other classes are returned to waiting in line for a significant amount of time.
I'm confused does patch 3.0.1 replace 3.0.0.
Or are they just add on top of 3.0.0?
DemonNinja wrote: »ZOS_GinaBruno wrote: »JamieAubrey wrote: »Still NO FIX for Streak
GG
Posted about this in a streak-specific thread, but we have a fix for this coming in next week's PTS patch to be fully tested.
@ZOS_GinaBruno
The point of patch notes is to be INCLUSIVE OF ALL RELEVANT PLAYER FACING CHANGES to the game. (Excluding NDA type things, of course.)
Please stop spreading stuff around - it gets confusing and lost in the clutter of the forums. This is the first game I have ever played or worked on professionally where the development team does things piecemeal like this.
Kaymorolis wrote: »DemonNinja wrote: »ZOS_GinaBruno wrote: »JamieAubrey wrote: »Still NO FIX for Streak
GG
Posted about this in a streak-specific thread, but we have a fix for this coming in next week's PTS patch to be fully tested.
@ZOS_GinaBruno
The point of patch notes is to be INCLUSIVE OF ALL RELEVANT PLAYER FACING CHANGES to the game. (Excluding NDA type things, of course.)
Please stop spreading stuff around - it gets confusing and lost in the clutter of the forums. This is the first game I have ever played or worked on professionally where the development team does things piecemeal like this.
I thought the point of patch notes was to show what changed with THIS patch, not what will change with the NEXT patch.
Well, if it wasn't evident before, it should be now. ZOS is fully committed to these changes to sustain. Continue to complain about it, but I expect Patch Notes 3.0.2 to include @ZOS_GinaBruno doing her best Willy Wonka impression:
Uriel_Nocturne wrote: »My suggestion:
All of the Sustain and Cost Reduction changes together are killing 3 of 5 classes. If introduced separately, they probably wouldn't have been too bad to work around; but together, they're soul-crushing.
So I deeply understand that you guys at ZOS seem to think that Sustain and Cost Reduction are "out of control" (pro tip: they aren't...), so I came up with an alternative suggestion that would still allow you to reign in Sustain and Cost Reduction, but won't prohibitively punish your player base.
Don't remove the Cost Reduction and Sustain CP nodes, change their values.
You've done it with many other nodes in this PTS patch, you can do it for the Sustain and Cost Reduction nodes as well.
Just make it so that Warlock/Warlord only have a maximum of 15% on your precious 100pt scale like you've done to other nodes. That will "reign in" the sustain and cost reduction, and the player will still have to make adjustments while keeping the "fast paced" feel of battle, but will keep the mythical "infinite sustain" builds from being able to sustain indefinitely.
This would be a far more accepted change IMO, and would do quite a lot to stem the rampant negativity that the current PTS patch is receiving... pretty much across the entirety of the internet.
@ZOS_GinaBruno @ZOS_RichLambert @ZOS_JessicaFolsom What do you think? I believe that this would be a much more viable "middle-ground" to meet your players on, because honestly; only a very small minority of players are fans of the upcoming changes as they stand right now.
Uriel_Nocturne wrote: »My suggestion:
All of the Sustain and Cost Reduction changes together are killing 3 of 5 classes. If introduced separately, they probably wouldn't have been too bad to work around; but together, they're soul-crushing.
So I deeply understand that you guys at ZOS seem to think that Sustain and Cost Reduction are "out of control" (pro tip: they aren't...), so I came up with an alternative suggestion that would still allow you to reign in Sustain and Cost Reduction, but won't prohibitively punish your player base.
Don't remove the Cost Reduction and Sustain CP nodes, change their values.
You've done it with many other nodes in this PTS patch, you can do it for the Sustain and Cost Reduction nodes as well.
Just make it so that Warlock/Warlord only have a maximum of 15% on your precious 100pt scale like you've done to other nodes. That will "reign in" the sustain and cost reduction, and the player will still have to make adjustments while keeping the "fast paced" feel of battle, but will keep the mythical "infinite sustain" builds from being able to sustain indefinitely.
This would be a far more accepted change IMO, and would do quite a lot to stem the rampant negativity that the current PTS patch is receiving... pretty much across the entirety of the internet.
@ZOS_GinaBruno @ZOS_RichLambert @ZOS_JessicaFolsom What do you think? I believe that this would be a much more viable "middle-ground" to meet your players on, because honestly; only a very small minority of players are fans of the upcoming changes as they stand right now.
ZOS trying to digest your suggestions:
Yeah you listened to feedback alright. Just like group finder it's all DPS all the time. So is the game going full ***? The shard/orb changes make all tanks have to be stamina based to get back stamina. Are you going to be making a boat load of stamina morphs for the tanking skills? Are you going to bring back stam regen for blocking? Or will you make a stam/mag morph for each shard/orb skill? And, no, I'm not going to tank with a flippin stick.
lordrichter wrote: »No, they are reading the comments and putting them in context.
ZOS_GinaBruno wrote: »Warden
- Animal Companions
- Savage Beast: This passive ability now generates Ultimate when you cast an Animal Companion ability, instead of when you deal damage with an Animal Companion ability.
Developer Comments:This change will make generating Ultimate from this passive more reliable for Wardens, as it can now proc off non-damaging Animal Companion abilities such as Betty Netch and Falcon’s Swiftness.
Nazarousb14_ESO wrote: »I don't understand, why we would be going back to beta and early launch type game play, where sustain was terrible. If we remember this game almost died and the terrible sustain was one reason. I thought this lesson had been learned already?
Seriously? That's just it? Did you guys intentionally choose to ignore all the feedback provided on how literally nobody wants Leeching Strikes/Siphoning Attacks to become a healing ability instead of proper resource management ability like before? Seriously?! When you compare this skill to Warden's Netch it is utter garbage on all levels.ZOS_GinaBruno wrote: »
- Siphoning
- Siphoning Strikes: Fixed an issue where the heal from this ability and its morphs could not critically strike.