Sandman929 wrote: »Sandman929 wrote: »ZOS_GinaBruno wrote: »Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.
In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so.
Interesting. What sacrifices will Stamina Sorcs have to make to have high damage, high tankiness, and high sustain?
The constitution nerf hit the ability to sark deal regularly as a main source of sustain massively.
Yeah, now I'll have to invest a few CP into magicka regen...because right now I don't need any CP into regen or cost reduction at all.
MasterSpatula wrote: »Damn, I feel like it's coming down to a refusal to admit that this whole thing is based on a false premise.
"A lot of people are pointing out that we're punishing the many for the excesses of a few. But if we admit they have a point, that would make us bad developers, and we're not bad developers, so they must be wrong. BOOM! LOGIC!!"
GhostyBrycicle wrote: »Change Dark Deal to scale off of player level or revert DK helping hands back to scaling on max stat
Couldn't agree more. If they are nerfing sustain to scale off player level on pretty much everything else (including racial passives), they should do that with the Sorc
It already does scale off player level. I wish people would only talk about what they understand.. Especially when yelling for nerfs...
Sandman929 wrote: »Sandman929 wrote: »ZOS_GinaBruno wrote: »Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.
In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so.
Interesting. What sacrifices will Stamina Sorcs have to make to have high damage, high tankiness, and high sustain?
The constitution nerf hit the ability to sark deal regularly as a main source of sustain massively.
Yeah, now I'll have to invest a few CP into magicka regen...because right now I don't need any CP into regen or cost reduction at all.
You could do that.. But adding a few % won't do anything when the base as already non-existant. You'd have to start by adding some base mag recovery, which probably means losing some weapon damage, or running a sustain set... Which is probably what zos were aiming for..
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
- Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
- Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
Developer Comments:There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.- Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
Developer Comments:Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
- Dawn’s Wrath
- Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
- Restoring Light
- Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.
worsttankever wrote: »ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
- Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
- Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
Developer Comments:There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.- Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
Developer Comments:Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
- Dawn’s Wrath
- Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
- Restoring Light
- Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.
I'm really happy with the proposed changes to Templar. To me is sounds like you listened to community feedback, addressing the broken luminous shards (disorient being broken by its own burning light passive) and adding more cc functionality to piercing javelin. Also, I appreciate the developer comments in line with the patch notes to explain the reasoning.
Really looking forward to this release when it comes out on consoles. Good job Gina and team!
There are competitive single-target DPS parses optimizing Soul harvest as a spammable Ultimate only because of damage buff it provides. With the possible Major Slayer ~40-50% uptime it's not impossible to imagine it being quite OP in this particular scenario. Obviously this doesn't apply to any fights involving huge amounts of AoE.With 45% uptime of Major Slayer (if You're using soul harvest) nb can be actually in good position after update. Cheap ultimates can be nice especially nb ulti that also gives 20% dmg buff. Also about Grim Focus They said they may tweak it not that they'll tweak it for sure.
Unlikely. Having to use soul harvest = not using an actual damaging ulti like destro or meteor. And those are a huge chunk of NB's dps. We'll have to test and see the numbers, but I doubt it that trading those ultis for major slayer will be that good.
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
[quote=
Sorcerer
- Dark Magic
- Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
Developer Comments:Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.
If you would play your own game, you would know that there will be 0 sorcs running crystal frags in PVE
Still every sorc will run it in PvE. Now it can hit even for 50k so You're saying everyone will unslot it because it'll hit max ~45k ?... Also crystal is skill from dark magic and provides 3% spell crit buff to whole group for 20 seconds from passive.
justsmurfitall wrote: »ZOS_GinaBruno wrote: »
[*]Magister Makes a Move: Florinna Avau will now actually stay rescued once you rescue her.
According to Princess Peach, that is not how this works.
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
So it just does dmg on strike?
Shader_Shibes wrote: »Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:
Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
R.I.P
WHY
YOU MADE THE HEAVY ATTACK META
NOW YOU NERF HEAVY ATTACK
WTF
@ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
Is the Luminous synergy restore for the casting Templar gone?!
It is gone...why on Earth would you remove that?
So it just does dmg on strike?
On strike and it has a very weak dot.
It no longer restores resource for the casting Templar when someone synergizes the shard, like they had it in previous iterations of PTS.
Good steps in the right direction. I swear people pre-type their negative responses before they even read the notes.
Good steps in the right direction. I swear people pre-type their negative responses before they even read the notes.
I mostly agree. The Templar changes are mainly positive as well which is refreshing.
I am curious if the Siphoning attack return will work like Rally from 2H, where you can cancel it early to get a percent of that big return. If so will there be a cut-off point (say 50% duration) where casting it again will give you more than the cost to cast it back?
@ZOS_GinaBruno any info on this? It would be nice if this new behavior rewarded people for refreshing the ability often, so long as it wasn't TOO often.
Agreed... this is ignorant.Doctordarkspawn wrote: »
I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.
That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.
One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.
Shader_Shibes wrote: »Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:
Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
R.I.P
WHY
YOU MADE THE HEAVY ATTACK META
NOW YOU NERF HEAVY ATTACK
WTF
Because it was clearly a bug.
Stop relying on exploits to built your "meta?"
Doctordarkspawn wrote: »
Uriel_Nocturne wrote: »Agreed... this is ignorant.Doctordarkspawn wrote: »
"We've changed the core design of how much of the mechanics of the game work. This will have the effect of forcing every single player into weaving multiple Heavy attacks into their combat rotations, but we have confidence that you guys will be able to adapt to Heavy Attacks Online."
One week later.
"Remember those Heavy Attacks that have become the core pillar of our new, game-wide combat mechanics? Yeah, we nerfed those down to uselessness. But be assured, we've left those mechanics changes in place to ensure that you'll STILL have to use those Heavy attacks more than any other type of attack just to make sure you have a modicum of resources!"
Vivec’s loin cloth is now better behaved. Oh my!
After all these years, the Ashlanders have finally learned that trying to eat while wearing facemasks is a bad idea.
The appearance used by the War Maiden set will not be available as a motif with Morrowind.
Doctordarkspawn wrote: »
Did you actually read the patch notes? they fixed a bug that was with the Lightning staff heavy attack. Heavy attack in general has not been nerfed
Doctordarkspawn wrote: »I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.
That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.
One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.
Then balance the two seperate.
PVE will not function in a few patches at the rate this is going, at least not in any way anyone with half a brain would want to play.