ZOS_GinaBruno wrote: »The Lover was completely redesigned to grant Spell and Physical Penetration
Mmmmmmhmm
I c what you did there
BAHAHAHAHAHAHAHAHAA
So the proc set changes are a welcome change as are the mundus rebalance and such but when the hell are you going to do something about sorcs?
Why should 1 class out of 5 remain the strongest for almost a year? It makes 0 sense. Yeah okay they are 40% of the pop or whatever but please dont pander like that, BALANCE IT. The daedric curse change was great then that got reverted because of sorc mains whining. The stupid execute from sorcs need to go and you need to get rid of encase or rework it that spammable crap is broken.
One last thing, get rid of shield stacking it ruins the game. Put an increase in cost per carst on hardened ward please. Like you did with streak. I would suggest doing it to harness as well but harness is tiny even with bastion points compared to hardened ward.
Just to note; I have every class except templar and infact I spent most of the time before morrowind on a sorc. So I am not biased here, seriously something needs to be done about it. Its disgusting how powerful sorcs are.
Sorcs have so much;
- Burst
- Sustain
- Survivability
- CC (too much CC imo).
They need to be put in a position where THEY HAVE to make a choice between bursting someone down and surviving they shouldnt be allowed to do both. That was the put of the super nerfs to sustain wasnt it? Not allowing people to do both too easily?
Im sick too death of fighting sorcs. Id rather fight heal bots at this point.
"The Thief: Reduced Critical Strike Chance to 9% from 11".
What da hell do ya think ya're doin'? A great big: Boo! in yar general direction.
The patch is coming out the same day as the Horns of the Reach DLC, right? So we have a couple weeks to acquire the writ vendor recipes that are being removed?
Joy_Division wrote: »I havent been able to write this since the 1.5 Patch, but I must admit I am impressed with the majority of what I see here.
Anyone bemoaning the nerfs to sharpened and defending is only interested in maintaining their best in slot status and not adding legitimate diversity to the game. I still think since this is all quantified, people like @Asayre will eventually figure out what is best, but at least there does appear to be options and the gap is not quite as large.
Selene's did not need I nerf, I play magicka and never used this and do not have a problem with my opponent's using it. Skoria didn't need a nerf either. I wish the "nerf X" crowd would just be quiet and understand that just because something does not suit their preferred playstyle, doesnt mean it needs a nerf.
I must infer from this patch (and the last year's worth of patches) that ZoS is generally satisfied with classes and skilllines since there have been so few changes in these areas. This is the one respect where I do not agree (although I do think the relative balance between the classes is acceptable).
Most of the other notes I feel represent a solid foundation that can be tweaked enough during the PTS process to improve the game.
Did you want something like this...
Lover(6.1%) > Thief(4.7%) > Shadow(4.4%) > Apprentice(4.41%) > Mage(3.5%)
Damage increase compared to no mundus shown in parenthesis
Thief, Shadow, Apprentice and Mage seem decently balance. The error in my estimates probably makes the variance even smaller but it seems Lover is slightly preferred.
Initial estimates for weapon traits are
Sharpened(6.1%) > Infused(4.8%) > Precise(4.7%) > Nirnhoned(3.5%)
Damage increase compared to no trait shown in parenthesis
Again decently balanced except for Sharpened.
By the way, standardisation of Mundus and Trait values made it such that Sharpened = Lover and Precise = Thief so saved a few calculations there. The 3.5% for Nirnhoned and Mage is a coincidence.
I postulate that Sharpened and Lover are slightly overperforming to make the gap between low coordination and high coordination groups smaller. You would presumably get more debuffs in organised groups thus increasing the likelihood that you reach the penetration cap and no benefiting fully from Sharpened/Lover.
Calculation details
Why the constant bombardment of nerfs against the mDK???
Zenimax, the mDK has been the most beaten down class since imperial city, if anything you NEED to seriously retweak this class in so many areas, have you ever actually played a light build?
Seriously, this is getting way out of control, reflective fire scales is bugged, once casted you still do not reflect (sometimes) any projectiles, since you messed with this ability in IC update.
You REALLY need to buff this class or at least rework this class, it is not even competitive in cyrodiil. Go vampire, heavy, mist form and whip, mist and wipe and use ulti...how is this a "pressure" build??
It is bad enough that 90% of the projectiles can not be reflected anymore, seriously buff this class already, its just unacceptable.
*Edit forget the combustion nerf i missed on the burning buff But leaving the mDK the way it is now is just bad, we need to have some changes.
Danse_Mayhem wrote: »
Please let us critically hit shields... Sorcerors are so strong at the moment and can withstand more damage than your average healer / tank because of how fast shields can be applied. Maybe even give shields a base resistance to compensate? As it stands, precise weapons, thief/shadow mundus and basically all exit builds are totally useless against sorcs which is a terrible waste of game mechanics.
Danse_Mayhem wrote: »Not easily at all against any shield user with half a brain. I'm not saying nerf the duration or strength of shields, I just think it's an awful waste of critical hit mechanics that they just plain don't work against shields. Builds that block cast everything basically negate any kind of criticism build so ATM a build based around that is borderline pointless in pvp. Perhaps give shields a resistance of like 5-6k so they aren't burned down ultra fast? I dunno tbh I'm not someone who works with balancing games, just throwing the idea out there as more and more sorcs seem to just be invincible ATM.
ZOS_GinaBruno wrote: »
[*]The Serpent: Increased Stamina Recovery to 238 from 167.
celner4_ESO wrote: »I've heard crafted sets are getting buffed? Where in the patch notes is that referenced does anyone know?
ZOS_GinaBruno wrote: »
General
- Adjusted Elemental status effects, such as Burning or Concussion, so they now scale with your Max Magicka or Max Stamina, in addition to your Spell Damage or Weapon Damage. Their damage has also been adjusted due to this new scaling and should remain relatively unchanged (with an exception to Burning, which now deals approximately double the damage of before).
- Burning now lasts 4 seconds and ticks every 2 seconds, previously lasting 3 seconds and ticking every 1.5 seconds. The total damage ticks remain unchanged.
- Poisoned now deals its total damage over 6 seconds, down from 12 seconds.
- Concussion and Chilled’s secondary effects (Minor Vulnerability and Minor Maim) now last 4 seconds, down from 6 seconds and 5 seconds respectively.
- Summoned pets from abilities and Item Sets now move 10% faster.
- Dodge rolling now grants immunity to immobilizations when it is used while you are silenced.