ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
PS4_ZeColmeia wrote: »Well since...ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
Let's put our reasonable fixes/changes we're hoping for in Update 15
Khajiit's carnage includes spell crit
Grim focus (and morphs) take 4 hits to proc again
Agony (and morphs) can set target off balance if cast from stealth, also a general rework of the skill
Cloak fully fixed
Infused buffing all enchants regardless of being on the infused weapon fixed.
Waffennacht wrote: »PS4_ZeColmeia wrote: »Well since...ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
Let's put our reasonable fixes/changes we're hoping for in Update 15
Khajiit's carnage includes spell crit
Grim focus (and morphs) take 4 hits to proc again
Agony (and morphs) can set target off balance if cast from stealth, also a general rework of the skill
Cloak fully fixed
Infused buffing all enchants regardless of being on the infused weapon fixed.
Let me guess, you have a Khajiit NB?
PS4_ZeColmeia wrote: »Well since...ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
Let's put our reasonable fixes/changes we're hoping for in Update 15
PS4_ZeColmeia wrote: »reasonable
PS4_ZeColmeia wrote: »Cloak fully fixed
Some balance changes for making the game far more balanced :
Light Amor :
Medium armor:
Soul Magic
Other
Warden
Sorcerer
NightBlade
How good is my idea of quick change to make the game more balancing ?
PS4_ZeColmeia wrote: »Well since...ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
Let's put our reasonable fixes/changes we're hoping for in Update 15
Khajiit's carnage includes spell crit
Grim focus (and morphs) take 4 hits to proc again
Agony (and morphs) can set target off balance if cast from stealth, also a general rework of the skill
Cloak fully fixed
Infused buffing all enchants regardless of being on the infused weapon fixed.
Waffennacht wrote: »PS4_ZeColmeia wrote: »Well since...ZOS_GinaBruno wrote: »The Elder Scrolls Online v3.1.2 includes several bug fixes surrounding Horns of the Reach content, combat and itemization, numerous furnishing items, and more (next week's patch will bring some combat-related balance changes).
Let's put our reasonable fixes/changes we're hoping for in Update 15
Khajiit's carnage includes spell crit
Grim focus (and morphs) take 4 hits to proc again
Agony (and morphs) can set target off balance if cast from stealth, also a general rework of the skill
Cloak fully fixed
Infused buffing all enchants regardless of being on the infused weapon fixed.
Let me guess, you have a Khajiit NB?
Some balance changes for making the game far more balanced :
Light Amor :. Commentary :
- Annulment : This skill and it's morph can no longer stack with Conjured ward
This make sorc shieldstacking less effective and more in line with others classes defense
Medium armor:Commentary :
- Evasion: This skill and it's morphs need 5 pieces to medium armor to be available.
major evasion being a strong defense mechanic, this change make it not usable with other strong defense mechanic like shield and heavy armor.Commentary :
- Atletics : This passive also give minor mending 1s after making a dodge roll.
The idea is to make medium armor defensive side more in line with other mechanics : This change make healing more effeciant to medium armor user, don't forget it make an almost guaranteed heal when it's cut anim whith a second dodge roll.
Soul MagicCommentary :
- Soul strike : this skill and this morph now see his damage tick 50% less often with unchanged damage.
This make medium armor user not complety destroy their stam pool for blocking this ultimate in an idea to make medium armor more viable.
OtherCommentary :
- Pet UI : The commant to ask pet to retreate will now make pets port to you.
This make pet viable, while not changing complety their UI, pets stuck in wall, pet's lost in a secret location, pets bug all removed by making the pet user decide when he want it's pets with a 100% chance to have it
- Poison cost: They are removed, we don't know who had this idea, but he seems no longer alive .
WardenCommentary :
- Dive: this skill and it's morph are now undodgable.
A spammable attack with high damage countering every medium armor user without counterplay was not fair. This skill still unabsorbable and unreflectable.
SorcererCommentary :
- Expert summer: This passive descrease the cast time from Summon Unstable Familiar with it's morph and summon winged twilight with it's morphs by 50%
With the old cast time, sorc coudn't recast pet even with only a single one ennemy, this allow to killing pets as a counter play but alllow to the sorcerer to have a little window to recast it for continue the fight without loosing 4 skills.
NightBladeCommentary :
- Shadowy disguise : This skill no longer make hots having 100% critical chance.
Whith the new change to dodge roll and minor mending, let's not make NB op by giving them too much healing.
How good is my idea of quick change to make the game more balancing ?
Some balance changes for making the game far more balanced :
Light Amor :
Medium armor:
Soul Magic
Other
Warden
Sorcerer
NightBlade
How good is my idea of quick change to make the game more balancing ?
Let me guess, you are a heavy armoured DK or Templar?
But just to be honest:
your proposals are no good, don´t like any of them, but that has nothing to do with you, but I just HATE all "good" ideas of making this game more "balanced".
Since the open Beat we are "improving" and making all "better". Now Stamplayers have nothing left and are no longer vaible in trials and the like, though my Stamchars still do over 30k dmg.
This Game needs sure something: More Love for the needs of the longtime players from ZOS and not just running after people who cry around, and after a year they are gone anyway.
Only thing about shield stacking...
NB's get annulment and cloak
Templars get annulment and strong heals/purge
MagDK's are just tanky (I don't really know the class so not gonna pretend to)..
So if you kind of remove the combo of annulment + class defensive ability from sorcs - you gotta give something else or their surviviability will be pretty much the same as a magnb without cloak.
Only thing about shield stacking...
NB's get annulment and cloak
Templars get annulment and strong heals/purge
MagDK's are just tanky (I don't really know the class so not gonna pretend to)..
So if you kind of remove the combo of annulment + class defensive ability from sorcs - you gotta give something else or their surviviability will be pretty much the same as a magnb without cloak.
Only thing about shield stacking...
NB's get annulment and cloak
Templars get annulment and strong heals/purge
MagDK's are just tanky (I don't really know the class so not gonna pretend to)..
So if you kind of remove the combo of annulment + class defensive ability from sorcs - you gotta give something else or their surviviability will be pretty much the same as a magnb without cloak.
Sorcs should rely on mobility and range IMO. Not out tanking DKs. They have streak, mines, pets for diversion, etc. Solid healing and regen. Shields should either be crittable, or not stackable, so they are slightly more last resort.
Some balance changes for making the game far more balanced :
Light Amor :. Commentary :
- Annulment : This skill and it's morph can no longer stack with Conjured ward
This make sorc shieldstacking less effective and more in line with others classes defenseYES
Medium armor:Commentary :
- Evasion: This skill and it's morphs need 5 pieces to medium armor to be available.
major evasion being a strong defense mechanic, this change make it not usable with other strong defense mechanic like shield and heavy armor.YESCommentary :
- Atletics : This passive also give minor mending 1s after making a dodge roll.
The idea is to make medium armor defensive side more in line with other mechanics : This change make healing more effeciant to medium armor user, don't forget it make an almost guaranteed heal when it's cut anim whith a second dodge roll.OK
Soul MagicCommentary :
- Soul strike : this skill and this morph now see his damage tick 50% less often with unchanged damage.
This make medium armor user not complety destroy their stam pool for blocking this ultimate in an idea to make medium armor more viable.NO
OtherCommentary :
- Pet UI : The commant to ask pet to retreate will now make pets port to you.
This make pet viable, while not changing complety their UI, pets stuck in wall, pet's lost in a secret location, pets bug all removed by making the pet user decide when he want it's pets with a 100% chance to have itOKOK
- Poison cost: They are removed, we don't know who had this idea, but he seems no longer alive .
WardenCommentary :
- Dive: this skill and it's morph are now undodgable.
A spammable attack with high damage countering every medium armor user without counterplay was not fair. This skill still unabsorbable and unreflectable.HELL NO! (though i assume you meant "are now dodgable"
SorcererCommentary :
- Expert summer: This passive descrease the cast time from Summon Unstable Familiar with it's morph and summon winged twilight with it's morphs by 50%
With the old cast time, sorc coudn't recast pet even with only a single one ennemy, this allow to killing pets as a counter play but alllow to the sorcerer to have a little window to recast it for continue the fight without loosing 4 skills.YES
NightBladeCommentary :
- Shadowy disguise : This skill no longer make hots having 100% critical chance.
Whith the new change to dodge roll and minor mending, let's not make NB op by giving them too much healing.YES
How good is my idea of quick change to make the game more balancing ?
Only thing about shield stacking...
NB's get annulment and cloak
Templars get annulment and strong heals/purge
MagDK's are just tanky (I don't really know the class so not gonna pretend to)..
So if you kind of remove the combo of annulment + class defensive ability from sorcs - you gotta give something else or their surviviability will be pretty much the same as a magnb without cloak.
Sorcs should rely on mobility and range IMO. Not out tanking DKs. They have streak, mines, pets for diversion, etc. Solid healing and regen. Shields should either be crittable, or not stackable, so they are slightly more last resort.
Range isn't any kind of defence, not when everyone has a spammable gap-closer. Don't NB's also have range? Mobility? I'd say shadow image can be just as good as streak - especially for LoSing. Pets are a bad diversion since your shield on the pet is 33% weaker. You either burn a ton of mag just spamming hardened and nothing else just to keep the pet up vs a single opponent. Never liked mines - someone always just mistforms over them or a tank comes along and simply facetanks them.
I'm not sure which solid healing you mean - unless the matriarch which needs a lot of shielding to keep alive.
But regardless, for all that you're talking about these skills.:
2x pet (diversion)
2x streak and boundless (mobility)
1x mines (to force range)
2x surge and?? (surge alone isn't solid healing)
1x shield
leaving 2 slots for damage.. curse/frags? How about an anytime? an execute? empower? something to protect vs stealthers?
You could mention the overload bar, but its soo slow to switch to/from it that you NEED your defensive stuff on there if you're gonna consider it for any combat-related stuff - and if that defence has to consist of mobility and range its already filled up with shield, pet,streak, mines so leaving only 1 usable slot. I tend to use rapids on there along with defensive rune and just use it for travelling . SO its pretty much already filled..
This is the thing. just how MANY ability slots have to be used for defence? Sorc already has to use 4 for offence (or he has no burst)