ZOS_AntonioP wrote: »Hello everyone,
Recently we've had to remove some less than constructive comments from this thread. We understand patch note releases can bring some uncertainty but we ask that you stay on topic and constructive. Keep in mind that bashing and flaming are both against the Forum Rules. For further posts please feel free to constructively display your feedback with meaningful content that will aide in future development.
Thank you for understanding.
Thats a good one, ZOS. Please, any NB tanks who use killer's blade, incap strike or other morph, ambush or assassin’s will/scourge proc, raise your hand.This passive ability will be more useful for tanks who weren’t able to get killing blows
Nightblade
Assassination
Executioner: This passive ability no longer requires you to get the killing blow with an Assassination ability to trigger its resource return; it now has a 2-second grace period after damaging the enemy with an Assassination ability where it can still trigger the proc. It also now restores either Magicka or Stamina, whichever you have a higher maximum of, and restores that resource instantly instead of over 6 seconds.
Developer Comments:
Spoilerhide
This passive ability will be more useful for tanks who weren’t able to get killing blows, and stamina Nightblades who can now get stamina. It also makes the proc more reliable in multiplayer situation where multiple players attacking the enemy.
ZOS_GinaBruno wrote: »[*]Siphoner: This champion passive now reduces the enemy’s Health, Magicka, and Stamina Recovery by 25% at 100 points, up from 15%.
Developer Comments:Siphoner will now be a better counter against builds that are able to live for an extremely long time through healing and resource restore.
So icreased duration of immovable but does that include the CC immunity? I just don't find the armor buff that useful
This, nearly all class sources to get these buffs are much cheaper and five seconds of CC immunity is way to short of a duration to justify the high cost of running Immovable instead.So icreased duration of immovable but does that include the CC immunity? I just don't find the armor buff that useful
RandomName123 wrote: »I don't get this logic. You do this:
Petrify: Reduced the range of this ability and its morphs to 8 meters from 15 meters.
Developer Comments:
Spoiler
This change helps further differentiate the Petrify and Stonefist abilities, and makes it more risky for the Dragonknight to apply Petrify’s instant, unavoidable crowd control on an enemy.
But then you add to the earlier PTS (3.2.0) the change below for Sorcs... and keep the 40+ meter range, that this same unavoidable CC will be applied in PvP by Sorcs. Shouldn't this be toned down as well to make the Sorcs come in close to apply?:
from 3.2.0 Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
You mention the range reduction of Petrify as counterplay on ESO live, but then give Sorcs an even better version of it and let them keep 41m range. Petrify and Stonefist are already differentiated in range on live as is. 15m vs 41m (in PvP). Am I missing something?
inf.toniceb17_ESO wrote: »Thats a good one, ZOS. Please, any NB tanks who use killer's blade, incap strike or other morph, ambush or assassin’s will/scourge proc, raise your hand.This passive ability will be more useful for tanks who weren’t able to get killing blows
ZOS_GinaBruno wrote: »[*]Siphoner: This champion passive now reduces the enemy’s Health, Magicka, and Stamina Recovery by 25% at 100 points, up from 15%.
Developer Comments:Siphoner will now be a better counter against builds that are able to live for an extremely long time through healing and resource restore.
What builds is this change supposed to be targeting?
25% reduction is HUGE. My heavy Armor Stam DK, which only uses Dubious Camoran for sustain is barely affected by this change as it only runs 1.2k recovery. My stam dk trades sustain for survivability and damage and is able to take far more damage than my other characters and is still able to dish it out. And no, I am not running block glyphs, legion or impregnable.
On the other hand, characters like my Medium stamblade or my Light Mag sorc which are built for sustain (i.e. sacrifice survivability/damage for sustain) are hit immensely by this change as they either run a significant amount of recovery bonuses or a dedicated sustain set. I am now being punished extremely for building for sustain when I probably have 2/3 of the stats (damage and survivability wise) that those who don't build for sustain have.
If this change is designed to prevent players from getting over 2k recovery, just nerf recovery bonuses. If you're trying to prevent the permablock heal tanks, siphoner is not the way to go. Healing and resource restore is the only way to survive. Some builds have over tuned defences, but this blanket nerf hits the builds not abusing mechanics more than those that do.
Siphoner does not affect Heavy in the same way it affects Medium or Light. IMO it is a bad cp passive that punishes sustain builds unnecessarily. If a build has +3k recovery, they had to sacrifice a lot to get there.
"Secluded Grove: Reduced the healing over time done by this ability and its morphs by approximately 33%."
STILL waiting on those DPS buffs to Warden, ZOS. Why are you ignoring this?
"Concentrated Force (Asylum Destro Staff): This Item Set’s proc now causes every second Force Shock you cast to always apply the Burning, Concussion, and Chilled status effects. The bonus visual effects on Force Shock will now only display when this proc occurs, instead of on every cast of Force Shock."
Not good enough.
Force Shock is a non-class-restricted spammable. People don't use it every ten seconds; they use it often. Certainly more than once in the time those elemental effects remain active. This change does nothing. It's still incredibly overpowered.
"Concentrated Force (Asylum Destro Staff): This Item Set’s proc now causes every second Force Shock you cast to always apply the Burning, Concussion, and Chilled status effects. The bonus visual effects on Force Shock will now only display when this proc occurs, instead of on every cast of Force Shock."
Not good enough.
Force Shock is a non-class-restricted spammable. People don't use it every ten seconds; they use it often. Certainly more than once in the time those elemental effects remain active. This change does nothing. It's still incredibly overpowered.
Its not that bad. 2x force pulse on the best one. GL farming that man.
@ZOS_Wrobel
Feeling like fixing all these DK bugs and unnerfing some of the mess with the class?
Leap: Bugs, costs ulti, also got ninja nerfed to stop leap2keep. Never got reverted after the fix.
Wings: Costs much too much, shields that absorb lots of damage and prevent status effects are cheap and spammable, wings takes status effects, only reflects some abilities, super expensive. And 2 limits to duration Woefully underpowered. Make it reflect pulse again. Either infinite time limited projectiles, or infinite projectiles limited time.
Chains: Height issues, projectile has to travel, auto CC immunity, sad. Gapclose is trash, and doesn't belong on DK tbh. Rework to completely different utility
Stonefist: Rework into a pull that stuns and then pulls, but doesn't give cc immunity unless the stun is broken.