ZOS_GinaBruno wrote: »
- Rewards for the Worthy may now drop Large Uncracked Transmutation Geodes.
- Your first Rewards for the Worthy each day will always contain one of these Geodes.
- These Geodes can contain up to 30 Transmute Crystals, and always have at least 3 Transmute Crystals. Rewards for the Worthy grants these Geodes more often than before as well.
- As part of this change, Rewards for the Worthy are now contained in a bag.
ZOS_GinaBruno wrote: »
- Added information to the help menu on how ESO Plus doubles Transmute Crystal capacity, and explaining that you retain access to those Crystals even if your ESO Plus lapses.
@Oakmontowls_ESO
It was arguably even more advantageous in solo or small group settings where you don't have many others helping to keep Off Balance up all the time.
Also, @ZOS_GinaBruno
Are we to take from the lack of mention of a Crystal Blast/Frags change that this is being reconsidered?
So the value of the Perfected Asylum Destro has been effectively cut in half. It was only slightly beating out a 4th trials piece staff already on solo dummy parses. I guess it's another case of PvP considerations gutting useful items for PvE.
Rip my beautiful Asylum rotation. You were too young!
"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.
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.
No one is going to run 100 points in siphoner, do you know why? Because siphoner is trash because of which champion line it's in. You are directly reducing your own resource management to get that debuff.
For example... I can save myself a crap ton of stamina on break free or blocking or I can apply a debuff to you that makes zero difference on someone running 3k stamina recovery.. do you know why? Because even knocking 750 off 3k recovery you still have 2250 recovery which is more then enough sustain.
The only time siphoner is decent is on secondary recovery stats and even then those are less value so it takes less off those.
ZOS_GinaBruno wrote: »
Armor
- Light Armor
- Annulment: Casting this ability and its morphs now requires that you wear 5 pieces of Light Armor.
- Medium Armor
- Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
- Heavy Armor
Developer Comments:
- Immovable: Casting this ability and its morphs now requires that you wear 5 pieces of Heavy Armor. We also increased the duration of this ability to 20 seconds from 13.5 at Rank IV.
We wanted to make each of the armor types feel more distinct from each other and have you make a more impactful decision when selecting Light, Medium or Heavy. Immovable’s duration was increased duration to help it feel different from the other abilities that provide major Resolve and Ward, and make it worth the button press for tanks who wish to spend Stamina in this way.
ZOS_GinaBruno wrote: »
[*]Lotus Flower: This ability and its morphs will now restore health on partially-charged Heavy Attacks, equal to the amount of health restored on Light Attacks.
So the value of the Perfected Asylum Destro has been effectively cut in half. It was only slightly beating out a 4th trials piece staff already on solo dummy parses. I guess it's another case of PvP considerations gutting useful items for PvE.
Rip my beautiful Asylum rotation. You were too young!
Ok I tested and got 83% off balance uptime on nightblade didnt test on sorc and my dps was 36k not very good in doing good dps but I think its slightly nerfed not a very big deal need to sustain 2 force pulse per rotation and 3 for non perfect asylum staff
Joy_Division wrote: »I'm glad ZoS is reconsidering their initial idea to make Crystal blast more "appealing."
only thing that would make that more appealing is giving it ungodly burst damage
luen79rwb17_ESO wrote: »Non perfect asylum destro nerfed to the ground PVE wise... 3 force pulses means you're forced to do perfect rotations, with 0 latency or framerate issues in order to make it "work" in some sort of way. Such pro-ness is achievable by people who would get the perfect version anyway.
Not to mention it has heavy competition with 4th set bonuses that gives a flat increase on base stats like SD or crit...
I have to test it out but a better nerf to the staff would be to make it work as a proc set like it was before but with a longer cooldown. Make both versions proc on the first or second force pulse and add an X second cooldown with a longer cooldown on non perfect version.
So if a full rotation is usually considered in line with the elemental blockade duration of 8s I'd suggest reverting the Asylum destro to a 100% proc chance but adding an 8s cooldown on perfect and 9/10s cooldown on non perfect. This way the staff can be somewhat useful for those of us who usually derp on rotations but can rely on a proc every one of two rotations.
Waffennacht wrote: »Nice! You guys did EXACTLY what I hoped for regarding Trees
Ok. Please give us old petrify. This thing we have now is pure F S.
About armor skills not being usefull below 5 pieces of that armor type. This might be too much, if you ask me. Make it at least 2 piece requirement, and make it less proficient than if used on 5 pieces. For example:This might be interesting, would not completely disable usage of shuffle on heavy armor builds, and a lot of magicka builds in PvP would not lose their only shield. The way you did this makes sorcerers even stronger in PvP, and that is just stupid.
- 2 pieces - 70% of effect
- 3 pieces - 80% of effect
- 4 pieces - 90% of effect
- 5 pieces -100% of effect
- 6 pieces - 110% of effect
- 7 pieces - 120% of effect
So the value of the Perfected Asylum Destro has been effectively cut in half. It was only slightly beating out a 4th trials piece staff already on solo dummy parses. I guess it's another case of PvP considerations gutting useful items for PvE.
If u really ask me U can get nr1 in mmo's if u just separate pvp from pve.. like u enter cyrodiil and u have different cps the skills deal less/more dmg less/more healing (so if u change something in pvp it doesn't effect pve)
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
IwakuraLain42 wrote: »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
My thoughts exactly, my magblade tank certainly doesn't use any of the Assasination abilities. Please ZOS, does anyone of you actually play a nightblade tank ? Doesn't look that way ....
Nope. They should have something against Templars, as well as MagDKs, as they are the most gutted classes since Morrowind came out. They never were able to recovery from sustain nerfs, as they were both relying on a class spammable that it is almost impossible to sustain with the sustains nerf. PvE wise they are dead.
PvP wise, imho at the moment the game is quite well balanced (with MagWardens and StamWardens being the only specs that are slightly overperforming).
PvE wise, there are only Stamina specs and MagSorcs. Any other Mag spec is pretty much dead at the moment.