Joy_Division wrote: »ZOS_GinaBruno wrote: »[*]Restoring Light
- Healing Ritual: Reduced the cast time of this ability and its morphs to 1.2 seconds from 1.5 seconds.
Developer Comments:Reducing the cast time of this ability will make it less susceptible to interrupts, and easier to land a potential life-saving heal on an ally. It now fits better with the fast-paced nature of combat.
- Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
Developer Comments:This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.
This is what aggravates me about the whole PTS process.
A pointless buff to a skill hardly anyone uses and a nerf out of left field that has no rhyme or reason or consistency. How about you increase the cost of cloak, shields, bird spam, etc., to "encourage more strategic" use of these abilities? It's a gratuitous slap in the face to Templars.
And @Kilandros is right. That's a crazy change to siphoner. The whole point why ZoS redid the Champion System in Morrowind was so each and every star would have a counter. Now that is no longer the case as this ... this (trying to be real polite here) Champion System ... is now effecting stuff beyond what is was intended to and corrupting the base values of the game.
No one is going to invest more then a few points in this if any, You're not going to give up your own sustain to dump points into this basically.
Really depends on the build and how much sustain you need to skate by. 5%-10% siphoner is not too demanding on your own sustain after the front loading of CPs, and will now effectively diminish all forms of sustain if I'm reading this right. Kind of a big deal when it comes to tough outnumbered fights where you'll be running on fumes at some point.
Its not the end of the world and Im sure people will adapt if need be, but my issue is on principle that once again a change is implemented that disproportionately strengthens the many vs the few.
GreenSoup2HoT wrote: »EotS change is a joke. 10% damage does nothing when 2-4 are stacked. How about no gap closing while active? How about change to the pts damage model?
Clever Alchemist change..... do you want to get rid of gankers completely? I dont even gank anymore but this is stupid in my opinion. Gankers are at a dis-advantage when they fail and the set proc is gone..... not to mention they dont have a potion if they fail. Unbelieveable. It was high cost/risk for high reward. All your hurting is stamina gankers. Magicka bomb-blades specifically will be in combat with their group. Also stamina players dont 1 shot.... its a combo of a lot of things, all gankers sacrifice somewhere to "1 shot combo" players. Anyone using this set also needs to wait 40 seconds to get value again.... honestly this change is triggering since bomb-blades are not effected... only stamina ganks are.
Siphoner change is nice.
They have successfully nerfed my MNB ganks build every patch consecutively for 6 months. Sorry if I played one. spinners clever alchemist heavy attacks damage from stealth. Literally every patch.
No one is going to invest more then a few points in this if any, You're not going to give up your own sustain to dump points into this basically.
Really depends on the build and how much sustain you need to skate by. 5%-10% siphoner is not too demanding on your own sustain after the front loading of CPs, and will now effectively diminish all forms of sustain if I'm reading this right. Kind of a big deal when it comes to tough outnumbered fights where you'll be running on fumes at some point.
Its not the end of the world and Im sure people will adapt if need be, but my issue is on principle that once again a change is implemented that disproportionately strengthens the many vs the few.
You either put one point into this ability for the Debuff Save, or you put 43 points into it, Cause that's where people will stop at...If you put any less then that you're wasting points... This ability does not stack...
I personally wouldn't waste 43 points I could use for my own sustain for this ability.
GreenSoup2HoT wrote: »They have successfully nerfed my MNB ganks build every patch consecutively for 6 months. Sorry if I played one. spinners clever alchemist heavy attacks damage from stealth. Literally every patch.
Magic damage was never buffed by stealth damage. So that nerf doesnt apply.
All though your right that they nerfed sharpend, spinners, heavy att damage and now clever.
This clever change is pretty outragous though. Just get rid of stealth completely while their at it... might as well.
Anne_Firehawk wrote: »New Siphoner Passive -> Pure Cancer
But meteor did.GreenSoup2HoT wrote: »They have successfully nerfed my MNB ganks build every patch consecutively for 6 months. Sorry if I played one. spinners clever alchemist heavy attacks damage from stealth. Literally every patch.
Magic damage was never buffed by stealth damage. So that nerf doesnt apply.
All though your right that they nerfed sharpend, spinners, heavy att damage and now clever.
This clever change is pretty outragous though. Just get rid of stealth completely while their at it... might as well.
usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
GreenSoup2HoT wrote: »But meteor did.GreenSoup2HoT wrote: »They have successfully nerfed my MNB ganks build every patch consecutively for 6 months. Sorry if I played one. spinners clever alchemist heavy attacks damage from stealth. Literally every patch.
Magic damage was never buffed by stealth damage. So that nerf doesnt apply.
All though your right that they nerfed sharpend, spinners, heavy att damage and now clever.
This clever change is pretty outragous though. Just get rid of stealth completely while their at it... might as well.
Was probably your nightblade 10% spell damage passive while stealth. Only physical damage types were ever buffed from the old stealth damage crit modifier that no longer exists today.
Another PTS Patch, and still nothing to address the rampant cheating via 3rd party addons (detecting incoming attacks from stealth before they're even in the air).
Sometimes I wonder if you read your forums at all.
usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Willing to pay 20k crowns to watch Eric Wrobel livestream a magicka DK in open world Cyrodiil for an hour.
usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
MyKillv2.0 wrote: »