Lord_Dexter wrote: »ZOS_GinaBruno wrote: »
Fixtures
- Fixed some gaps found between walls and doorframes.
- Fixed various assets with visible seams.
General
- Adjusted the minimum level for the following Normal Difficulty dungeons to Level 45 for the purposes of using the Dungeon Finder:
- Banished Cells 2 do able with low lvl
- Bloodroot Forge
- City of Ash 2 do able with low lvl
- Cradle of Shadows
- Crypt of Hearts 2 do able with low lvl
- Darkshade Caverns 2 do able with low lvl
- Elden Hollow 2 do able with low lvl
- Falkreath Hold
- Fungal Grotto 2 do able with low lvl
- Imperial City Prison
- Ruins of Mazzatun
- Spindleclutch 2 do able with low lvl
- Wayrest Sewers do able with low lvl
- White-Gold Tower
- Adjusted the minimum level for the following Veteran Difficulty dungeons to CP160 for the purposes of using the Dungeon Finder:
- Veteran Bloodroot Forge
- Veteran City of Ash 2 do able with low cp lvl
- Veteran Cradle of Shadows
- Veteran Crypt of Hearts 2 do able with low cp lvl
- Veteran Falkreath Hold
- Veteran Imperial City Prison
- Veteran Ruins of Mazzatun
- Veteran White-Gold Tower
We only want fu..... min lvl for dlc dungeons !!! but no one from ZOS listens..... srly its not funny anymore.
COA 2, COH 2 is harder even for CP 160. You clearly need to spend sometime with PUGS then comments @ forum..
ZOS_GinaBruno wrote: »
Fixtures
- Fixed some gaps found between walls and doorframes.
- Fixed various assets with visible seams.
General
- Adjusted the minimum level for the following Normal Difficulty dungeons to Level 45 for the purposes of using the Dungeon Finder:
- Banished Cells 2 do able with low lvl
- Bloodroot Forge
- City of Ash 2 do able with low lvl
- Cradle of Shadows
- Crypt of Hearts 2 do able with low lvl
- Darkshade Caverns 2 do able with low lvl
- Elden Hollow 2 do able with low lvl
- Falkreath Hold
- Fungal Grotto 2 do able with low lvl
- Imperial City Prison
- Ruins of Mazzatun
- Spindleclutch 2 do able with low lvl
- Wayrest Sewers do able with low lvl
- White-Gold Tower
- Adjusted the minimum level for the following Veteran Difficulty dungeons to CP160 for the purposes of using the Dungeon Finder:
- Veteran Bloodroot Forge
- Veteran City of Ash 2 do able with low cp lvl
- Veteran Cradle of Shadows
- Veteran Crypt of Hearts 2 do able with low cp lvl
- Veteran Falkreath Hold
- Veteran Imperial City Prison
- Veteran Ruins of Mazzatun
- Veteran White-Gold Tower
We only want fu..... min lvl for dlc dungeons !!! but no one from ZOS listens..... srly its not funny anymore.
ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
Developer Comment:We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
Lol.
Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.
It's funny when you see wrecking blow get reflected back at you, oh wait. Wrecking blow can be cast at melee range without the ability to be interrupted or reflected.
The two abilities are fundamentally different.
WrathOfInnos wrote: »
It is worth looking at the bigger picture. All of the major pvp defensive ults where nerfed. As an overall change this is good for the health of the game.
Wardens are underperforming in every aspect of PVE (the majority of the game). Templars heal better, every magicka class does more DPS, and DKs tank better. The only role they do well is stamina DPS. How is nerfing the worst class good for the health of the game?
SidewalkChalk5 wrote: »So, dozens of players over a month of PTS telling you Templar is broken and not a single fix. Ok then. Sadly, I can no longer sub to a game where class balance is not a dev priority.
WrathOfInnos wrote: »What happened to reducing the Secluded Grove healing output while maintaining the low cost? So it now got a healing nerf by 33% AND a cost increase from 75 to 90?
ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
Developer Comment:We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
Lol.
Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.
It's funny when you see wrecking blow get reflected back at you, oh wait. Wrecking blow can be cast at melee range without the ability to be interrupted or reflected.
The two abilities are fundamentally different.
You can walk away from dizzy swing, wall through it. It's melee so of choose it can't be rejected. Wrecking blow can ONLY be use in melee. The two skills may have done differences but the statement is not farfetched.
ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
Developer Comment:We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
Lol.
Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.
It's funny when you see wrecking blow get reflected back at you, oh wait. Wrecking blow can be cast at melee range without the ability to be interrupted or reflected.
The two abilities are fundamentally different.
You can walk away from dizzy swing, wall through it. It's melee so of choose it can't be rejected. Wrecking blow can ONLY be use in melee. The two skills may have done differences but the statement is not farfetched.
You will run out of resources avoiding dizzying swing, long before the caster runs out of resources casting it. If you think you can simply walk out of range from dizzying swing with the multitude of snares in this game I'm not sure what you're playing.
The logic above does not apply to crystal fragments (or crystal blast) as it has far more counters available to it. It can be interrupted at range (crushing shock, venom arrow) and at melee for far less resource consumption than trying to avoiding dizzying swing, it can be reflected, passively dodged, roll dodged or blocked and you can even walk through the crystal frag user.
It is far easier to avoid crystal fragments currently than it is dizzying swing.
On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.
Nope not at all. I've never even used that morph on any of my Sorcs ever.
rhapsodious wrote: »Bless the dungeon finder changes.
FlamingBeard wrote: »ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
Developer Comment:We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
Lol.
Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.
It's funny when you see wrecking blow get reflected back at you, oh wait. Wrecking blow can be cast at melee range without the ability to be interrupted or reflected.
The two abilities are fundamentally different.
You can walk away from dizzy swing, wall through it. It's melee so of choose it can't be rejected. Wrecking blow can ONLY be use in melee. The two skills may have done differences but the statement is not farfetched.
You will run out of resources avoiding dizzying swing, long before the caster runs out of resources casting it. If you think you can simply walk out of range from dizzying swing with the multitude of snares in this game I'm not sure what you're playing.
The logic above does not apply to crystal fragments (or crystal blast) as it has far more counters available to it. It can be interrupted at range (crushing shock, venom arrow) and at melee for far less resource consumption than trying to avoiding dizzying swing, it can be reflected, passively dodged, roll dodged or blocked and you can even walk through the crystal frag user.
It is far easier to avoid crystal fragments currently than it is dizzying swing.
Wat.
It's much more difficult to try to avoid Crystal Fragment procs without running out of stamina dodging and blocking, than it is to simply walk through someone casting Dizzying Swing or stun them mid-swing.
Dizzying Swing also doesn't have a fancy instant-cast proc with increased damage and decreased cost, and is also melee-ranged. Crystal Fragments has a ton of damage, is ranged, and has a bonus damage proc with decreased cost.
WrathOfInnos wrote: »On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.Nope not at all. I've never even used that morph on any of my Sorcs ever.
Agree with both of you. I think this applies to all cast time abilities. They can nerf alternatives all they want, nobody will use a slow ability unless they turn it into an instant ability. It's the same reason everyone hates the heavy attack meta, it is slow and boring. Instant abilities are fast-paced and exciting, responsive and satisfying.
As for the stun removal from frags, I will miss it in VMA, but it won't be bad for any group PVE content. Will probably keep my tanks happier with me (they don't like stuns before chains).
Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
We want each of the three armor types to have unique trade-offs. Heavy Armor’s main advantage is its increase to survivability, while the disadvantage is its lower damage and healing power. To emphasize this distinction, we’ve removed the Wrath passive.
Rune Prison: Increased the cost of this ability and its morphs by approximately 16%.
Panacea: Increased the cost of this ability and its morphs to 125 Ultimate from 100.
Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
Merciless Charge (Maelstrom 2H): Increased the damage done by this Item Set’s proc to 6000 damage over 5 seconds, up from 4300 damage over 5 seconds.
All 3 armor types must be desirable. This means Heavy Armor needs to be useful for tanking, but also effective at dealing damage.
Are there still balance changes coming? (stam >> mag dps, heavy attack pve combat, terrible mag warden dps, ...)
WrathOfInnos wrote: »On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.Nope not at all. I've never even used that morph on any of my Sorcs ever.
Agree with both of you. I think this applies to all cast time abilities. They can nerf alternatives all they want, nobody will use a slow ability unless they turn it into an instant ability. It's the same reason everyone hates the heavy attack meta, it is slow and boring. Instant abilities are fast-paced and exciting, responsive and satisfying.
As for the stun removal from frags, I will miss it in VMA, but it won't be bad for any group PVE content. Will probably keep my tanks happier with me (they don't like stuns before chains).
100% this. They could delete frags and i wouldn´t slot blast. I would slot a different ability altogether.
Casttime offensive skills that are interruptable do not work period.
Are there still balance changes coming? (stam >> mag dps, heavy attack pve combat, terrible mag warden dps, ...)
Stam should always be greater than mag dps because stam has no shields and they are mostly melee so I agree heavy attack builds are op and should be replaced with light attack ones. Mag dps should only be buffed if they are melee
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus