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.
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.
ZOS_GinaBruno wrote: »
Warden
- Green Balance
- Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
Heavy builds still going to be able to stack high weapon damage because of sets like fury and seven legion.No average medium build can really stack as much weapon damage and sustain a heavy build can.I still have better healing,Higher weapon damage and take less damage while running heavy so why not run heavy.scipionumatia wrote: »wait.... so the wrath passive is being replaced with... NOTHING?
Thank god. The heavy armor tanky builds that deal a bunch of damage are super annoying. No one should be able to take 4 people on and gain a bunch of weapon and spell damage because they can take abuse.
Please don't leave wardens in the dust for another patch...
Asylum dual wield is weird. PvP wrecked a ton of PvE things again, no low cost ultimates for anyone but dds now...
ZOS, your PVP community is in a bad shape. People dislike the lag, you force guys to zerg, have only 2 working campaigns, force people to use CP for Battlegrounds, force battles to be without any merit, like some kind of leaderboard.
Not to mention that your Twitch PVP community is dying. Sypher rarely does ESO now, Fengrush too, Blobs ditched the game entirely for good. Two guys you invited to HQ during Morrowind are now out. Are you happy?
While it's always a shame to see someone lose love for something, a few streamers leaving the game is inevitable. People are going to get burnt out of something eventually, regardless. In an MMORPG, people come and go by the day. It's a testament to ESO that most of those guys played as long as they did.
It is already difficult for 1vX these days with the Zerg trains... ZOS just keeps nerfing to the point where the game will eventually just be Zerg to kill or GTFO.
Mystrius_Archaion wrote: »It is already difficult for 1vX these days with the Zerg trains... ZOS just keeps nerfing to the point where the game will eventually just be Zerg to kill or GTFO.
You know what? That's what they always wanted; alliance versus alliance; army versus army.
Nobody was ever meant to solo or small group in pvp until dueling was added and then Battlegrounds.
ZOS_GinaBruno wrote: »
Warden
- Green Balance
- Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
You keep nerfing our heals which currently is the only thing that a Warden is good at, but yet you will not address the low/no dps that mag wardens face. On my Templar healer using same gear as my warden I can hybrid heal/dps and pull twice the damage that my warden can. If I go full out DPS my warden can barely pull 20k dps on target dummy.
Please quit nerfing the only thing a warden is good at without providing something on the other end.
Mystrius_Archaion 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.
It's still a good change to force them to choose either stun or damage using 2 different skills rather than getting everything in one package so easily. Other classes never had their highest burst also be their stun.
And on the topic of Crystal Blast, I have some build ideas for it. I always liked the AoE splash of it.
I just wish the Blood Magic passive was stronger heal or fixed so that it triggers on every hit of a dark magic skill rather than somehow checking for lingering effects like the stun and then not triggering healing until after that expires.
Hey @ZOS_Wrobel or @ZOS_GinaBruno do you know about the Blood Magic bug?
It doesn't heal on a second hit from a dark magic skill until the secondary effects of the first skill dissipate, making Encase only allow healing at least once every 5 seconds rather than the cooldown of Blood Magic at 1 second and the same for the stun from Crystal Blast interfering with the heal from multiple casts. That bug is severely hampering the ability of the Dark Magic skill line, which is another reason almost everyone relies on Surge for healing exclusively and only uses 1-2 skills at all from that line and doesn't choose Crystal Blast over Fragments.
jphipps85b14_ESO1 wrote: »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.
The fix is so simple for them too, our execute and spammable. I agree with you that they have given ZERO attention to my main! The nail in the coffin was the 21% nerf to beam, which was an attempt at PVP balance!!! And now here we continue to be at the bottom of the list.
ZOS_GinaBruno wrote: »
Warden
- Green Balance
- Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
You keep nerfing our heals which currently is the only thing that a Warden is good at, but yet you will not address the low/no dps that mag wardens face. On my Templar healer using same gear as my warden I can hybrid heal/dps and pull twice the damage that my warden can. If I go full out DPS my warden can barely pull 20k dps on target dummy.
Please quit nerfing the only thing a warden is good at without providing something on the other end.
MyKillv2.0 wrote: »ZOS_GinaBruno wrote: »
Warden
- Green Balance
- Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
You keep nerfing our heals which currently is the only thing that a Warden is good at, but yet you will not address the low/no dps that mag wardens face. On my Templar healer using same gear as my warden I can hybrid heal/dps and pull twice the damage that my warden can. If I go full out DPS my warden can barely pull 20k dps on target dummy.
Please quit nerfing the only thing a warden is good at without providing something on the other end.
I will say this again, when the Warden came out the PVE community asked for an upgrade to their DPS potential. Meanwhile the PVP community asked for nerfs to their healing ability. What has happened? TWO NERFS! Albeit it, the nerfs are small in nature and nothing earth shattering. However the fact that Zo$ has double downed on their efforts to please the PVP community by giving the Wardens TWO healing nerfs but not given even a small tweak to the DPS performance of this class shows the world where their priority truely resides.
If the developers of this game want this game to become Dark Ages of Camelot 2, just rename it as such. I am looking at you @ZOS_Wrobel
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.
HEBREWHAMMERRR wrote: »Heavy armor looks like it’s finally where it should be, for tanking.
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?
BTW, I have no complaints about the cost increase in the resto or shield ultimate. It's just the crippling of the warden's only useful and unique ultimate in a way that is opposite what Wrobel stated the plan was 2 weeks ago (keeping the low cost, but reducing heal magnitude, as was accomplished in 3.2.2).
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
GeorgeBlack wrote: »Who can spot which one of all these changes was suggested by player feedback?
I'm having a really hard time finding one that zos used due to player discussion
MyKillv2.0 wrote: »ZOS_GinaBruno wrote: »
Warden
- Green Balance
- Secluded Grove: Increased the cost of this ability and its morphs to 90 Ultimate, up from 75.
You keep nerfing our heals which currently is the only thing that a Warden is good at, but yet you will not address the low/no dps that mag wardens face. On my Templar healer using same gear as my warden I can hybrid heal/dps and pull twice the damage that my warden can. If I go full out DPS my warden can barely pull 20k dps on target dummy.
Please quit nerfing the only thing a warden is good at without providing something on the other end.
I will say this again, when the Warden came out the PVE community asked for an upgrade to their DPS potential. Meanwhile the PVP community asked for nerfs to their healing ability. What has happened? TWO NERFS! Albeit it, the nerfs are small in nature and nothing earth shattering. However the fact that Zo$ has double downed on their efforts to please the PVP community by giving the Wardens TWO healing nerfs but not given even a small tweak to the DPS performance of this class shows the world where their priority truely resides.
If the developers of this game want this game to become Dark Ages of Camelot 2, just rename it as such. I am looking at you @ZOS_Wrobel
Mystrius_Archaion wrote: »HEBREWHAMMERRR wrote: »Heavy armor looks like it’s finally where it should be, for tanking.
No, it's still going to be used for damage because even tanks need stats that help damage because they also help their skills they rely on for defenses. For example, most class damage shields are based on max magicka unless you want a templar tank with sun shield or only use bone shield. They also need stamina to block and bash and dodge and stamina helps damage.
So, the real reason heavy armor can compete in dps is because of the necessity of damage dealing stats that are also provided by sets that are specifically only heavy armor and made for damage role primarily.
So, do the changes to dungeon finder also mean, if we queue as a premade group, who is fine with everyone's level, even if some are lower than the new minimum, we can't use the dungeon finder to do e.g. a random dungeon?
I can agree that something like this makes sense if the group actually gets put together by the dungeon finder, but it shouldn't apply for an already formed group that wants to queue.
Toc de Malsvi wrote: »GeorgeBlack wrote: »Who can spot which one of all these changes was suggested by player feedback?
I'm having a really hard time finding one that zos used due to player discussion
Stun on scatter shot, was player feedback. Could really use a lot more but ill take the stun over disorient and be pleasantly surprised that they addressed bows at all.
leepalmer95 wrote: »Toc de Malsvi wrote: »GeorgeBlack wrote: »Who can spot which one of all these changes was suggested by player feedback?
I'm having a really hard time finding one that zos used due to player discussion
Stun on scatter shot, was player feedback. Could really use a lot more but ill take the stun over disorient and be pleasantly surprised that they addressed bows at all.
1.5s stun is worse than the disorient.